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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef I_AI_CHEATS_H
#define I_AI_CHEATS_H
#include "IAICallback.h"
#include "Sim/Misc/GlobalConstants.h" // needed for MAX_UNITS
#include "System/float3.h"
namespace springLegacyAI {
struct UnitDef;
struct UnitResourceInfo;
/**
* note that all of the non-readonly commands are network-
* insecure: they aren't transmitted over the network and
* thus will cause sync errors, so do not use them when 2
* or more players are around (although you actually can't,
* since they call OnlyPassiveCheats() internally)
*/
class IAICheats
{
public:
/**
* This function has the same effect as setting a handicap value
* in the GameSetup script (currently gives a bonus on collected
* resources)
*/
virtual void SetMyHandicap(float handicap) = 0;
/// give selected amount of metal
virtual void GiveMeMetal(float amount) = 0;
/// give selected amount of energy
virtual void GiveMeEnergy(float amount) = 0;
/// creates a unit with the selected name at pos
virtual int CreateUnit(const char* name, float3 pos) = 0;
/*
* the following commands work exactly like those in the standard
* callback interface, except that they don't do any LOS checks
*/
virtual const UnitDef* GetUnitDef(int unitId) = 0;
virtual float3 GetUnitPos(int unitId) = 0;
virtual float3 GetUnitVel(int unitId) = 0;
virtual int GetEnemyUnits(int* unitIds, int unitIds_max = MAX_UNITS) = 0;
virtual int GetEnemyUnits(int* unitIds, const float3& pos, float radius, int unitIds_max = MAX_UNITS) = 0;
virtual int GetNeutralUnits(int* unitIds, int unitIds_max = MAX_UNITS) = 0;
virtual int GetNeutralUnits(int* unitIds, const float3& pos, float radius, int unitIds_max = MAX_UNITS) = 0;
virtual int GetFeatures(int *features, int max) = 0;
virtual int GetFeatures(int *features, int max, const float3& pos,
float radius) = 0;
virtual int GetUnitTeam(int unitid) = 0;
virtual int GetUnitAllyTeam(int unitid) = 0;
virtual float GetUnitHealth(int unitid) = 0;
virtual float GetUnitMaxHealth(int unitid) = 0;
virtual float GetUnitPower(int unitid) = 0;
virtual float GetUnitExperience(int unitid) = 0;
virtual bool IsUnitActivated(int unitid) = 0;
virtual bool UnitBeingBuilt(int unitid) = 0;
virtual bool IsUnitNeutral(int unitid) = 0;
virtual bool GetUnitResourceInfo(int unitid, UnitResourceInfo* resourceInfo) = 0;
virtual const CCommandQueue* GetCurrentUnitCommands(int unitid) = 0;
virtual int GetBuildingFacing(int unitid) = 0;
virtual bool IsUnitCloaked(int unitid) = 0;
virtual bool IsUnitParalyzed(int unitid) = 0;
/// registers an AI as recipient of EnemyCreated, etc. events
virtual void EnableCheatEvents(bool enable) = 0;
virtual bool GetProperty(int id, int property, void* dst) = 0;
virtual bool GetValue(int id, void* dst) = 0;
virtual int HandleCommand(int commandId, void* data) = 0;
// use virtual instead of pure virtual,
// because pure virtual is not well supported
// among different OSs and compilers,
// and pure virtual has no advantage
// if we have other pure virtual functions
// in the class
virtual ~IAICheats() {}
};
} // namespace springLegacyAI
#endif // I_AI_CHEATS_H
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