#include <ICmpAIManager.h>
 | 
| 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...
  | 
|   | 
| virtual  | ~IComponent () | 
|   | 
| virtual void  | Init (const CParamNode ¶mNode)=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 CSimContext &  | GetSimContext () const | 
|   | 
| void  | SetSimContext (const CSimContext &context) | 
|   | 
| virtual void  | Serialize (ISerializer &serialize)=0 | 
|   | 
| virtual void  | Deserialize (const CParamNode ¶mNode, 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 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 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 () | 
|   | 
◆ AddPlayer()
  
  
      
        
          | virtual void ICmpAIManager::AddPlayer  | 
          ( | 
          const std::wstring &  | 
          id,  | 
         
        
           | 
           | 
          player_id_t  | 
          player,  | 
         
        
           | 
           | 
          uint8_t  | 
          difficulty,  | 
         
        
           | 
           | 
          const std::wstring &  | 
            | 
         
        
           | 
          ) | 
           |  | 
         
       
   | 
  
pure virtual   | 
  
 
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. 
Implemented in CCmpAIManager.
 
 
◆ GetAIs()
Returns a vector of {"id":"value-for-AddPlayer", "name":"Human readable name"} objects, based on all the available AI scripts. 
 
 
◆ PushCommands()
  
  
      
        
          | virtual void ICmpAIManager::PushCommands  | 
          ( | 
           | ) | 
           | 
         
       
   | 
  
pure virtual   | 
  
 
Call this at the start of a turn, to push the computed AI commands into the command queue. 
Implemented in CCmpAIManager.
 
 
◆ RunGamestateInit()
  
  
      
        
          | virtual void ICmpAIManager::RunGamestateInit  | 
          ( | 
           | ) | 
           | 
         
       
   | 
  
pure virtual   | 
  
 
 
◆ SetRNGSeed()
  
  
      
        
          | virtual void ICmpAIManager::SetRNGSeed  | 
          ( | 
          uint32_t  | 
          seed | ) | 
           | 
         
       
   | 
  
pure virtual   | 
  
 
 
◆ StartComputation()
  
  
      
        
          | virtual void ICmpAIManager::StartComputation  | 
          ( | 
           | ) | 
           | 
         
       
   | 
  
pure virtual   | 
  
 
Call this at the end of a turn, to trigger AI computation which will be ready for the next turn. 
Implemented in CCmpAIManager.
 
 
◆ TryLoadSharedComponent()
  
  
      
        
          | virtual void ICmpAIManager::TryLoadSharedComponent  | 
          ( | 
           | ) | 
           | 
         
       
   | 
  
pure virtual   | 
  
 
 
The documentation for this class was generated from the following files:
- /home/docker/jenkins/workspace/technical-docs/source/simulation2/components/ICmpAIManager.h
 
- /home/docker/jenkins/workspace/technical-docs/source/simulation2/components/ICmpAIManager.cpp