Implementation of ICmpAIManager.
More...
|
virtual int | GetComponentTypeId () const |
|
virtual void | Init (const CParamNode ¶mNode) |
|
virtual void | Deinit () |
|
virtual void | Serialize (ISerializer &serialize) |
|
virtual void | Deserialize (const CParamNode ¶mNode, IDeserializer &deserialize) |
|
virtual void | HandleMessage (const CMessage &msg, bool global) |
|
virtual void | AddPlayer (const std::wstring &id, player_id_t player, u8 difficulty) |
| 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 (u32 seed) |
|
virtual void | TryLoadSharedComponent () |
|
virtual void | RunGamestateInit () |
|
virtual void | StartComputation () |
| Call this at the end of a turn, to trigger AI computation which will be ready for the next turn. More...
|
|
virtual void | PushCommands () |
| Call this at the start of a turn, to push the computed AI commands into the command queue. More...
|
|
virtual | ~IComponent () |
|
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 bool | NewJSObject (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 |
|
Implementation of ICmpAIManager.
virtual void CCmpAIManager::AddPlayer |
( |
const std::wstring & |
id, |
|
|
player_id_t |
player, |
|
|
u8 |
difficulty |
|
) |
| |
|
inlinevirtual |
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.
bool CCmpAIManager::ContinueLoadEntityTemplates |
( |
| ) |
|
|
inlineprivate |
static void CCmpAIManager::Deallocate |
( |
IComponent * |
cmp | ) |
|
|
inlinestatic |
virtual void CCmpAIManager::Deinit |
( |
| ) |
|
|
inlinevirtual |
void CCmpAIManager::ForceLoadEntityTemplates |
( |
| ) |
|
|
inlineprivate |
virtual int CCmpAIManager::GetComponentTypeId |
( |
| ) |
const |
|
inlinevirtual |
static std::string CCmpAIManager::GetSchema |
( |
| ) |
|
|
inlinestatic |
virtual void CCmpAIManager::HandleMessage |
( |
const CMessage & |
msg, |
|
|
bool |
global |
|
) |
| |
|
inlinevirtual |
virtual void CCmpAIManager::Init |
( |
const CParamNode & |
paramNode | ) |
|
|
inlinevirtual |
void CCmpAIManager::LoadPathfinderClasses |
( |
JS::HandleValue |
state | ) |
|
|
inlineprivate |
virtual void CCmpAIManager::PushCommands |
( |
| ) |
|
|
inlinevirtual |
Call this at the start of a turn, to push the computed AI commands into the command queue.
Implements ICmpAIManager.
virtual void CCmpAIManager::RunGamestateInit |
( |
| ) |
|
|
inlinevirtual |
virtual void CCmpAIManager::Serialize |
( |
ISerializer & |
serialize | ) |
|
|
inlinevirtual |
virtual void CCmpAIManager::SetRNGSeed |
( |
u32 |
seed | ) |
|
|
inlinevirtual |
virtual void CCmpAIManager::StartComputation |
( |
| ) |
|
|
inlinevirtual |
Call this at the end of a turn, to trigger AI computation which will be ready for the next turn.
Implements ICmpAIManager.
void CCmpAIManager::StartLoadEntityTemplates |
( |
| ) |
|
|
inlineprivate |
virtual void CCmpAIManager::TryLoadSharedComponent |
( |
| ) |
|
|
inlinevirtual |
bool CCmpAIManager::m_JustDeserialized |
|
private |
size_t CCmpAIManager::m_TemplateLoadedIdx |
|
private |
std::vector<std::string> CCmpAIManager::m_TemplateNames |
|
private |
std::vector<std::pair<std::string, const CParamNode*> > CCmpAIManager::m_Templates |
|
private |
size_t CCmpAIManager::m_TerritoriesDirtyID |
|
private |
The documentation for this class was generated from the following file: