#include <ICmpAIManager.h>
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| 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...
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| virtual void | SetRNGSeed (uint32_t seed)=0 |
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| virtual void | TryLoadSharedComponent ()=0 |
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| virtual void | RunGamestateInit ()=0 |
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| 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...
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| virtual void | PushCommands ()=0 |
| | Call this at the start of a turn, to push the computed AI commands into the command queue. More...
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| virtual | ~IComponent () |
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| virtual void | Init (const CParamNode ¶mNode)=0 |
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| virtual void | Deinit ()=0 |
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| virtual void | HandleMessage (const CMessage &msg, bool global) |
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| CEntityHandle | GetEntityHandle () const |
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| void | SetEntityHandle (CEntityHandle ent) |
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| entity_id_t | GetEntityId () const |
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| CEntityHandle | GetSystemEntity () const |
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| const CSimContext & | GetSimContext () const |
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| void | SetSimContext (const CSimContext &context) |
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| virtual void | Serialize (ISerializer &serialize)=0 |
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| virtual void | Deserialize (const CParamNode ¶mNode, IDeserializer &deserialize)=0 |
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| 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...
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| virtual JS::Value | GetJSInstance () const |
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| virtual int | GetComponentTypeId () const =0 |
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| 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...
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| static std::string | GetSchema () |
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| static void | RegisterComponentType (CComponentManager &mgr, EInterfaceId iid, EComponentTypeId cid, AllocFunc alloc, DeallocFunc dealloc, const char *name, const std::string &schema) |
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| static void | RegisterComponentTypeScriptWrapper (CComponentManager &mgr, EInterfaceId iid, EComponentTypeId cid, AllocFunc alloc, DeallocFunc dealloc, const char *name, const std::string &schema) |
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| static u8 | GetSerializationVersion () |
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◆ AddPlayer()
| virtual void ICmpAIManager::AddPlayer |
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const std::wstring & |
id, |
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player_id_t |
player, |
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uint8_t |
difficulty, |
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const std::wstring & |
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) |
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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 |
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| ) |
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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 |
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| ) |
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pure virtual |
◆ SetRNGSeed()
| virtual void ICmpAIManager::SetRNGSeed |
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uint32_t |
seed | ) |
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pure virtual |
◆ StartComputation()
| virtual void ICmpAIManager::StartComputation |
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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 |
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| ) |
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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