LCOV - code coverage report
Current view: top level - source/simulation2/components - ICmpAIManager.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 1 2 50.0 %
Date: 2023-01-19 00:18:29 Functions: 1 4 25.0 %

          Line data    Source code
       1             : /* Copyright (C) 2017 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #ifndef INCLUDED_ICMPAIMANAGER
      19             : #define INCLUDED_ICMPAIMANAGER
      20             : 
      21             : #include "simulation2/system/Interface.h"
      22             : 
      23             : #include "simulation2/helpers/Player.h"
      24             : 
      25           0 : class ICmpAIManager : public IComponent
      26             : {
      27             : public:
      28             :     /**
      29             :      * Add a new AI player into the world, based on the AI script identified
      30             :      * by @p id (corresponding to a subdirectory in simulation/ai/),
      31             :      * to control player @p player.
      32             :      */
      33             :     virtual void AddPlayer(const std::wstring& id, player_id_t player, uint8_t difficulty, const std::wstring&) = 0;
      34             :     virtual void SetRNGSeed(uint32_t seed) = 0;
      35             :     virtual void TryLoadSharedComponent() = 0;
      36             :     virtual void RunGamestateInit() = 0;
      37             : 
      38             :     /**
      39             :      * Call this at the end of a turn, to trigger AI computation which will be
      40             :      * ready for the next turn.
      41             :      */
      42             :     virtual void StartComputation() = 0;
      43             : 
      44             :     /**
      45             :      * Call this at the start of a turn, to push the computed AI commands into
      46             :      * the command queue.
      47             :      */
      48             :     virtual void PushCommands() = 0;
      49             : 
      50             :     /**
      51             :      * Returns a vector of {"id":"value-for-AddPlayer", "name":"Human readable name"}
      52             :      * objects, based on all the available AI scripts.
      53             :      */
      54             :     static JS::Value GetAIs(const ScriptInterface& scriptInterface);
      55             : 
      56         116 :     DECLARE_INTERFACE_TYPE(AIManager)
      57             : };
      58             : 
      59             : #endif // INCLUDED_ICMPAIMANAGER

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