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Stratagus  2.2.6
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                          T H E   W A R   B E G I N S
           Stratagus - A free fantasy real time strategy game engine

src/include/ai.h File Reference

Go to the source code of this file.


ai.h - The ai headerfile.

int AiSleepCycles
void AiEachCycle (CPlayer *player)
 Ai sleeps # cycles.
void AiEachSecond (CPlayer *player)
 Called each game cycle.
void InitAiModule ()
 Called each second.
void AiInit (CPlayer *player)
 Init AI global structures.
void CleanAi ()
 Init AI for this player.
void FreeAi ()
 Cleanup the AI module.
void SaveAi (CFile *file)
 Free the AI resources.
void AiCclRegister ()
 Save the AI state.
void AiAttackWithForceAt (unsigned int force, int x, int y)
 Register ccl features.
void AiAttackWithForce (unsigned int force)
 Attack with force.
void AiHelpMe (const CUnit *attacker, CUnit &defender)
 Called if AI unit is attacked.
void AiUnitKilled (CUnit &unit)
 Called if AI unit is killed.
void AiNeedMoreSupply (const CPlayer &player)
 Called if AI needs more farms.
void AiWorkComplete (CUnit *unit, CUnit &what)
 Called if AI unit has completed work.
void AiCanNotBuild (CUnit &unit, const CUnitType &what)
 Called if AI unit can't build.
void AiCanNotReach (CUnit &unit, const CUnitType &what)
 Called if AI unit can't reach building place.
void AiCanNotMove (CUnit &unit)
 Called if an AI unit can't move.
void AiTrainingComplete (CUnit &unit, CUnit &what)
 Called if AI unit has completed training.
void AiUpgradeToComplete (CUnit &unit, const CUnitType &what)
 Called if AI unit has completed upgrade to.
void AiResearchComplete (CUnit &unit, const CUpgrade *what)
 Called if AI unit has completed research.

Function Documentation

void AiAttackWithForce ( unsigned int  force  ) 

Attack with force.

Attack opponent with force.

Parameters:
force Force number to attack with.

void AiAttackWithForceAt ( unsigned int  force,
int  x,
int  y 
)

Register ccl features.

Attack with force at position

Register ccl features.

Attack at position with force.

Parameters:
force Force number to attack with.
x X tile map position to be attacked.
y Y tile map position to be attacked.

void AiCanNotBuild ( CUnit unit,
const CUnitType what 
)

Called if AI unit can't build.

Called if building can't be build.

Parameters:
unit Pointer to unit what builds the building.
what Pointer to unit-type.

void AiCanNotMove ( CUnit unit  ) 

Called if an AI unit can't move.

Called if a unit can't move. Try to move unit in the way

Parameters:
unit Pointer to unit what builds the building.

void AiCanNotReach ( CUnit unit,
const CUnitType what 
)

Called if AI unit can't reach building place.

Called if building place can't be reached.

Parameters:
unit Pointer to unit what builds the building.
what Pointer to unit-type.

void AiCclRegister (  ) 

Save the AI state.

Register CCL features for unit-type.

void AiEachCycle ( CPlayer player  ) 

Ai sleeps # cycles.

This is called for each player, each game cycle.

Parameters:
player The player structure pointer.

void AiEachSecond ( CPlayer player  ) 

Called each game cycle.

This is called for each player each second.

Parameters:
player The player structure pointer.

void AiHelpMe ( const CUnit attacker,
CUnit defender 
)

Called if AI unit is attacked.

Called if a Unit is Attacked

Parameters:
attacker Pointer to attacker unit.
defender Pointer to unit that is being attacked.

void AiInit ( CPlayer player  ) 

Init AI global structures.

Setup all at start.

Parameters:
player The player structure pointer.

void AiNeedMoreSupply ( const CPlayer player  ) 

Called if AI needs more farms.

Called if the AI needs more farms.

Parameters:
player player which need supply.

void AiResearchComplete ( CUnit unit,
const CUpgrade what 
)

Called if AI unit has completed research.

Called if reseaching of an unit is completed.

Parameters:
unit Pointer to unit working.
what Pointer to the new upgrade.

void AiTrainingComplete ( CUnit unit,
CUnit what 
)

Called if AI unit has completed training.

Called if training of a unit is completed.

Parameters:
unit Pointer to unit making.
what Pointer to new ready trained unit.

void AiUnitKilled ( CUnit unit  ) 

Called if AI unit is killed.

Called if a unit is killed.

Parameters:
unit Pointer to unit.

void AiUpgradeToComplete ( CUnit unit,
const CUnitType what 
)

Called if AI unit has completed upgrade to.

Called if upgrading of an unit is completed.

Parameters:
unit Pointer to unit working.
what Pointer to the new unit-type.

void AiWorkComplete ( CUnit unit,
CUnit what 
)

Called if AI unit has completed work.

Called if work complete (Buildings).

Parameters:
unit Pointer to unit that builds the building.
what Pointer to unit building that was built.

void CleanAi (  ) 

Init AI for this player.

Cleanup the AI in order to enable to restart a game.

void FreeAi (  ) 

Cleanup the AI module.

Free all AI resources.

void InitAiModule (  ) 

Called each second.

Initialize global structures of the AI

void SaveAi ( CFile file  ) 

Free the AI resources.

Save state of AI to file.

Parameters:
file Output file.


Variable Documentation

(C) Copyright 1998-2011 by The Stratagus Project under the GNU General Public License.
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