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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _AI_WEAPON_FIRED_EVENT_H
#define _AI_WEAPON_FIRED_EVENT_H
#include "AIEvent.h"
#include "../IAICallback.h"
namespace springLegacyAI {
class CAIWeaponFiredEvent : public CAIEvent {
public:
CAIWeaponFiredEvent(const SWeaponFiredEvent& event) : event(event) {}
~CAIWeaponFiredEvent() {}
void Run(IGlobalAI& ai, IGlobalAICallback* globalAICallback = nullptr) {
int evtId = AI_EVENT_WEAPON_FIRED;
WeaponDef* weaponDef = nullptr;
WeaponDef weaponDefTmp;
if (globalAICallback != nullptr) {
AIHCGetWeaponDefById fetchCmd = {event.weaponDefId, weaponDef};
// NOTE: CAIAICallback::HandleCommand does nothing with this event atm
if ((globalAICallback->GetAICallback())->HandleCommand(AIHCGetWeaponDefByIdId, &fetchCmd) != 1) {
return;
}
}
weaponDef = &weaponDefTmp;
weaponDef->id = event.weaponDefId;
// let the AI itself handle it only if the callback did not
IGlobalAI::WeaponFireEvent evt = {event.unitId, weaponDef};
ai.HandleEvent(evtId, &evt);
}
private:
SWeaponFiredEvent event;
};
} // namespace springLegacyAI
#endif // _AI_WEAPON_FIRED_EVENT_H
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