File: IAICallback.h

package info (click to toggle)
spring 88.0%2Bdfsg1-1.1
  • links: PTS, VCS
  • area: main
  • in suites: wheezy
  • size: 41,524 kB
  • sloc: cpp: 343,114; ansic: 38,414; python: 12,257; java: 12,203; awk: 5,748; sh: 1,204; xml: 997; perl: 405; objc: 192; makefile: 181; php: 134; sed: 2
file content (536 lines) | stat: -rwxr-xr-x 21,713 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#ifndef I_AI_CALLBACK_H
#define I_AI_CALLBACK_H

#include "ExternalAI/AILegacySupport.h"
#include "Sim/Misc/GlobalConstants.h" // needed for MAX_UNITS
#include "System/float3.h"

#include <string>
#include <vector>
#include <map>


namespace springLegacyAI {

struct Command;
struct UnitDef;
struct FeatureDef;
struct WeaponDef;
struct CommandDescription;
class CCommandQueue;

/// Generalized callback interface, used by Global AIs
class IAICallback
{
public:
	virtual void SendTextMsg(const char* text, int zone) = 0;
	virtual void SetLastMsgPos(float3 pos) = 0;
	virtual void AddNotification(float3 pos, float3 color, float alpha) = 0;

	/**
	 * Give \<mAmount\> of metal and \<eAmount\> of energy to \<receivingTeam\>
	 * - the amounts are capped to the AI team's resource levels
	 * - does not check for alliance with \<receivingTeam\>
	 * - LuaRules might not allow resource transfers,
	 *   AI's must verify the deduction
	 */
	virtual bool SendResources(float mAmount, float eAmount, int receivingTeam) = 0;
	/**
	 * Give units to \<receivingTeam\>, the return value represents how many
	 * actually were transferred (make sure this always matches the size of
	 * the vector you pass in, if not then some unitID's were filtered out)
	 * - does not check for alliance with \<receivingTeam\>
	 * - AI's should check each unit if it is still under control of their
	 *   team after the transaction via UnitTaken() and UnitGiven(), since
	 *   LuaRules might block part of it
	 */
	virtual int SendUnits(const std::vector<int>& unitIds, int receivingTeamId) = 0;

	/**
	 * Checks if pos is within view of the current camera,
	 * using radius as a margin.
	 */
	virtual bool PosInCamera(float3 pos, float radius) = 0;

	/**
	 * Returns the current game time measured in frames (the
	 * simulation runs at 30 frames per second at normal
	 * speed)
	 */
	virtual int GetCurrentFrame() = 0;

	virtual int GetMySkirmishAIId() = 0;
	virtual int GetMyTeam() = 0;
	virtual int GetMyAllyTeam() = 0;
	virtual int GetPlayerTeam(int playerId) = 0;
	/**
	 * Returns the number of active teams participating
	 * in the currently running game.
	 * A return value of 6 for example, would mean that teams 0 till 5
	 * take part in the game.
	 */
	virtual int GetTeams() = 0;
	/**
	 * Returns the name of the side of a team in the game.
	 *
	 * This should not be used, as it may be "",
	 * and as the AI should rather rely on the units it has,
	 * which will lead to a more stable and versatile AI.
	 * @deprecated
	 *
	 * @return eg. "ARM" or "CORE"; may be "",
	 *         depending on how the game was setup
	 */
	virtual const char* GetTeamSide(int teamId) = 0;
	virtual int GetTeamAllyTeam(int teamId) = 0;

	virtual float GetTeamMetalCurrent(int teamId) = 0;
	virtual float GetTeamMetalIncome(int teamId) = 0;
	virtual float GetTeamMetalUsage(int teamId) = 0;
	virtual float GetTeamMetalStorage(int teamId) = 0;

	virtual float GetTeamEnergyCurrent(int teamId) = 0;
	virtual float GetTeamEnergyIncome(int teamId) = 0;
	virtual float GetTeamEnergyUsage(int teamId) = 0;
	virtual float GetTeamEnergyStorage(int teamId) = 0;

	/// Returns true, if the two supplied ally-teams are currently allied
	virtual bool IsAllied(int firstAllyTeamId, int secondAllyTeamId) = 0;

	/**
	 * Returns the size of the created area, this is initialized to all 0 if not
	 * previously created set something to !0 to tell other AI's that the area
	 * is already initialized when they try to create it (the exact internal
	 * format of the memory areas is up to the AI's to keep consistent).
	 * @deprecated
	 */
	virtual void* CreateSharedMemArea(char* name, int size) = 0;
	/**
	 * Releases your reference to a memory area.
	 * @deprecated
	 */
	virtual void ReleasedSharedMemArea(char* name) = 0;

	/// Creates a group and returns the id it was given, returns -1 on failure
	virtual int CreateGroup() = 0;
	/// Erases a specified group
	virtual void EraseGroup(int groupId) = 0;
	/**
	 * @brief Adds a unit to a specific group.
	 * If it was previously in a group, it is removed from that.
	 * Returns false if the group did not exist or did not accept the unit.
	 */
	virtual bool AddUnitToGroup(int unitId, int groupId) = 0;
	/// Removes a unit from its group
	virtual bool RemoveUnitFromGroup(int unitId) = 0;
	/// Returns the group a unit belongs to, -1 if none
	virtual int GetUnitGroup(int unitId) = 0;
	/**
	 * The commands that this group can understand, other commands will be
	 * ignored.
	 */
	virtual const std::vector<CommandDescription>* GetGroupCommands(int groupId) = 0;
	virtual int GiveGroupOrder(int unitId, Command* c) = 0;

	virtual int GiveOrder(int unitId, Command* c) = 0;

	/**
	 * The commands that this unit can understand, other commands will be
	 * ignored.
	 */
	virtual const std::vector<CommandDescription>* GetUnitCommands(int unitId) = 0;
	virtual const CCommandQueue* GetCurrentUnitCommands(int unitId) = 0;

	/*
	 * These functions always work on allied units, but for
	 * enemies only when you have LOS on them (so watch out
	 * when calling GetUnitDef)
	 */

	/**
	 * Returns the maximum number of units to be in-game.
	 * The maximum unit-ID is this vaue -1.
	 */
	virtual int GetMaxUnits() = 0;

	/**
	 * Returns a number telling something about the units main function.
	 * Note: not implemented yet!
	 */
	virtual int GetUnitAiHint(int unitId) = 0;
	virtual int GetUnitTeam(int unitId) = 0;
	virtual int GetUnitAllyTeam(int unitId) = 0;
	/// the unit's current health
	virtual float GetUnitHealth(int unitId) = 0;
	/// the unit's maximum health
	virtual float GetUnitMaxHealth(int unitId) = 0;
	/// the unit's maximum speed
	virtual float GetUnitSpeed(int unitId) = 0;
	/// sort of the measure of the units overall power
	virtual float GetUnitPower(int unitId) = 0;
	/// how experienced the unit is (0.0f-1.0f)
	virtual float GetUnitExperience(int unitId) = 0;
	/// the furthest any weapon of the unit can fire
	virtual float GetUnitMaxRange(int unitId) = 0;
	virtual bool IsUnitActivated (int unitId) = 0;
	/// true if the unit is currently being built
	virtual bool UnitBeingBuilt(int unitId) = 0;
	/**
	 * Returns the unit's unitdef struct from which you can read all
	 * the statistics of the unit, do NOT try to change any values in it.
	 */
	virtual const UnitDef* GetUnitDef(int unitId) = 0;

	virtual float3 GetUnitPos(int unitId) = 0; //! current unit position vector
	virtual float3 GetUnitVel(int unitId) = 0; //! current unit velocity vector

	/// returns the unit's build facing (0-3)
	virtual int GetBuildingFacing(int unitId) = 0;
	virtual bool IsUnitCloaked(int unitId) = 0;
	virtual bool IsUnitParalyzed(int unitId) = 0;
	virtual bool IsUnitNeutral(int unitId) = 0;
	virtual bool GetUnitResourceInfo(int unitId, UnitResourceInfo* resourceInfo) = 0;

	virtual const UnitDef* GetUnitDef(const char* unitName) = 0;

	/**
	 * the following functions allow the dll to use the built-in pathfinder
	 * - call InitPath and you get a pathid back
	 * - use this to call GetNextWaypoint to get subsequent waypoints,
	 *   the waypoints are centered on 8*8 squares
	 * - note that the pathfinder calculates the waypoints as needed so do not
	 *   retrieve them until they are needed
	 * - the waypoint's x and z coordinates are returned in x and z while y is
	 *   used for status codes
	 * y =  0: legal path waypoint IFF x >= 0 and z >= 0
	 * y = -1: temporary waypoint, path not yet available
	 */
	virtual int InitPath(float3 start, float3 end, int pathType, float goalRadius = 8) = 0;
	virtual float3 GetNextWaypoint(int pathId) = 0;
	virtual void FreePath(int pathId) = 0;

	/**
	 * returns the approximate path cost between two points (note that
	 * it needs to calculate the complete path so somewhat expensive)
	 */
	virtual float GetPathLength(float3 start, float3 end, int pathType, float goalRadius = 8) = 0;

	/*
	 * The following function return the units into arrays that must be
	 * allocated by the dll
	 * - 30000 is currently the max amount of units (June 2011) so that should
	 *   be a safe size for the array
	 * - the return value indicates how many units were returned, the rest of
	 *   the array is unchanged
	 * - all forms of GetEnemyUnits and GetFriendlyUnits filter out any
	 *   neutrals, use the GetNeutral callbacks to retrieve them
	 */

	/// returns all known (in LOS) enemy units
	virtual int GetEnemyUnits(int* unitIds, int unitIds_max = MAX_UNITS) = 0;
	/// returns all known enemy units within radius from pos
	virtual int GetEnemyUnits(int* unitIds, const float3& pos, float radius, int unitIds_max = MAX_UNITS) = 0;
	/// returns all enemy units in radar and los
	virtual int GetEnemyUnitsInRadarAndLos(int* unitIds, int unitIds_max = MAX_UNITS) = 0;
	/// returns all friendly units
	virtual int GetFriendlyUnits(int* unitIds, int unitIds_max = MAX_UNITS) = 0;
	/// returns all friendly units within radius from pos
	virtual int GetFriendlyUnits(int* unitIds, const float3& pos, float radius, int unitIds_max = MAX_UNITS) = 0;
	/// returns all known (in LOS) neutral units
	virtual int GetNeutralUnits(int* unitIds, int unitIds_max = MAX_UNITS) = 0;
	/// returns all known neutral units within radius from pos
	virtual int GetNeutralUnits(int* unitIds, const float3& pos, float radius, int unitIds_max = MAX_UNITS) = 0;

	/*
	 * The following functions are used to get information about the map
	 * - do NOT modify or delete any of the pointers returned
	 * - the maps are stored from top left and each data position is 8*8 in size
	 * - to get info about a position (x, y) look at location
	 *   (int(y / 8)) * GetMapWidth() + (int(x / 8))
	 * - note that some of the type-maps are stored in a lower resolution than
	 *   this
	 */

	virtual int GetMapWidth() = 0;
	virtual int GetMapHeight() = 0;
	/**
	 * This is the height for the center of the squares.
	 * This differs slightly from the drawn map since
	 * that one uses the height at the corners.
	 * Use this one if you are unsure whether you need corners or centers.
	 * @see GetCornerHeightMap()
	 */
	virtual const float* GetHeightMap() = 0;
	/**
	 * This is the height for the corners of the squares.
	 * This is the same like the drawn map.
	 * It is one unit wider and one higher then the centers height map.
	 * @see GetHeightMap()
	 */
	virtual const float* GetCornersHeightMap() = 0;
	/// readmap->minHeight
	virtual float GetMinHeight() = 0;
	/// readmap->maxHeight
	virtual float GetMaxHeight() = 0;
	/**
	 * @brief the slope map
	 * The values are 1 minus the y-component of the (average) facenormal of the
	 * square.
	 *
	 * - do NOT modify or delete the height-map (native code relevant only)
	 * - index 0 is top left
	 * - each data position is 2*2 in size
	 * - the value for the full resolution position (x, z) is at index
	 *   ((z * width + x) / 2)
	 * - the last value, bottom right, is at index (width/2 * height/2 - 1)
	 */
	virtual const float* GetSlopeMap() = 0;
	/**
	 * A square with value zero means you don't have LOS coverage on it.
	 * This has the resolution returned by GetLosMapResolution().
	 */
	virtual const unsigned short* GetLosMap() = 0;
	virtual int GetLosMapResolution() = 0;
	/**
	 * A square with value zero means you don't have radar coverage on it,
	 * 1/8 the resolution of the standard map
	 */
	virtual const unsigned short* GetRadarMap() = 0;
	/**
	 * A square with value zero means you don't have radar jamming coverage
	 * on it, 1/8 the resolution of the standard map.
	 */
	virtual const unsigned short* GetJammerMap() = 0;
	/**
	 * This map shows the metal density on the map, half the resolution
	 * of the standard map
	 */
	virtual const unsigned char* GetMetalMap() = 0;
	/// Use this one for reference (eg. in cache-file names)
	virtual int GetMapHash() = 0;
	/// Use this one for reference (eg. in config-file names)
	virtual const char* GetMapName() = 0;
	virtual const char* GetMapHumanName() = 0;
	/// Use this one for reference (eg. in cache-file names)
	virtual int GetModHash() = 0;
	/// archive name @deprecated
	virtual const char* GetModName() = 0;
	/// Use this one for reference (eg. in config-file names)
	virtual const char* GetModHumanName() = 0;
	/**
	 * Returns the short name of the mod, which does not include the version.
	 * Use this for reference to the mod in general, eg. as version independent
	 * reference.
	 * Be aware though, that this still contain special characters and spaces,
	 * and may not be used as a file name without checks and replaces.
	 * Tip: replace every char matching [^0-9a-zA-Z_-.] with '_'
	 */
	virtual const char* GetModShortName() = 0;
	virtual const char* GetModVersion() = 0;

	/// Gets the elevation of the map at position (x, z)
	virtual float GetElevation(float x, float z) = 0;


	/// Returns what metal value 255 in the metal map is worth
	virtual float GetMaxMetal() const = 0;
	/// Returns extraction radius for metal extractors
	virtual float GetExtractorRadius() const = 0;
	virtual float GetMinWind() const = 0;
	virtual float GetMaxWind() const = 0;
	virtual float GetCurWind() const = 0;
	virtual float GetTidalStrength() const = 0;
	virtual float GetGravity() const = 0;


	/*
	 * Line-Drawer interface functions.
	 * - these allow you to draw command-like lines and figures
	 * - use these only from within CGroupAI::DrawCommands()
	 */

	virtual void LineDrawerStartPath(const float3& pos, const float* color) = 0;
	virtual void LineDrawerFinishPath() = 0;
	virtual void LineDrawerDrawLine(const float3& endPos, const float* color) = 0;
	virtual void LineDrawerDrawLineAndIcon(int commandId, const float3& endPos, const float* color) = 0;
	virtual void LineDrawerDrawIconAtLastPos(int commandId) = 0;
	virtual void LineDrawerBreak(const float3& endPos, const float* color) = 0;
	virtual void LineDrawerRestart() = 0;
	virtual void LineDrawerRestartSameColor() = 0;

	/*
	 * The following functions allow the AI to draw figures in the world
	 * - each figure is part of a figureGroup
	 * - when creating figures use 0 as figureGroupId to get a new figureGroup,
	 *   the return value is the new figureGroup
	 * - the lifeTime is how many frames a figure should live before being
	 *   auto-removed, 0 means no removal
	 * - arrow != 0 means that the figure will get an arrow at the end
	 */

	/**
	 * Creates a cubic Bezier spline figure from pos1 to pos4 with control
	 * points pos2 and pos3).
	 */
	virtual int CreateSplineFigure(float3 pos1, float3 pos2, float3 pos3, float3 pos4, float width, int arrow, int lifeTime, int figureGroupId) = 0;
	virtual int CreateLineFigure(float3 pos1, float3 pos2, float width, int arrow, int lifeTime, int figureGroupId) = 0;
	virtual void SetFigureColor(int figureGroupId, float red, float green, float blue, float alpha) = 0;
	virtual void DeleteFigureGroup(int figureGroupId) = 0;

	/**
	 * Draws units on the map.
	 * - they only show up on the local player's screen
	 * - they will be drawn in the "standard pose"
	 *   (as if before any COB scripts are run)
	 * - the rotation is in radians, team affects the color of the unit
	 */
	virtual void DrawUnit(const char* unitName, float3 pos, float rotation, int lifeTime, int teamId, bool transparent, bool drawBorder, int facing = 0) = 0;

	/*
	 * The following functions allow AI's to plot real-time
	 * performance graphs (useful for basic visual profiling)
	 *
	 * - position and size are specified in relative screen-space
	 *   (ie. position must be in [-1.0, 1.0], size in [0.0, 2.0])
	 * - position refers to the bottom-left corner of the graph
	 * - data-points are automatically normalized, but must not
	 *   exceed 1E9 (1000^3) in absolute value
	 * - you must be a spectator and watching the team of an AI
	 *   that has called AddDebugGraphPoint() to see these graphs
	 *   note: they are drawn IIF IsDebugDrawerEnabled())
	 */

	virtual bool IsDebugDrawerEnabled() const = 0;
	virtual void DebugDrawerAddGraphPoint(int lineId, float x, float y) = 0;
	virtual void DebugDrawerDelGraphPoints(int lineId, int numPoints) = 0;
	virtual void DebugDrawerSetGraphPos(float x, float y) = 0;
	virtual void DebugDrawerSetGraphSize(float w, float h) = 0;
	virtual void DebugDrawerSetGraphLineColor(int lineId, const float3& color) = 0;
	virtual void DebugDrawerSetGraphLineLabel(int lineId, const char* label) = 0;

	/*
	 * The following functions allow AI's to visualize overlay
	 * maps as textures (useful for analyzing threat-maps and
	 * the like in real-time)
	 *
	 * - position and size are specified as for graphs
	 * - AI's are responsible for normalizing the data
	 * - the data must be stored in a one-dimensional
	 *   array of floats of length (w * h); updating
	 *   a texture sub-region must be done in absolute
	 *   pixel) coordinates
	 */

	virtual int DebugDrawerAddOverlayTexture(const float* texData, int w, int h) = 0;
	virtual void DebugDrawerUpdateOverlayTexture(int texHandle, const float* texData, int x, int y, int w, int h) = 0;
	virtual void DebugDrawerDelOverlayTexture(int texHandle) = 0;
	virtual void DebugDrawerSetOverlayTexturePos(int texHandle, float x, float y) = 0;
	virtual void DebugDrawerSetOverlayTextureSize(int texHandle, float w, float h) = 0;
	virtual void DebugDrawerSetOverlayTextureLabel(int texHandle, const char* label) = 0;


	virtual bool CanBuildAt(const UnitDef* unitDef, float3 pos, int facing = 0) = 0;
	/**
	 * Returns the closest position from a given position that a building can be
	 * built at.
	 * @param minDist the distance in squares that the building must keep to
	 *                other buildings, to make it easier to keep free paths
	 *                through a base
	 */
	virtual float3 ClosestBuildSite(const UnitDef* unitdef, float3 pos, float searchRadius, int minDist, int facing = 0) = 0;

	/// For certain future callback extensions
	virtual bool GetProperty(int unitId, int propertyId, void* dst) = 0;
	virtual bool GetValue(int valueId, void* dst) = 0;
	virtual int HandleCommand(int commandId, void* data) = 0;

	/// Return -1 when the file does not exist
	virtual int GetFileSize(const char* filename) = 0;
	/// Returns false when file does not exist or the buffer is too small
	virtual bool ReadFile(const char* filename, void* buffer, int bufferLen) = 0;

	virtual int GetSelectedUnits(int* unitIds, int unitIds_max = MAX_UNITS) = 0;
	virtual float3 GetMousePos() = 0;
	/**
	 * Returns all points drawn with this AIs team color,
	 * and additionally the ones drawn with allied team colors,
	 * if <code>includeAllies</code> is true.
	 */
	virtual int GetMapPoints(PointMarker* pm, int pm_sizeMax, bool includeAllies) = 0;
	/**
	 * Returns all lines drawn with this AIs team color,
	 * and additionally the ones drawn with allied team colors,
	 * if <code>includeAllies</code> is true.
	 */
	virtual int GetMapLines(LineMarker* lm, int lm_sizeMax, bool includeAllies) = 0;

	virtual float GetMetal() = 0;         ///< current metal level for team
	virtual float GetMetalIncome() = 0;   ///< current metal income for team
	virtual float GetMetalUsage() = 0;    ///< current metal usage for team
	virtual float GetMetalStorage() = 0;  ///< curent metal storage capacity for team

	virtual float GetEnergy() = 0;        ///< current energy level for team
	virtual float GetEnergyIncome() = 0;  ///< current energy income for team
	virtual float GetEnergyUsage() = 0;   ///< current energy usage for team
	virtual float GetEnergyStorage() = 0; ///< curent energy storage capacity for team

	virtual int GetFeatures(int *featureIds, int max) = 0;
	virtual int GetFeatures(int *featureIds, int max, const float3& pos, float radius) = 0;
	virtual const FeatureDef* GetFeatureDef(int featureId) = 0;
	virtual float GetFeatureHealth(int featureId) = 0;
	virtual float GetFeatureReclaimLeft(int featureId) = 0;
	virtual float3 GetFeaturePos(int featureId) = 0;

	virtual int GetNumUnitDefs() = 0;
	virtual void GetUnitDefList(const UnitDef** list) = 0;
	virtual float GetUnitDefHeight(int unitDefId) = 0; ///< forces loading of the unit model
	virtual float GetUnitDefRadius(int unitDefId) = 0; ///< forces loading of the unit model

	virtual const WeaponDef* GetWeapon(const char* weaponName) = 0;

	virtual const float3* GetStartPos() = 0;

	/**
	 * Returns the categories bit field value.
	 * @return the categories bit field value or 0,
	 *         in case of empty name or too many categories
	 * @see #GetCategoryName
	 */
	unsigned int GetCategoryFlag(const char* categoryName);
	/**
	 * Returns the bitfield values of a list of category names.
	 * @see #GetCategoryFlag
	 */
	unsigned int GetCategoriesFlag(const char* categoryNames);
	/**
	 * Return the name of the category described by a category flag.
	 * @see #GetCategoryFlag
	 */
	void GetCategoryName(int categoryFlag, char* name, int name_sizeMax);

	/**
	 * 1. 'inData' can be setup to NULL to skip passing in a string
	 * 2. if inSize is less than 0, the data size is calculated using strlen()
	 * 3. the return data is subject to lua garbage collection,
	 *    copy it if you wish to continue using it
	 */
	virtual const char* CallLuaRules(const char* inData, int inSize = -1, int* outSize = NULL) = 0;
	virtual const char* CallLuaUI(const char* inData, int inSize = -1, int* outSize = NULL) = 0;

	virtual std::map<std::string, std::string> GetMyInfo() = 0;
	virtual std::map<std::string, std::string> GetMyOptionValues() = 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 ~IAICallback() {}
};

} // namespace springLegacyAI

#endif // I_AI_CALLBACK_H