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// -------------------------------------------------------------------------
// AAI
//
// A skirmish AI for the Spring engine.
// Copyright Alexander Seizinger
//
// Released under GPL license: see LICENSE.html for more information.
// -------------------------------------------------------------------------
#ifndef AAI_BUILDTASK_H
#define AAI_BUILDTASK_H
#include "System/float3.h"
#include "aidef.h"
#include "AAIMap.h"
#include "AAIUnitTable.h"
class AAI;
class AAIBuildTask
{
friend AAIConstructor;
public:
AAIBuildTask(UnitId unitId, UnitDefId unitDefId, const float3& buildsite, UnitId constructor);
~AAIBuildTask(void);
//! @brief Indicates that the responsible construction unit has been killed
void BuilderDestroyed(AAIMap* map, AAIUnitTable* unitTable);
//! @brief Checks if task belongs to killed unit (and has thus failed); if yes, cleans up the buildmap and notifies the construction unit
bool CheckIfConstructionFailed(AAI* ai, UnitId unitId);
//! @brief Checks if task belongs to finished unit; if yes, notifies the construction unit
bool CheckIfConstructionFinished(AAIUnitTable* unitTable, UnitId unitId);
//! @brief Returns true if buildtask belongs to expensive (> 0.7+avg cost) unit/building of given category
bool IsExpensiveUnitOfCategoryInSector(AAI* ai, const AAIUnitCategory& category, const AAISector* sector) const;
//! @brief Returns the corresponding constructor (or nullptr if none)
AAIConstructor* GetConstructor(AAIUnitTable* unitTable) const { return m_constructor.IsValid() ? unitTable->units[m_constructor.id].cons : nullptr; }
private:
//! The unit id of the unit/building that is being constructed
UnitId m_unitId;
//! The unit definition of the unit/building that is being constructed
UnitDefId m_defId;
//! The id of the construction unit
UnitId m_constructor;
//! The location where the building/unit is being constructed
float3 m_buildsite;
};
#endif
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