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CCmpAIManager Class Referencefinal

Implementation of ICmpAIManager. More...

Inheritance diagram for CCmpAIManager:
Collaboration diagram for CCmpAIManager:

Public Member Functions

int GetComponentTypeId () const override
 
void Init (const CParamNode &paramNode) override
 
void Deinit () override
 
void Serialize (ISerializer &serialize) override
 
void Deserialize (const CParamNode &paramNode, IDeserializer &deserialize) override
 
void AddPlayer (const std::wstring &id, player_id_t player, u8 difficulty, const std::wstring &behavior) override
 Add a new AI player into the world, based on the AI script identified by id (corresponding to a subdirectory in simulation/ai/), to control player player. More...
 
void SetRNGSeed (u32 seed) override
 
void TryLoadSharedComponent () override
 
void RunGamestateInit () override
 
void StartComputation () override
 Call this at the end of a turn, to trigger AI computation which will be ready for the next turn. More...
 
void PushCommands () override
 Call this at the start of a turn, to push the computed AI commands into the command queue. More...
 
virtual void AddPlayer (const std::wstring &id, player_id_t player, uint8_t difficulty, const std::wstring &)=0
 Add a new AI player into the world, based on the AI script identified by id (corresponding to a subdirectory in simulation/ai/), to control player player. More...
 
virtual void SetRNGSeed (uint32_t seed)=0
 
virtual void TryLoadSharedComponent ()=0
 
virtual void RunGamestateInit ()=0
 
virtual void StartComputation ()=0
 Call this at the end of a turn, to trigger AI computation which will be ready for the next turn. More...
 
virtual void PushCommands ()=0
 Call this at the start of a turn, to push the computed AI commands into the command queue. More...
 
- Public Member Functions inherited from IComponent
virtual ~IComponent ()
 
virtual void Init (const CParamNode &paramNode)=0
 
virtual void Deinit ()=0
 
virtual void HandleMessage (const CMessage &msg, bool global)
 
CEntityHandle GetEntityHandle () const
 
void SetEntityHandle (CEntityHandle ent)
 
entity_id_t GetEntityId () const
 
CEntityHandle GetSystemEntity () const
 
const CSimContextGetSimContext () const
 
void SetSimContext (const CSimContext &context)
 
virtual void Serialize (ISerializer &serialize)=0
 
virtual void Deserialize (const CParamNode &paramNode, IDeserializer &deserialize)=0
 
virtual bool NewJSObject (const ScriptInterface &scriptInterface, JS::MutableHandleObject out) const
 Returns false by default, indicating that a scripted wrapper of this IComponent is not supported. More...
 
virtual JS::Value GetJSInstance () const
 
virtual int GetComponentTypeId () const =0
 

Static Public Member Functions

static void ClassInit (CComponentManager &componentManager)
 
static IComponentAllocate (const ScriptInterface &, JS::HandleValue)
 
static void Deallocate (IComponent *cmp)
 
static std::string GetSchema ()
 
- Static Public Member Functions inherited from ICmpAIManager
static JS::Value GetAIs (const ScriptInterface &scriptInterface)
 Returns a vector of {"id":"value-for-AddPlayer", "name":"Human readable name"} objects, based on all the available AI scripts. More...
 
- Static Public Member Functions inherited from IComponent
static std::string GetSchema ()
 
static void RegisterComponentType (CComponentManager &mgr, EInterfaceId iid, EComponentTypeId cid, AllocFunc alloc, DeallocFunc dealloc, const char *name, const std::string &schema)
 
static void RegisterComponentTypeScriptWrapper (CComponentManager &mgr, EInterfaceId iid, EComponentTypeId cid, AllocFunc alloc, DeallocFunc dealloc, const char *name, const std::string &schema)
 
static u8 GetSerializationVersion ()
 

Private Member Functions

void LoadUsedEntityTemplates ()
 Load the templates of all entities on the map (called when adding a new AI player for a new game or when deserializing) More...
 
void LoadPathfinderClasses (JS::HandleValue state)
 

Private Attributes

size_t m_TerritoriesDirtyID
 
size_t m_TerritoriesDirtyBlinkingID
 
bool m_JustDeserialized
 
CAIWorker m_Worker
 

Additional Inherited Members

- Public Types inherited from IComponent
using AllocFunc = IComponent *(*)(const ScriptInterface &scriptInterface, JS::HandleValue ctor)
 
using DeallocFunc = void(*)(IComponent *)
 

Detailed Description

Implementation of ICmpAIManager.

Member Function Documentation

◆ AddPlayer()

void CCmpAIManager::AddPlayer ( const std::wstring &  id,
player_id_t  player,
u8  difficulty,
const std::wstring &   
)
inlineoverridevirtual

Add a new AI player into the world, based on the AI script identified by id (corresponding to a subdirectory in simulation/ai/), to control player player.

Implements ICmpAIManager.

◆ Allocate()

static IComponent * CCmpAIManager::Allocate ( const ScriptInterface ,
JS::HandleValue   
)
inlinestatic

◆ ClassInit()

static void CCmpAIManager::ClassInit ( CComponentManager componentManager)
inlinestatic

◆ Deallocate()

static void CCmpAIManager::Deallocate ( IComponent cmp)
inlinestatic

◆ Deinit()

void CCmpAIManager::Deinit ( )
inlineoverridevirtual

Implements IComponent.

◆ Deserialize()

void CCmpAIManager::Deserialize ( const CParamNode paramNode,
IDeserializer deserialize 
)
inlineoverridevirtual

Implements IComponent.

◆ GetComponentTypeId()

int CCmpAIManager::GetComponentTypeId ( ) const
inlineoverridevirtual

Implements IComponent.

◆ GetSchema()

static std::string CCmpAIManager::GetSchema ( )
inlinestatic

◆ Init()

void CCmpAIManager::Init ( const CParamNode paramNode)
inlineoverridevirtual

Implements IComponent.

◆ LoadPathfinderClasses()

void CCmpAIManager::LoadPathfinderClasses ( JS::HandleValue  state)
inlineprivate

◆ LoadUsedEntityTemplates()

void CCmpAIManager::LoadUsedEntityTemplates ( )
inlineprivate

Load the templates of all entities on the map (called when adding a new AI player for a new game or when deserializing)

◆ PushCommands()

void CCmpAIManager::PushCommands ( )
inlineoverridevirtual

Call this at the start of a turn, to push the computed AI commands into the command queue.

Implements ICmpAIManager.

◆ RunGamestateInit()

void CCmpAIManager::RunGamestateInit ( )
inlineoverridevirtual

Implements ICmpAIManager.

◆ Serialize()

void CCmpAIManager::Serialize ( ISerializer serialize)
inlineoverridevirtual

Implements IComponent.

◆ SetRNGSeed()

void CCmpAIManager::SetRNGSeed ( u32  seed)
inlineoverridevirtual

Implements ICmpAIManager.

◆ StartComputation()

void CCmpAIManager::StartComputation ( )
inlineoverridevirtual

Call this at the end of a turn, to trigger AI computation which will be ready for the next turn.

Implements ICmpAIManager.

◆ TryLoadSharedComponent()

void CCmpAIManager::TryLoadSharedComponent ( )
inlineoverridevirtual

Implements ICmpAIManager.

Member Data Documentation

◆ m_JustDeserialized

bool CCmpAIManager::m_JustDeserialized
private

◆ m_TerritoriesDirtyBlinkingID

size_t CCmpAIManager::m_TerritoriesDirtyBlinkingID
private

◆ m_TerritoriesDirtyID

size_t CCmpAIManager::m_TerritoriesDirtyID
private

◆ m_Worker

CAIWorker CCmpAIManager::m_Worker
private

The documentation for this class was generated from the following file: