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/*
* Copyright (C) 2004-2016 by the Widelands Development Team
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "ai/computer_player.h"
#include "ai/defaultai.h"
ComputerPlayer::ComputerPlayer(Widelands::Game& g, Widelands::PlayerNumber const pid)
: game_(g), player_number_(pid) {
}
ComputerPlayer::~ComputerPlayer() {
}
struct EmptyAI : ComputerPlayer {
EmptyAI(Widelands::Game& g, const Widelands::PlayerNumber pid) : ComputerPlayer(g, pid) {
}
void think() override {
}
struct EmptyAIImpl : Implementation {
EmptyAIImpl() {
name = "empty";
/** TRANSLATORS: This is the name of an AI used in the game setup screens */
descname = _("No AI");
icon_filename = "images/ai/ai_empty.png";
}
ComputerPlayer* instantiate(Widelands::Game& g,
Widelands::PlayerNumber const pid) const override {
return new EmptyAI(g, pid);
}
};
static EmptyAIImpl implementation;
};
EmptyAI::EmptyAIImpl EmptyAI::implementation;
const ComputerPlayer::ImplementationVector& ComputerPlayer::get_implementations() {
static std::vector<ComputerPlayer::Implementation const*> impls;
if (impls.empty()) {
impls.push_back(&DefaultAI::normal_impl);
impls.push_back(&DefaultAI::weak_impl);
impls.push_back(&DefaultAI::very_weak_impl);
impls.push_back(&EmptyAI::implementation);
}
return impls;
}
const ComputerPlayer::Implementation* ComputerPlayer::get_implementation(const std::string& name) {
const ImplementationVector& vec = get_implementations();
for (const ComputerPlayer::Implementation* implementation : vec) {
if (implementation->name == name) {
return implementation;
}
}
return vec[0];
}
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