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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef AI_S_COMMANDS_H
#define AI_S_COMMANDS_H
// IMPORTANT NOTE: external systems parse this file,
// so DO NOT CHANGE the style and format it uses without
// major though in advance, and deliberation with hoijui!
#include "aidefines.h"
#ifdef __cplusplus
extern "C" {
#endif
// NOTE structs should not be empty (C90), so add a useless member if needed
#define COMMAND_TO_ID_ENGINE -1
/**
* Commands are used for all activities that change game state,
* in spring terms: synced events
* Activities that leave the game state as it is (-> unsynced events)
* are handled through function pointers in SSkirmishAICallback.h.
*
* Each command type can be identified through a unique ID,
* which we call command topic.
* Commands are usually sent from AIs to the engine,
* but there are plans for the future to allow AI -> AI command scheduling.
*
* Note: Do NOT change the values assigned to these topics in enum CommandTopic,
* as this would be bad for inter-version compatibility.
* You should always append new command topics at the end of this list,
* adjust NUM_CMD_TOPICS and add the struct in AIINTERFACE_COMMANDS_ABI_VERSION.
*
* @see SSkirmishAICallback.handleCommand()
*/
enum CommandTopic {
COMMAND_NULL = 0,
COMMAND_DRAWER_POINT_ADD = 1,
COMMAND_DRAWER_LINE_ADD = 2,
COMMAND_DRAWER_POINT_REMOVE = 3,
COMMAND_SEND_START_POS = 4,
COMMAND_CHEATS_SET_MY_INCOME_MULTIPLIER = 5,
COMMAND_SEND_TEXT_MESSAGE = 6,
COMMAND_SET_LAST_POS_MESSAGE = 7,
COMMAND_SEND_RESOURCES = 8,
COMMAND_SEND_UNITS = 9,
COMMAND_UNUSED_0 = 10, // unused
COMMAND_UNUSED_1 = 11, // unused
COMMAND_GROUP_CREATE = 12, // unused
COMMAND_GROUP_ERASE = 13, // unused
COMMAND_GROUP_ADD_UNIT = 14, // unused
COMMAND_GROUP_REMOVE_UNIT = 15, // unused
COMMAND_PATH_INIT = 16,
COMMAND_PATH_GET_APPROXIMATE_LENGTH = 17,
COMMAND_PATH_GET_NEXT_WAYPOINT = 18,
COMMAND_PATH_FREE = 19,
COMMAND_CHEATS_GIVE_ME_RESOURCE = 20,
COMMAND_CALL_LUA_RULES = 21,
COMMAND_DRAWER_ADD_NOTIFICATION = 22,
COMMAND_DRAWER_DRAW_UNIT = 23,
COMMAND_DRAWER_PATH_START = 24,
COMMAND_DRAWER_PATH_FINISH = 25,
COMMAND_DRAWER_PATH_DRAW_LINE = 26,
COMMAND_DRAWER_PATH_DRAW_LINE_AND_ICON = 27,
COMMAND_DRAWER_PATH_DRAW_ICON_AT_LAST_POS = 28,
COMMAND_DRAWER_PATH_BREAK = 29,
COMMAND_DRAWER_PATH_RESTART = 30,
COMMAND_DRAWER_FIGURE_CREATE_SPLINE = 31,
COMMAND_DRAWER_FIGURE_CREATE_LINE = 32,
COMMAND_DRAWER_FIGURE_SET_COLOR = 33,
COMMAND_DRAWER_FIGURE_DELETE = 34,
COMMAND_UNIT_BUILD = 35,
COMMAND_UNIT_STOP = 36,
COMMAND_UNIT_WAIT = 37,
COMMAND_UNIT_WAIT_TIME = 38,
COMMAND_UNIT_WAIT_DEATH = 39,
COMMAND_UNIT_WAIT_SQUAD = 40,
COMMAND_UNIT_WAIT_GATHER = 41,
COMMAND_UNIT_MOVE = 42,
COMMAND_UNIT_PATROL = 43,
COMMAND_UNIT_FIGHT = 44,
COMMAND_UNIT_ATTACK = 45,
COMMAND_UNIT_ATTACK_AREA = 46,
COMMAND_UNIT_GUARD = 47,
COMMAND_UNIT_AI_SELECT = 48,
COMMAND_UNIT_GROUP_ADD = 49,
COMMAND_UNIT_GROUP_CLEAR = 50,
COMMAND_UNIT_REPAIR = 51,
COMMAND_UNIT_SET_FIRE_STATE = 52,
COMMAND_UNIT_SET_MOVE_STATE = 53,
COMMAND_UNIT_SET_BASE = 54,
COMMAND_UNIT_SELF_DESTROY = 55,
COMMAND_UNIT_SET_WANTED_MAX_SPEED = 56,
COMMAND_UNIT_LOAD_UNITS = 57,
COMMAND_UNIT_LOAD_UNITS_AREA = 58,
COMMAND_UNIT_LOAD_ONTO = 59,
COMMAND_UNIT_UNLOAD_UNITS_AREA = 60,
COMMAND_UNIT_UNLOAD_UNIT = 61,
COMMAND_UNIT_SET_ON_OFF = 62,
COMMAND_UNIT_RECLAIM_UNIT = 63,
COMMAND_UNIT_RECLAIM_AREA = 64,
COMMAND_UNIT_CLOAK = 65,
COMMAND_UNIT_STOCKPILE = 66,
COMMAND_UNIT_D_GUN = 67,
COMMAND_UNIT_D_GUN_POS = 68,
COMMAND_UNIT_RESTORE_AREA = 69,
COMMAND_UNIT_SET_REPEAT = 70,
COMMAND_UNIT_SET_TRAJECTORY = 71,
COMMAND_UNIT_RESURRECT = 72,
COMMAND_UNIT_RESURRECT_AREA = 73,
COMMAND_UNIT_CAPTURE = 74,
COMMAND_UNIT_CAPTURE_AREA = 75,
COMMAND_UNIT_SET_AUTO_REPAIR_LEVEL = 76,
COMMAND_UNIT_SET_IDLE_MODE = 77,
COMMAND_UNIT_CUSTOM = 78,
COMMAND_CHEATS_GIVE_ME_NEW_UNIT = 79,
COMMAND_TRACE_RAY = 80,
COMMAND_PAUSE = 81,
COMMAND_UNIT_RECLAIM_FEATURE = 82,
//const int COMMAND_UNIT_ATTACK_POS
//const int COMMAND_UNIT_INSERT
//const int COMMAND_UNIT_REMOVE
//const int COMMAND_UNIT_ATTACK_AREA
//const int COMMAND_UNIT_ATTACK_LOOPBACK
//const int COMMAND_UNIT_GROUP_SELECT
//const int COMMAND_UNIT_INTERNAL
COMMAND_DEBUG_DRAWER_GRAPH_SET_POS = 83,
COMMAND_DEBUG_DRAWER_GRAPH_SET_SIZE = 84,
COMMAND_DEBUG_DRAWER_GRAPH_LINE_ADD_POINT = 85,
COMMAND_DEBUG_DRAWER_GRAPH_LINE_DELETE_POINTS = 86,
COMMAND_DEBUG_DRAWER_GRAPH_LINE_SET_COLOR = 87,
COMMAND_DEBUG_DRAWER_GRAPH_LINE_SET_LABEL = 88,
COMMAND_DEBUG_DRAWER_OVERLAYTEXTURE_ADD = 89,
COMMAND_DEBUG_DRAWER_OVERLAYTEXTURE_UPDATE = 90,
COMMAND_DEBUG_DRAWER_OVERLAYTEXTURE_DELETE = 91,
COMMAND_DEBUG_DRAWER_OVERLAYTEXTURE_SET_POS = 92,
COMMAND_DEBUG_DRAWER_OVERLAYTEXTURE_SET_SIZE = 93,
COMMAND_DEBUG_DRAWER_OVERLAYTEXTURE_SET_LABEL = 94,
COMMAND_TRACE_RAY_FEATURE = 95,
COMMAND_CALL_LUA_UI = 96,
};
const int NUM_CMD_TOPICS = 97;
/**
* These are used in all S*UnitCommand's,
* in their options field, which is used as a bitfield.
* This allows to enable special modes of commands,
* which may be command specific.
* For example (one you all know):
* if (SBuildUnitCommand.options & UNIT_COMMAND_OPTION_SHIFT_KEY != 0)
* then: add to unit command queue, instead of replacing it
*
*/
enum UnitCommandOptions {
UNIT_COMMAND_OPTION_INTERNAL_ORDER = (1 << 3), // 8
UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY = (1 << 4), // 16
UNIT_COMMAND_OPTION_SHIFT_KEY = (1 << 5), // 32
UNIT_COMMAND_OPTION_CONTROL_KEY = (1 << 6), // 64
UNIT_COMMAND_OPTION_ALT_KEY = (1 << 7), // 128
};
#define UNIT_COMMAND_BUILD_NO_FACING -1
#define AIINTERFACE_COMMANDS_ABI_VERSION ( \
sizeof(struct SSetMyIncomeMultiplierCheatCommand) \
+ sizeof(struct SGiveMeResourceCheatCommand) \
+ sizeof(struct SGiveMeNewUnitCheatCommand) \
+ sizeof(struct SSendTextMessageCommand) \
+ sizeof(struct SSetLastPosMessageCommand) \
+ sizeof(struct SSendResourcesCommand) \
+ sizeof(struct SSendUnitsCommand) \
+ sizeof(struct SCreateGroupCommand) \
+ sizeof(struct SEraseGroupCommand) \
+ sizeof(struct SInitPathCommand) \
+ sizeof(struct SGetApproximateLengthPathCommand) \
+ sizeof(struct SGetNextWaypointPathCommand) \
+ sizeof(struct SFreePathCommand) \
+ sizeof(struct SCallLuaRulesCommand) \
+ sizeof(struct SCallLuaUICommand) \
+ sizeof(struct SSendStartPosCommand) \
+ sizeof(struct SAddNotificationDrawerCommand) \
+ sizeof(struct SAddPointDrawCommand) \
+ sizeof(struct SRemovePointDrawCommand) \
+ sizeof(struct SAddLineDrawCommand) \
+ sizeof(struct SStartPathDrawerCommand) \
+ sizeof(struct SFinishPathDrawerCommand) \
+ sizeof(struct SDrawLinePathDrawerCommand) \
+ sizeof(struct SDrawLineAndIconPathDrawerCommand) \
+ sizeof(struct SDrawIconAtLastPosPathDrawerCommand) \
+ sizeof(struct SBreakPathDrawerCommand) \
+ sizeof(struct SRestartPathDrawerCommand) \
+ sizeof(struct SCreateSplineFigureDrawerCommand) \
+ sizeof(struct SCreateLineFigureDrawerCommand) \
+ sizeof(struct SSetColorFigureDrawerCommand) \
+ sizeof(struct SDeleteFigureDrawerCommand) \
+ sizeof(struct SDrawUnitDrawerCommand) \
+ sizeof(struct SBuildUnitCommand) \
+ sizeof(struct SStopUnitCommand) \
+ sizeof(struct SWaitUnitCommand) \
+ sizeof(struct STimeWaitUnitCommand) \
+ sizeof(struct SDeathWaitUnitCommand) \
+ sizeof(struct SSquadWaitUnitCommand) \
+ sizeof(struct SGatherWaitUnitCommand) \
+ sizeof(struct SMoveUnitCommand) \
+ sizeof(struct SPatrolUnitCommand) \
+ sizeof(struct SFightUnitCommand) \
+ sizeof(struct SAttackUnitCommand) \
+ sizeof(struct SAttackAreaUnitCommand) \
+ sizeof(struct SGuardUnitCommand) \
+ sizeof(struct SAiSelectUnitCommand) \
+ sizeof(struct SGroupAddUnitCommand) \
+ sizeof(struct SGroupClearUnitCommand) \
+ sizeof(struct SRepairUnitCommand) \
+ sizeof(struct SSetFireStateUnitCommand) \
+ sizeof(struct SSetMoveStateUnitCommand) \
+ sizeof(struct SSetBaseUnitCommand) \
+ sizeof(struct SSelfDestroyUnitCommand) \
+ sizeof(struct SSetWantedMaxSpeedUnitCommand) \
+ sizeof(struct SLoadUnitsUnitCommand) \
+ sizeof(struct SLoadUnitsAreaUnitCommand) \
+ sizeof(struct SLoadOntoUnitCommand) \
+ sizeof(struct SUnloadUnitCommand) \
+ sizeof(struct SUnloadUnitsAreaUnitCommand) \
+ sizeof(struct SSetOnOffUnitCommand) \
+ sizeof(struct SReclaimUnitUnitCommand) \
+ sizeof(struct SReclaimAreaUnitCommand) \
+ sizeof(struct SCloakUnitCommand) \
+ sizeof(struct SStockpileUnitCommand) \
+ sizeof(struct SDGunUnitCommand) \
+ sizeof(struct SDGunPosUnitCommand) \
+ sizeof(struct SRestoreAreaUnitCommand) \
+ sizeof(struct SSetRepeatUnitCommand) \
+ sizeof(struct SSetTrajectoryUnitCommand) \
+ sizeof(struct SResurrectUnitCommand) \
+ sizeof(struct SResurrectAreaUnitCommand) \
+ sizeof(struct SCaptureUnitCommand) \
+ sizeof(struct SCaptureAreaUnitCommand) \
+ sizeof(struct SSetAutoRepairLevelUnitCommand) \
+ sizeof(struct SSetIdleModeUnitCommand) \
+ sizeof(struct SCustomUnitCommand) \
+ sizeof(struct STraceRayCommand) \
+ sizeof(struct SPauseCommand) \
+ sizeof(struct SReclaimFeatureUnitCommand) \
+ sizeof(struct SSetPositionGraphDrawerDebugCommand) \
+ sizeof(struct SSetSizeGraphDrawerDebugCommand) \
+ sizeof(struct SAddPointLineGraphDrawerDebugCommand) \
+ sizeof(struct SDeletePointsLineGraphDrawerDebugCommand) \
+ sizeof(struct SSetColorLineGraphDrawerDebugCommand) \
+ sizeof(struct SSetLabelLineGraphDrawerDebugCommand) \
+ sizeof(struct SAddOverlayTextureDrawerDebugCommand) \
+ sizeof(struct SUpdateOverlayTextureDrawerDebugCommand) \
+ sizeof(struct SDeleteOverlayTextureDrawerDebugCommand) \
+ sizeof(struct SSetPositionOverlayTextureDrawerDebugCommand) \
+ sizeof(struct SSetSizeOverlayTextureDrawerDebugCommand) \
+ sizeof(struct SSetLabelOverlayTextureDrawerDebugCommand) \
+ sizeof(struct SFeatureTraceRayCommand) \
)
/**
* Allows one to give an income (dis-)advantage to the team
* controlled by the Skirmish AI.
* This value can also be set through the GameSetup script,
* with the difference that it causes an instant desync when set here.
*/
struct SSetMyIncomeMultiplierCheatCommand {
/// default: 1.0; common: [0.0, 2.0]; valid: [0.0, FLOAT_MAX]
float factor;
}; //$ COMMAND_CHEATS_SET_MY_INCOME_MULTIPLIER Cheats_setMyIncomeMultiplier
/**
* The AI team receives the specified amount of units of the specified resource.
*/
struct SGiveMeResourceCheatCommand {
int resourceId;
float amount;
}; //$ COMMAND_CHEATS_GIVE_ME_RESOURCE Cheats_giveMeResource REF:resourceId->Resource
/**
* Creates a new unit with the selected name at pos,
* and returns its unit ID in ret_newUnitId.
*/
struct SGiveMeNewUnitCheatCommand {
int unitDefId;
float* pos_posF3;
int ret_newUnitId;
}; //$ COMMAND_CHEATS_GIVE_ME_NEW_UNIT Cheats_giveMeUnit REF:unitDefId->UnitDef REF:ret_newUnitId->Unit
/**
* @brief Sends a chat/text message to other players.
* This text will also end up in infolog.txt.
*/
struct SSendTextMessageCommand {
const char* text;
int zone;
}; //$ COMMAND_SEND_TEXT_MESSAGE Game_sendTextMessage
/**
* Assigns a map location to the last text message sent by the AI.
*/
struct SSetLastPosMessageCommand {
float* pos_posF3;
}; //$ COMMAND_SET_LAST_POS_MESSAGE Game_setLastMessagePosition
/**
* Give \<amount\> units of resource \<resourceId\> to team \<receivingTeam\>.
* - the amount is 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
*/
struct SSendResourcesCommand {
int resourceId;
float amount;
int receivingTeamId;
bool ret_isExecuted;
}; //$ COMMAND_SEND_RESOURCES Economy_sendResource REF:resourceId->Resource REF:receivingTeamId->Team
/**
* Give units specified by \<unitIds\> to team \<receivingTeam\>.
* \<ret_sentUnits\> represents how many actually were transferred.
* Make sure this always matches the size of \<unitIds\> you passed in.
* If it does 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
*/
struct SSendUnitsCommand {
int* unitIds;
int unitIds_size;
int receivingTeamId;
int ret_sentUnits;
}; //$ COMMAND_SEND_UNITS Economy_sendUnits REF:MULTI:unitIds->Unit REF:receivingTeamId->Team
/// Creates a group and returns the id it was given, returns -1 on failure
struct SCreateGroupCommand {
int ret_groupId;
}; //$ COMMAND_GROUP_CREATE Group_create REF:ret_groupId->Group STATIC
/// Erases a specified group
struct SEraseGroupCommand {
int groupId;
}; //$ COMMAND_GROUP_ERASE Group_erase REF:groupId->Group
/**
* The following functions allow the AI to use the built-in path-finder.
*
* - 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
* - for pathType, @see UnitDef_MoveData_getPathType()
* - goalRadius defines a goal area within which any square could be accepted as
* path target. If a singular goal position is wanted, use 0.0f.
* default: 8.0f
*/
struct SInitPathCommand {
/// The starting location of the requested path
float* start_posF3;
/// The goal location of the requested path
float* end_posF3;
/// For what type of unit should the path be calculated
int pathType;
/// default: 8.0f
float goalRadius;
int ret_pathId;
}; //$ COMMAND_PATH_INIT Pathing_initPath REF:ret_pathId->Path
/**
* Returns the approximate path cost between two points.
* - for pathType @see UnitDef_MoveData_getPathType()
* - goalRadius defines a goal area within which any square could be accepted as
* path target. If a singular goal position is wanted, use 0.0f.
* default: 8.0f
*/
struct SGetApproximateLengthPathCommand {
/// The starting location of the requested path
float* start_posF3;
/// The goal location of the requested path
float* end_posF3;
/// For what type of unit should the path be calculated
int pathType;
/// default: 8.0f
float goalRadius;
float ret_approximatePathLength;
}; //$ COMMAND_PATH_GET_APPROXIMATE_LENGTH Pathing_getApproximateLength
struct SGetNextWaypointPathCommand {
int pathId;
float* ret_nextWaypoint_posF3_out;
}; //$ COMMAND_PATH_GET_NEXT_WAYPOINT Pathing_getNextWaypoint REF:pathId->Path
struct SFreePathCommand {
int pathId;
}; //$ COMMAND_PATH_FREE Pathing_freePath REF:pathId->Path
struct SCallLuaRulesCommand {
/// Can be set to NULL to skip passing in a string
const char* inData;
/// If this is less than 0, the data size is calculated using strlen()
int inSize;
/// this is subject to Lua garbage collection, copy it if you wish to continue using it
const char* ret_outData;
}; //$ COMMAND_CALL_LUA_RULES Lua_callRules
struct SCallLuaUICommand {
/// Can be set to NULL to skip passing in a string
const char* inData;
/// If this is less than 0, the data size is calculated using strlen()
int inSize;
/// this is subject to Lua garbage collection, copy it if you wish to continue using it
const char* ret_outData;
}; //$ COMMAND_CALL_LUA_UI Lua_callUI
struct SSendStartPosCommand {
bool ready;
/// on this position, only x and z matter
float* pos_posF3;
}; //$ COMMAND_SEND_START_POS Game_sendStartPosition
struct SAddNotificationDrawerCommand {
/// on this position, only x and z matter
float* pos_posF3;
short* color_colorS3;
short alpha;
}; //$ COMMAND_DRAWER_ADD_NOTIFICATION Map_Drawer_addNotification
struct SAddPointDrawCommand {
/// on this position, only x and z matter
float* pos_posF3;
/// create this text on pos in my team color
const char* label;
}; //$ COMMAND_DRAWER_POINT_ADD Map_Drawer_addPoint
struct SRemovePointDrawCommand {
/// remove map points and lines near this point (100 distance)
float* pos_posF3;
}; //$ COMMAND_DRAWER_POINT_REMOVE Map_Drawer_deletePointsAndLines
struct SAddLineDrawCommand {
/// draw line from this pos
float* posFrom_posF3;
/// to this pos, again only x and z matter
float* posTo_posF3;
}; //$ COMMAND_DRAWER_LINE_ADD Map_Drawer_addLine
struct SStartPathDrawerCommand {
float* pos_posF3;
short* color_colorS3;
short alpha;
}; //$ COMMAND_DRAWER_PATH_START Map_Drawer_PathDrawer_start
struct SFinishPathDrawerCommand {
// NOTE structs should not be empty (C90), so we add a useless member
bool iAmUseless;
}; //$ COMMAND_DRAWER_PATH_FINISH Map_Drawer_PathDrawer_finish
struct SDrawLinePathDrawerCommand {
float* endPos_posF3;
short* color_colorS3;
short alpha;
}; //$ COMMAND_DRAWER_PATH_DRAW_LINE Map_Drawer_PathDrawer_drawLine
struct SDrawLineAndIconPathDrawerCommand {
int cmdId;
float* endPos_posF3;
short* color_colorS3;
short alpha;
}; //$ COMMAND_DRAWER_PATH_DRAW_LINE_AND_ICON Map_Drawer_PathDrawer_drawLineAndCommandIcon REF:cmdId->Command
struct SDrawIconAtLastPosPathDrawerCommand {
int cmdId;
}; //$ COMMAND_DRAWER_PATH_DRAW_ICON_AT_LAST_POS Map_Drawer_PathDrawer_drawIcon REF:cmdId->Command
struct SBreakPathDrawerCommand {
float* endPos_posF3;
short* color_colorS3;
short alpha;
}; //$ COMMAND_DRAWER_PATH_BREAK Map_Drawer_PathDrawer_suspend
struct SRestartPathDrawerCommand {
bool sameColor;
}; //$ COMMAND_DRAWER_PATH_RESTART Map_Drawer_PathDrawer_restart
/**
* @brief Creates a cubic Bezier spline figure
* Creates a cubic Bezier spline figure from pos1 to pos4,
* with control points pos2 and pos3.
*
* - Each figure is part of a figure group
* - When creating figures, use 0 as \<figureGroupId\> to create
* a new figure group.
* The id of this figure group is returned in \<ret_newFigureGroupId\>
* - \<lifeTime\> specifies how many frames a figure should live
* before being auto-removed; 0 means no removal
* - \<arrow\> == true means that the figure will get an arrow at the end
*/
struct SCreateSplineFigureDrawerCommand {
float* pos1_posF3;
float* pos2_posF3;
float* pos3_posF3;
float* pos4_posF3;
float width;
/// true: means that the figure will get an arrow at the end
bool arrow;
/// how many frames a figure should live before being autoremoved, 0 means no removal
int lifeTime;
/// use 0 to get a new group
int figureGroupId;
/// the new group
int ret_newFigureGroupId;
}; //$ COMMAND_DRAWER_FIGURE_CREATE_SPLINE Map_Drawer_Figure_drawSpline REF:figureGroupId->FigureGroup REF:ret_newFigureGroupId->FigureGroup
/**
* @brief Creates a straight line
* Creates a straight line from pos1 to pos2.
*
* - Each figure is part of a figure group
* - When creating figures, use 0 as \<figureGroupId\> to create a new figure group.
* The id of this figure group is returned in \<ret_newFigureGroupId\>
* @param lifeTime specifies how many frames a figure should live before being auto-removed;
* 0 means no removal
* @param arrow true means that the figure will get an arrow at the end
*/
struct SCreateLineFigureDrawerCommand {
float* pos1_posF3;
float* pos2_posF3;
float width;
/// true: means that the figure will get an arrow at the end
bool arrow;
/// how many frames a figure should live before being autoremoved, 0 means no removal
int lifeTime;
/// use 0 to get a new group
int figureGroupId;
/// the new group
int ret_newFigureGroupId;
}; //$ COMMAND_DRAWER_FIGURE_CREATE_LINE Map_Drawer_Figure_drawLine REF:figureGroupId->FigureGroup REF:ret_newFigureGroupId->FigureGroup
/**
* Sets the color used to draw all lines of figures in a figure group.
*/
struct SSetColorFigureDrawerCommand {
int figureGroupId;
/// (x, y, z) -> (red, green, blue)
short* color_colorS3;
short alpha;
}; //$ COMMAND_DRAWER_FIGURE_SET_COLOR Map_Drawer_Figure_setColor REF:figureGroupId->FigureGroup
/**
* Removes a figure group, which means it will not be drawn anymore.
*/
struct SDeleteFigureDrawerCommand {
int figureGroupId;
}; //$ COMMAND_DRAWER_FIGURE_DELETE Map_Drawer_Figure_remove REF:figureGroupId->FigureGroup
/**
* This function allows you to draw units onto 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)
*/
struct SDrawUnitDrawerCommand {
int toDrawUnitDefId;
float* pos_posF3;
/// in radians
float rotation;
/// specifies how many frames a figure should live before being auto-removed; 0 means no removal
int lifeTime;
/// teamId affects the color of the unit
int teamId;
bool transparent;
bool drawBorder;
int facing;
}; //$ COMMAND_DRAWER_DRAW_UNIT Map_Drawer_drawUnit REF:toDrawUnitDefId->UnitDef
struct SBuildUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
int toBuildUnitDefId;
float* buildPos_posF3;
/// set it to UNIT_COMMAND_BUILD_NO_FACING, if you do not want to specify a certain facing
int facing;
}; //$ COMMAND_UNIT_BUILD Unit_build REF:toBuildUnitDefId->UnitDef
struct SStopUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
}; //$ COMMAND_UNIT_STOP Unit_stop
//struct SInsertUnitCommand {
// int unitId;
// int groupId;
// short options; // see enum UnitCommandOptions
// int timeOut; // command execution-time in ?seconds?
//};
//
//struct SRemoveUnitCommand {
// int unitId;
// int groupId;
// short options; // see enum UnitCommandOptions
// int timeOut; // command execution-time in ?seconds?
//};
struct SWaitUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
}; //$ COMMAND_UNIT_WAIT Unit_wait
struct STimeWaitUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
/// the time in seconds to wait
int time;
}; //$ COMMAND_UNIT_WAIT_TIME Unit_waitFor
/**
* Wait until another unit is dead, units will not wait on themselves.
* Example:
* A group of aircrafts waits for an enemy's anti-air defenses to die,
* before passing over their ruins to attack.
*/
struct SDeathWaitUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
/// wait until this unit is dead
int toDieUnitId;
}; //$ COMMAND_UNIT_WAIT_DEATH Unit_waitForDeathOf REF:toDieUnitId->Unit
/**
* Wait for a specific ammount of units.
* Usually used with factories, but does work on groups without a factory too.
* Example:
* Pick a factory and give it a rallypoint, then add a SquadWait command
* with the number of units you want in your squads.
* Units will wait at the initial rally point until enough of them
* have arrived to make up a squad, then they will continue along their queue.
*/
struct SSquadWaitUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
int numUnits;
}; //$ COMMAND_UNIT_WAIT_SQUAD Unit_waitForSquadSize
/**
* Wait for the arrival of all units included in the command.
* Only makes sense for a group of units.
* Use it after a movement command of some sort (move / fight).
* Units will wait until all members of the GatherWait command have arrived
* at their destinations before continuing.
*/
struct SGatherWaitUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
}; //$ COMMAND_UNIT_WAIT_GATHER Unit_waitForAll
struct SMoveUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
float* toPos_posF3;
}; //$ COMMAND_UNIT_MOVE Unit_moveTo
struct SPatrolUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
float* toPos_posF3;
}; //$ COMMAND_UNIT_PATROL Unit_patrolTo
struct SFightUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
float* toPos_posF3;
}; //$ COMMAND_UNIT_FIGHT Unit_fight
struct SAttackUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
int toAttackUnitId;
}; //$ COMMAND_UNIT_ATTACK Unit_attack REF:toAttackUnitId->Unit
// struct SAttackPosUnitCommand {
struct SAttackAreaUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
float* toAttackPos_posF3;
float radius;
}; //$ COMMAND_UNIT_ATTACK_AREA Unit_attackArea
//struct SAttackAreaUnitCommand {
// int unitId;
// int groupId;
// /// see enum UnitCommandOptions
// short options;
// int timeOut;
//};
struct SGuardUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
int toGuardUnitId;
}; //$ COMMAND_UNIT_GUARD Unit_guard REF:toGuardUnitId->Unit
// TODO: docu (is it usefull at all?)
struct SAiSelectUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
}; //$ COMMAND_UNIT_AI_SELECT Unit_aiSelect
//struct SGroupSelectUnitCommand {
// int unitId;
// int groupId;
// /// see enum UnitCommandOptions
// short options;
// int timeOut;
//};
struct SGroupAddUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
int toGroupId;
}; //$ COMMAND_UNIT_GROUP_ADD Unit_addToGroup REF:toGroupId->Group
struct SGroupClearUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
}; //$ COMMAND_UNIT_GROUP_CLEAR Unit_removeFromGroup
struct SRepairUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
int toRepairUnitId;
}; //$ COMMAND_UNIT_REPAIR Unit_repair REF:toRepairUnitId->Unit
struct SSetFireStateUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
/// can be: 0=hold fire, 1=return fire, 2=fire at will
int fireState;
}; //$ COMMAND_UNIT_SET_FIRE_STATE Unit_setFireState
struct SSetMoveStateUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
/// 0=hold pos, 1=maneuvre, 2=roam
int moveState;
}; //$ COMMAND_UNIT_SET_MOVE_STATE Unit_setMoveState
struct SSetBaseUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
float* basePos_posF3;
}; //$ COMMAND_UNIT_SET_BASE Unit_setBase
//struct SInternalUnitCommand {
// int unitId;
// int groupId;
// /// see enum UnitCommandOptions
// short options;
// int timeOut;
//};
struct SSelfDestroyUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
}; //$ COMMAND_UNIT_SELF_DESTROY Unit_selfDestruct
struct SSetWantedMaxSpeedUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
float wantedMaxSpeed;
}; //$ COMMAND_UNIT_SET_WANTED_MAX_SPEED Unit_setWantedMaxSpeed
struct SLoadUnitsUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
int timeOut; // command execution-time in ?milli-seconds?
int* toLoadUnitIds;
int toLoadUnitIds_size;
}; //$ COMMAND_UNIT_LOAD_UNITS Unit_loadUnits REF:MULTI:toLoadUnitIds->Unit
struct SLoadUnitsAreaUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
float* pos_posF3;
float radius;
}; //$ COMMAND_UNIT_LOAD_UNITS_AREA Unit_loadUnitsInArea
struct SLoadOntoUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
int transporterUnitId;
}; //$ COMMAND_UNIT_LOAD_ONTO Unit_loadOnto REF:transporterUnitId->Unit
struct SUnloadUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
float* toPos_posF3;
int toUnloadUnitId;
}; //$ COMMAND_UNIT_UNLOAD_UNIT Unit_unload REF:toUnloadUnitId->Unit
struct SUnloadUnitsAreaUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
float* toPos_posF3;
float radius;
}; //$ COMMAND_UNIT_UNLOAD_UNITS_AREA Unit_unloadUnitsInArea
struct SSetOnOffUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
bool on;
}; //$ COMMAND_UNIT_SET_ON_OFF Unit_setOn
struct SReclaimUnitUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
int toReclaimUnitId;
}; //$ COMMAND_UNIT_RECLAIM_UNIT Unit_reclaimUnit REF:toReclaimUnitId->Unit
struct SReclaimFeatureUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
int toReclaimFeatureId;
}; //$ COMMAND_UNIT_RECLAIM_FEATURE Unit_reclaimFeature REF:toReclaimFeatureId->Feature
struct SReclaimAreaUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
float* pos_posF3;
float radius;
}; //$ COMMAND_UNIT_RECLAIM_AREA Unit_reclaimInArea
struct SCloakUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
bool cloak;
}; //$ COMMAND_UNIT_CLOAK Unit_cloak
struct SStockpileUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
}; //$ COMMAND_UNIT_STOCKPILE Unit_stockpile
struct SDGunUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
int toAttackUnitId;
}; //$ COMMAND_UNIT_D_GUN Unit_dGun REF:toAttackUnitId->Unit
struct SDGunPosUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
float* pos_posF3;
}; //$ COMMAND_UNIT_D_GUN_POS Unit_dGunPosition
struct SRestoreAreaUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
float* pos_posF3;
float radius;
}; //$ COMMAND_UNIT_RESTORE_AREA Unit_restoreArea
struct SSetRepeatUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
bool repeat;
}; //$ COMMAND_UNIT_SET_REPEAT Unit_setRepeat
/// Tells weapons that support it to try to use a high trajectory
struct SSetTrajectoryUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
/// 0: low-trajectory, 1: high-trajectory
int trajectory;
}; //$ COMMAND_UNIT_SET_TRAJECTORY Unit_setTrajectory
struct SResurrectUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
int toResurrectFeatureId;
}; //$ COMMAND_UNIT_RESURRECT Unit_resurrect REF:toResurrectFeatureId->Feature
struct SResurrectAreaUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
float* pos_posF3;
float radius;
}; //$ COMMAND_UNIT_RESURRECT_AREA Unit_resurrectInArea
struct SCaptureUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
int toCaptureUnitId;
}; //$ COMMAND_UNIT_CAPTURE Unit_capture REF:toCaptureUnitId->Unit
struct SCaptureAreaUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
float* pos_posF3;
float radius;
}; //$ COMMAND_UNIT_CAPTURE_AREA Unit_captureInArea
/**
* Set the percentage of health at which a unit will return to a save place.
* This only works for a few units so far, mainly aircraft.
*/
struct SSetAutoRepairLevelUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
/// 0: 0%, 1: 30%, 2: 50%, 3: 80%
int autoRepairLevel;
}; //$ COMMAND_UNIT_SET_AUTO_REPAIR_LEVEL Unit_setAutoRepairLevel
//struct SAttackLoopbackUnitCommand {
// int unitId;
// int groupId;
// /// see enum UnitCommandOptions
// short options;
// int timeOut;
//};
/**
* Set what a unit should do when it is idle.
* This only works for a few units so far, mainly aircraft.
*/
struct SSetIdleModeUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
/// 0: fly, 1: land
int idleMode;
}; //$ COMMAND_UNIT_SET_IDLE_MODE Unit_setIdleMode
struct SCustomUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
short options;
/**
* At which frame the command will time-out and consequently be removed,
* if execution of it has not yet begun.
* Can only be set locally, is not sent over the network, and is used
* for temporary orders.
* default: MAX_INT (-> do not time-out)
* example: currentFrame + 15
*/
int timeOut;
int cmdId;
float* params;
int params_size;
}; //$ COMMAND_UNIT_CUSTOM Unit_executeCustomCommand ARRAY:params
// TODO: add docu
struct STraceRayCommand {
float* rayPos_posF3;
float* rayDir_posF3;
float rayLen; // would also be ret, but we want only one ret per command
int srcUnitId;
int ret_hitUnitId;
int flags;
}; //$ COMMAND_TRACE_RAY Map_Drawer_traceRay REF:srcUnitId->Unit REF:ret_hitUnitId->Unit
struct SFeatureTraceRayCommand {
float* rayPos_posF3;
float* rayDir_posF3;
float rayLen; // would also be ret, but we want only one ret per command
int srcUnitId;
int ret_hitFeatureId;
int flags;
}; //$ COMMAND_TRACE_RAY_FEATURE Map_Drawer_traceRayFeature REF:srcUnitId->Unit REF:ret_hitFeatureId->Feature
/**
* Pause or unpauses the game.
* This is meant for debugging purposes.
* Keep in mind that pause does not happen immediately.
* It can take 1-2 frames in single- and up to 10 frames in multiplayer matches.
*/
struct SPauseCommand {
bool enable;
/// reason for the (un-)pause, or NULL
const char* reason;
}; //$ COMMAND_PAUSE Game_setPause
struct SSetPositionGraphDrawerDebugCommand {
float x;
float y;
}; //$ COMMAND_DEBUG_DRAWER_GRAPH_SET_POS Debug_GraphDrawer_setPosition
struct SSetSizeGraphDrawerDebugCommand {
float w;
float h;
}; //$ COMMAND_DEBUG_DRAWER_GRAPH_SET_SIZE Debug_GraphDrawer_setSize
struct SAddPointLineGraphDrawerDebugCommand {
int lineId;
float x;
float y;
}; //$ COMMAND_DEBUG_DRAWER_GRAPH_LINE_ADD_POINT Debug_GraphDrawer_GraphLine_addPoint
struct SDeletePointsLineGraphDrawerDebugCommand {
int lineId;
int numPoints;
}; //$ COMMAND_DEBUG_DRAWER_GRAPH_LINE_DELETE_POINTS Debug_GraphDrawer_GraphLine_deletePoints
struct SSetColorLineGraphDrawerDebugCommand {
int lineId;
short* color_colorS3;
}; //$ COMMAND_DEBUG_DRAWER_GRAPH_LINE_SET_COLOR Debug_GraphDrawer_GraphLine_setColor
struct SSetLabelLineGraphDrawerDebugCommand {
int lineId;
const char* label;
}; //$ COMMAND_DEBUG_DRAWER_GRAPH_LINE_SET_LABEL Debug_GraphDrawer_GraphLine_setLabel
struct SAddOverlayTextureDrawerDebugCommand {
int ret_overlayTextureId;
const float* texData;
int w;
int h;
}; //$ COMMAND_DEBUG_DRAWER_OVERLAYTEXTURE_ADD Debug_addOverlayTexture REF:ret_textureId->OverlayTexture
struct SUpdateOverlayTextureDrawerDebugCommand {
int overlayTextureId;
const float* texData;
int x;
int y;
int w;
int h;
}; //$ COMMAND_DEBUG_DRAWER_OVERLAYTEXTURE_UPDATE Debug_OverlayTexture_update
struct SDeleteOverlayTextureDrawerDebugCommand {
int overlayTextureId;
}; //$ COMMAND_DEBUG_DRAWER_OVERLAYTEXTURE_DELETE Debug_OverlayTexture_remove
struct SSetPositionOverlayTextureDrawerDebugCommand {
int overlayTextureId;
float x;
float y;
}; //$ COMMAND_DEBUG_DRAWER_OVERLAYTEXTURE_SET_POS Debug_OverlayTexture_setPosition
struct SSetSizeOverlayTextureDrawerDebugCommand {
int overlayTextureId;
float w;
float h;
}; //$ COMMAND_DEBUG_DRAWER_OVERLAYTEXTURE_SET_SIZE Debug_OverlayTexture_setSize
struct SSetLabelOverlayTextureDrawerDebugCommand {
int overlayTextureId;
const char* label;
}; //$ COMMAND_DEBUG_DRAWER_OVERLAYTEXTURE_SET_LABEL Debug_OverlayTexture_setLabel
/**
* @brief Sets default values
*/
void initSUnitCommand(void* sUnitCommand);
#ifdef __cplusplus
} // extern "C"
#endif
#ifdef __cplusplus
#ifdef BUILDING_AI
namespace springLegacyAI {
struct Command;
}
using namespace springLegacyAI;
#else // BUILDING_AI
struct Command;
#endif // BUILDING_AI
// legacy support functions
/**
* @brief Allocates memory for a C Command struct
* @param maxUnits should be the value returned by unitHandler->MaxUnits()
* -> max units per team for the current game
*/
void* mallocSUnitCommand(int unitId, int groupId, const Command* c, int* sCommandId, int maxUnits);
/**
* @brief Frees memory of a C Command struct
*/
void freeSUnitCommand(void* sCommandData, int sCommandId);
/**
* Returns the engine internal C++ unit command (topic) ID
* that corresponds to the C AI Interface command topic ID specified by
* <code>aiCmdTopic</code>.
*/
int toInternalUnitCommandTopic(int aiCmdTopic, void* sUnitCommandData);
/**
* Returns the C AI Interface command topic ID that corresponds
* to the engine internal C++ unit command (topic) ID specified by
* <code>internalUnitCmdTopic</code>.
* @param maxUnits should be the value returned by unitHandler->MaxUnits()
* -> max units per team for the current game
*/
int extractAICommandTopic(const Command* internalUnitCmd, int maxUnits);
/**
* @brief creates - with new - an engine C++ Command struct
*/
Command* newCommand(void* sUnitCommandData, int sCommandId, int maxUnits);
#endif // __cplusplus
#endif // AI_S_COMMANDS_H
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