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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef AI_S_EVENTS_H
#define AI_S_EVENTS_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!
#ifdef __cplusplus
extern "C" {
#endif
// NOTE structs should not be empty (C90), so add a useless member if needed
#include "SSkirmishAICallback.h"
/**
* Each event type can be identified through a unique ID,
* which we call event topic.
* Events are sent from the engine to AIs.
*
* Note: Do NOT change the values assigned to these topics,
* as this would be bad for inter-version compatibility.
* You should always append new event topics at the end of this list,
* and adjust NUM_EVENTS.
*
* @see SSkirmishAILibrary.handleEvent()
*/
enum EventTopic {
EVENT_NULL = 0,
EVENT_INIT = 1,
EVENT_RELEASE = 2,
EVENT_UPDATE = 3,
EVENT_MESSAGE = 4,
EVENT_UNIT_CREATED = 5,
EVENT_UNIT_FINISHED = 6,
EVENT_UNIT_IDLE = 7,
EVENT_UNIT_MOVE_FAILED = 8,
EVENT_UNIT_DAMAGED = 9,
EVENT_UNIT_DESTROYED = 10,
EVENT_UNIT_GIVEN = 11,
EVENT_UNIT_CAPTURED = 12,
EVENT_ENEMY_ENTER_LOS = 13,
EVENT_ENEMY_LEAVE_LOS = 14,
EVENT_ENEMY_ENTER_RADAR = 15,
EVENT_ENEMY_LEAVE_RADAR = 16,
EVENT_ENEMY_DAMAGED = 17,
EVENT_ENEMY_DESTROYED = 18,
EVENT_WEAPON_FIRED = 19,
EVENT_PLAYER_COMMAND = 20,
EVENT_SEISMIC_PING = 21,
EVENT_COMMAND_FINISHED = 22,
EVENT_LOAD = 23,
EVENT_SAVE = 24,
EVENT_ENEMY_CREATED = 25,
EVENT_ENEMY_FINISHED = 26,
EVENT_LUA_MESSAGE = 27,
};
const int NUM_EVENTS = 28;
#define AIINTERFACE_EVENTS_ABI_VERSION ( \
sizeof(struct SInitEvent) \
+ sizeof(struct SReleaseEvent) \
+ sizeof(struct SUpdateEvent) \
+ sizeof(struct SMessageEvent) \
+ sizeof(struct SUnitCreatedEvent) \
+ sizeof(struct SUnitFinishedEvent) \
+ sizeof(struct SUnitIdleEvent) \
+ sizeof(struct SUnitMoveFailedEvent) \
+ sizeof(struct SUnitDamagedEvent) \
+ sizeof(struct SUnitDestroyedEvent) \
+ sizeof(struct SUnitGivenEvent) \
+ sizeof(struct SUnitCapturedEvent) \
+ sizeof(struct SEnemyEnterLOSEvent) \
+ sizeof(struct SEnemyLeaveLOSEvent) \
+ sizeof(struct SEnemyEnterRadarEvent) \
+ sizeof(struct SEnemyLeaveRadarEvent) \
+ sizeof(struct SEnemyDamagedEvent) \
+ sizeof(struct SEnemyDestroyedEvent) \
+ sizeof(struct SWeaponFiredEvent) \
+ sizeof(struct SPlayerCommandEvent) \
+ sizeof(struct SCommandFinishedEvent) \
+ sizeof(struct SSeismicPingEvent) \
+ sizeof(struct SLoadEvent) \
+ sizeof(struct SSaveEvent) \
+ sizeof(struct SEnemyCreatedEvent) \
+ sizeof(struct SEnemyFinishedEvent) \
+ sizeof(struct SLuaMessageEvent) \
)
/**
* This AI event initializes a Skirmish AI instance.
* It is sent only once per AI instance and game, as the very first event.
*/
struct SInitEvent {
int skirmishAIId;
const struct SSkirmishAICallback* callback;
}; //$ EVENT_INIT
/**
* This AI event tells a Skirmish AI instance, that it is no longer needed. It
* can be used to free memory or do other cleanup work.
* It is sent only once per AI instance and game, as the very last event.
* Values description for reason:
* 0: unspecified
* 1: game ended
* 2: team died
* 3: AI killed
* 4: AI crashed
* 5: AI failed to init
* 6: connection lost
* 7: other reason
*/
struct SReleaseEvent {
int reason;
}; //$ EVENT_RELEASE
/**
* This AI event is sent once per game frame, which is about 30 times per second
* by default.
*/
struct SUpdateEvent {
int frame;
}; //$ EVENT_UPDATE
/**
* This AI event is a notification about a chat message sent by one of the
* participants of this game, which may be a player or an AI, including this AI.
*/
struct SMessageEvent {
int player;
const char* message;
}; //$ EVENT_MESSAGE
/**
* This AI event triggers whenever any message
* is sent by a Lua widget or unsynced gadget.
*/
struct SLuaMessageEvent {
const char* inData;
}; //$ EVENT_LUA_MESSAGE
/**
* This AI event is sent whenever a unit of this team is created, and contains
* the created unit. Usually, the unit has only 1 HP at this time, and consists
* only of a nano frame (-> will not accept commands yet).
* See also the unit-finished event.
*/
struct SUnitCreatedEvent {
int unit;
int builder;
}; //$ EVENT_UNIT_CREATED INTERFACES:Unit(unit),UnitLifeState()
/**
* This AI event is sent whenever a unit is fully built, and contains the
* finished unit. Usually, the unit has full health at this time, and is ready
* to accept commands.
* See also the unit-created event.
*/
struct SUnitFinishedEvent {
int unit;
}; //$ EVENT_UNIT_FINISHED INTERFACES:Unit(unit),UnitLifeState()
/**
* This AI event is sent when a unit finished processing a command or just
* finished building, and it has currently no commands in it's queue.
*/
struct SUnitIdleEvent {
int unit;
}; //$ EVENT_UNIT_IDLE INTERFACES:Unit(unit)
/**
* This AI event is sent when a unit received a move command and is not able to
* fullfill it. Reasons for this are:
* - The unit is not able to move
* - The path to the target location is blocked
* - The unit can not move on the terain of the target location (for example,
* the target is on land, and the unit is a ship)
*/
struct SUnitMoveFailedEvent {
int unit;
}; //$ EVENT_UNIT_MOVE_FAILED INTERFACES:Unit(unit)
/**
* This AI event is sent when a unit was damaged. It contains the attacked unit,
* the attacking unit, the ammount of damage and the direction from where the
* damage was inflickted. In case of a laser weapon, the direction will point
* directly from the attacker to the attacked unit, while with artillery it will
* rather be from somewhere up in the sky to the attacked unit.
* See also the unit-destroyed event.
*/
struct SUnitDamagedEvent {
int unit;
/**
* may be -1, which means no attacker was directly involveld,
* or the attacker is not visible and cheat events are off
*/
int attacker;
float damage;
float* dir_posF3;
int weaponDefId;
/// if true, then damage is paralyzation damage, otherwise it is real damage
bool paralyzer;
}; //$ EVENT_UNIT_DAMAGED INTERFACES:Unit(unit)
/**
* This AI event is sent when a unit was destroyed; see also the unit-damaged
* event.
*/
struct SUnitDestroyedEvent {
int unit;
/**
* may be -1, which means no attacker was directly involveld,
* or the attacker is not visible and cheat events are off
*/
int attacker;
}; //$ EVENT_UNIT_DESTROYED INTERFACES:Unit(unit),UnitLifeState()
/**
* This AI event is sent when a unit changed from one team to another,
* either because the old owner gave it to the new one, or because the
* new one took it from the old one; see the /take command.
* Both giving and receiving team will get this event.
*/
struct SUnitGivenEvent {
int unitId;
int oldTeamId;
int newTeamId;
}; //$ EVENT_UNIT_GIVEN INTERFACES:Unit(unitId),UnitLifeState(),UnitTeamChange(oldTeamId,newTeamId)
/**
* This AI event is sent when a unit changed from one team to an other through
* capturing.
* Both giving and receiving team will get this event.
*/
struct SUnitCapturedEvent {
int unitId;
int oldTeamId;
int newTeamId;
}; //$ EVENT_UNIT_CAPTURED INTERFACES:Unit(unitId),UnitLifeState(),UnitTeamChange(oldTeamId,newTeamId)
/**
* This AI event is sent when an enemy unit entered the LOS of this team.
*/
struct SEnemyEnterLOSEvent {
int enemy;
}; //$ EVENT_ENEMY_ENTER_LOS INTERFACES:Unit(enemy),Enemy(enemy)
/**
* This AI event is sent when an enemy unit left the LOS of this team.
*/
struct SEnemyLeaveLOSEvent {
int enemy;
}; //$ EVENT_ENEMY_LEAVE_LOS INTERFACES:Unit(enemy),Enemy(enemy)
/**
* This AI event is sent when an enemy unit entered the radar covered area of
* this team.
*/
struct SEnemyEnterRadarEvent {
int enemy;
}; //$ EVENT_ENEMY_ENTER_RADAR INTERFACES:Unit(enemy),Enemy(enemy)
/**
* This AI event is sent when an enemy unit left the radar covered area of this
* team.
*/
struct SEnemyLeaveRadarEvent {
int enemy;
}; //$ EVENT_ENEMY_LEAVE_RADAR INTERFACES:Unit(enemy),Enemy(enemy)
/**
* This AI event is sent when an enemy unit was damaged. It contains the
* attacked unit, the attacking unit, the ammount of damage and the direction
* from where the damage was inflickted. In case of a laser weapon, the
* direction will point directly from the attacker to the attacked unit, while
* with artillery it will rather be from somewhere up in the sky to the attacked
* unit.
* See also the enemy-destroyed event.
*/
struct SEnemyDamagedEvent {
int enemy;
/**
* may be -1, which means no attacker was directly involveld,
* or the attacker is not allied with the team receiving this event
*/
int attacker;
float damage;
float* dir_posF3;
int weaponDefId;
/// if true, then damage is paralyzation damage, otherwise it is real damage
bool paralyzer;
}; //$ EVENT_ENEMY_DAMAGED INTERFACES:Unit(enemy),Enemy(enemy)
/**
* This AI event is sent when an enemy unit was destroyed; see also the
* enemy-damaged event.
*/
struct SEnemyDestroyedEvent {
int enemy;
/**
* may be -1, which means no attacker was directly involveld,
* or the attacker is not allied with the team receiving this event
*/
int attacker;
}; //$ EVENT_ENEMY_DESTROYED INTERFACES:Unit(enemy),Enemy(enemy),UnitLifeState()
/**
* This AI event is sent when certain weapons are fired.
* For performance reasons, it is not possible to send this event
* for all weapons. Therefore, it is currently only sent for manuall-fire
* weapons like for example the TA Commanders D-Gun or the Nuke.
*/
struct SWeaponFiredEvent {
int unitId;
int weaponDefId;
}; //$ EVENT_WEAPON_FIRED INTERFACES:Unit(unitId)
/**
* This AI event is sent when a user gives a command to one or multiple units
* belonging to a team controlled by the AI.
* For more info about the given commands, please use the
* Unit.getCurrentCommands() method of the callback.
*/
struct SPlayerCommandEvent {
int* unitIds;
int unitIds_size;
/// see COMMAND_* defines in AISCommands.h
int commandTopicId;
/// Id of the player that issued the command
int playerId;
}; //$ EVENT_PLAYER_COMMAND
/**
* This AI event is sent when a unit finished processing a command.
* @param commandId used on asynchronous commands only (is -1 for regular commands).
* this allows the AI to identify a possible result event,
* which would come with the same id
* @param commandTopicId unique identifier of a command
* (see COMMAND_* defines in AISCommands.h)
* @see callback.handleCommand(..., int commandId, ...)
*/
struct SCommandFinishedEvent {
int unitId;
int commandId;
int commandTopicId;
}; //$ EVENT_COMMAND_FINISHED INTERFACES:Unit(unitId)
/**
* This AI event is sent when a unit movement is detected by means of a seismic
* event. A seismic event means erruption/movement/shakings of the ground. This
* can be detected by only by special units usually, eg by the seismic detector
* building in Balanced Annihilation.
*/
struct SSeismicPingEvent {
float* pos_posF3;
float strength;
}; //$ EVENT_SEISMIC_PING
/**
* This AI event is sent when the AI should be loading its full state from a
* file.
*/
struct SLoadEvent {
/// Absolute file path, should be treated read-only
const char* file;
}; //$ EVENT_LOAD INTERFACES:LoadSave(file)
/**
* This AI event is sent when the AI should be saving its full state to a file.
*/
struct SSaveEvent {
/// Absolute file path, writable
const char* file;
}; //$ EVENT_SAVE INTERFACES:LoadSave(file)
/**
* This AI event is sent whenever a unit of an enemy team is created,
* and contains the created unit. Usually, the unit has only 1 HP at this time,
* and consists only of a nano frame.
* See also the enemy-finished event.
*/
struct SEnemyCreatedEvent {
int enemy;
}; //$ EVENT_ENEMY_CREATED INTERFACES:Unit(enemy),Enemy(enemy)
/**
* This AI event is sent whenever an enemy unit is fully built, and contains the
* finished unit. Usually, the unit has full health at this time.
* See also the unit-created event.
*/
struct SEnemyFinishedEvent {
int enemy;
}; //$ EVENT_ENEMY_FINISHED INTERFACES:Unit(enemy),Enemy(enemy)
#ifdef __cplusplus
} // extern "C"
#endif
#endif // AI_S_EVENTS_H
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