var PlayerID = -1;
/**
* @class
*/
var API3 = (function() {
var m = {};
m.BaseAI = function(settings)
{
if (!settings)
return;
this.player = settings.player;
// played turn, in case you don't want the AI to play every turn.
this.turn = 0;
};
/** Return a simple object (using no classes etc) that will be serialized into saved games */
m.BaseAI.prototype.Serialize = function()
{
return {};
};
/**
* Called after the constructor when loading a saved game, with 'data' being
* whatever Serialize() returned
*/
m.BaseAI.prototype.Deserialize = function(data, sharedScript)
{
this.isDeserialized = true;
};
m.BaseAI.prototype.Init = function(state, playerID, sharedAI)
{
PlayerID = playerID;
this.territoryMap = sharedAI.territoryMap;
this.accessibility = sharedAI.accessibility;
this.gameState = sharedAI.gameState[this.player];
this.gameState.ai = this;
this.timeElapsed = sharedAI.timeElapsed;
this.CustomInit(this.gameState);
};
/** AIs override this function */
m.BaseAI.prototype.CustomInit = function()
{
};
m.BaseAI.prototype.HandleMessage = function(state, playerID, sharedAI)
{
PlayerID = playerID;
this.events = sharedAI.events;
this.territoryMap = sharedAI.territoryMap;
if (this.isDeserialized)
{
this.Init(state, playerID, sharedAI);
this.isDeserialized = false;
}
this.OnUpdate(sharedAI);
};
/** AIs override this function */
m.BaseAI.prototype.OnUpdate = function()
{
};
m.BaseAI.prototype.chat = function(message)
{
Engine.PostCommand(PlayerID, { "type": "aichat", "message": message });
};
return m;
}());