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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef SKIRMISH_AI_WRAPPER_H
#define SKIRMISH_AI_WRAPPER_H
#include "System/Object.h"
#include "SkirmishAIKey.h"
#include "System/Platform/SharedLib.h"
#include <map>
#include <string>
class CAICallback;
class CAICheats;
struct SSkirmishAICallback;
class CSkirmishAI;
struct Command;
class float3;
/**
* Acts as an OO wrapper for a Skirmish AI instance.
* Basically converts function calls to AIEvents,
* which are then sent ot the AI.
*/
class CSkirmishAIWrapper : public CObject {
private:
CR_DECLARE(CSkirmishAIWrapper);
/// used only by creg
CSkirmishAIWrapper();
void CreateCallback();
public:
CSkirmishAIWrapper(const size_t skirmishAIId);
~CSkirmishAIWrapper();
void Serialize(creg::ISerializer *s);
void PostLoad();
// AI Events
virtual void Load(std::istream *s);
virtual void Save(std::ostream *s);
virtual void UnitIdle(int unitId);
virtual void UnitCreated(int unitId, int builderId);
virtual void UnitFinished(int unitId);
virtual void UnitDestroyed(int unitId, int attackerUnitId);
virtual void UnitDamaged(int unitId, int attackerUnitId, float damage, const float3& dir, int weaponDefId, bool paralyzer);
virtual void UnitMoveFailed(int unitId);
virtual void UnitGiven(int unitId, int oldTeam, int newTeam);
virtual void UnitCaptured(int unitId, int oldTeam, int newTeam);
virtual void EnemyCreated(int unitId);
virtual void EnemyFinished(int unitId);
virtual void EnemyEnterLOS(int unitId);
virtual void EnemyLeaveLOS(int unitId);
virtual void EnemyEnterRadar(int unitId);
virtual void EnemyLeaveRadar(int unitId);
virtual void EnemyDestroyed(int enemyUnitId, int attackerUnitId);
virtual void EnemyDamaged(int enemyUnitId, int attackerUnitId, float damage, const float3& dir, int weaponDefId, bool paralyzer);
virtual void Update(int frame);
virtual void SendChatMessage(const char* msg, int fromPlayerId);
virtual void SendLuaMessage(const char* inData, const char** outData);
virtual void WeaponFired(int unitId, int weaponDefId);
virtual void PlayerCommandGiven(const std::vector<int>& selectedUnits, const Command& c, int playerId);
virtual void CommandFinished(int unitId, int commandId, int commandTopicId);
virtual void SeismicPing(int allyTeam, int unitId, const float3& pos, float strength);
/** Called just before all the units are destroyed. */
virtual void PreDestroy();
virtual int GetTeamId() const;
virtual const SkirmishAIKey& GetKey() const;
virtual const SSkirmishAICallback* GetCallback() const;
virtual void SetCheatEventsEnabled(bool enable);
virtual bool IsCheatEventsEnabled() const;
virtual void Init();
void Dieing();
/// @see SReleaseEvent in Interface/AISEvents.h
virtual void Release(int reason = 0 /* = unspecified */);
size_t GetSkirmishAIID() const { return skirmishAIId; }
private:
bool LoadSkirmishAI(bool postLoad);
size_t skirmishAIId;
int teamId;
bool cheatEvents;
CSkirmishAI* ai;
bool initialized;
bool released;
CAICallback* callback;
CAICheats* cheats;
SSkirmishAICallback* c_callback;
SkirmishAIKey key;
const struct InfoItem* info;
};
#endif // SKIRMISH_AI_WRAPPER_H
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