Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
This commit is contained in:
parent
2e338c00cb
commit
3d0ee53a05
6072 changed files with 2283311 additions and 0 deletions
125
GeneralsMD/Code/GameEngine/Include/GameLogic/AISkirmishPlayer.h
Normal file
125
GeneralsMD/Code/GameEngine/Include/GameLogic/AISkirmishPlayer.h
Normal file
|
@ -0,0 +1,125 @@
|
|||
/*
|
||||
** Command & Conquer Generals Zero Hour(tm)
|
||||
** Copyright 2025 Electronic Arts Inc.
|
||||
**
|
||||
** This program is free software: you can redistribute it and/or modify
|
||||
** it under the terms of the GNU General Public License as published by
|
||||
** the Free Software Foundation, either version 3 of the License, or
|
||||
** (at your option) any later version.
|
||||
**
|
||||
** This program is distributed in the hope that it will be useful,
|
||||
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
** GNU General Public License for more details.
|
||||
**
|
||||
** You should have received a copy of the GNU General Public License
|
||||
** along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// //
|
||||
// (c) 2001-2003 Electronic Arts Inc. //
|
||||
// //
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// AISkirmishPlayer.h
|
||||
// Computerized opponent
|
||||
// Author: Michael S. Booth, January 2002
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifndef _AI_SKIRMISH_PLAYER_H_
|
||||
#define _AI_SKIRMISH_PLAYER_H_
|
||||
|
||||
#include "Common/GameMemory.h"
|
||||
#include "GameLogic/AIPlayer.h"
|
||||
|
||||
class BuildListInfo;
|
||||
class SpecialPowerTemplate;
|
||||
|
||||
|
||||
/**
|
||||
* The computer-controlled opponent.
|
||||
*/
|
||||
class AISkirmishPlayer : public AIPlayer
|
||||
{
|
||||
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AISkirmishPlayer, "AISkirmishPlayer" )
|
||||
|
||||
public: // AISkirmish specific methods.
|
||||
|
||||
AISkirmishPlayer( Player *p ); ///< constructor
|
||||
virtual Bool computeSuperweaponTarget(const SpecialPowerTemplate *power, Coord3D *pos, Int playerNdx, Real weaponRadius); ///< Calculates best pos for weapon given radius.
|
||||
|
||||
public: // AIPlayer interface methods.
|
||||
|
||||
virtual void update(); ///< simulates the behavior of a player
|
||||
|
||||
virtual void newMap(); ///< New map loaded call.
|
||||
|
||||
/// Invoked when a unit I am training comes into existence
|
||||
virtual void onUnitProduced( Object *factory, Object *unit );
|
||||
|
||||
virtual void buildSpecificAITeam(TeamPrototype *teamProto, Bool priorityBuild); ///< Builds this team immediately.
|
||||
|
||||
virtual void buildSpecificAIBuilding(const AsciiString &thingName); ///< Builds this building as soon as possible.
|
||||
|
||||
virtual void buildAIBaseDefense(Bool flank); ///< Builds base defense on front or flank of base.
|
||||
|
||||
virtual void buildAIBaseDefenseStructure(const AsciiString &thingName, Bool flank); ///< Builds base defense on front or flank of base.
|
||||
|
||||
virtual void recruitSpecificAITeam(TeamPrototype *teamProto, Real recruitRadius); ///< Builds this team immediately.
|
||||
|
||||
virtual Bool isSkirmishAI(void) {return true;}
|
||||
|
||||
virtual Bool checkBridges(Object *unit, Waypoint *way);
|
||||
|
||||
virtual Player *getAiEnemy(void); ///< Solo AI attacks based on scripting. Only skirmish auto-acquires an enemy at this point. jba.
|
||||
|
||||
protected:
|
||||
|
||||
// snapshot methods
|
||||
virtual void crc( Xfer *xfer );
|
||||
virtual void xfer( Xfer *xfer );
|
||||
virtual void loadPostProcess( void );
|
||||
|
||||
virtual void doBaseBuilding(void);
|
||||
virtual void checkReadyTeams(void);
|
||||
virtual void checkQueuedTeams(void);
|
||||
virtual void doTeamBuilding(void);
|
||||
virtual Object *findDozer(const Coord3D *pos);
|
||||
virtual void queueDozer(void);
|
||||
|
||||
protected:
|
||||
|
||||
virtual Bool selectTeamToBuild( void ); ///< determine the next team to build
|
||||
virtual Bool selectTeamToReinforce( Int minPriority ); ///< determine the next team to reinforce
|
||||
virtual Bool startTraining( WorkOrder *order, Bool busyOK, AsciiString teamName); ///< find a production building that can handle the order, and start building
|
||||
|
||||
virtual Bool isAGoodIdeaToBuildTeam( TeamPrototype *proto ); ///< return true if team should be built
|
||||
virtual void processBaseBuilding( void ); ///< do base-building behaviors
|
||||
virtual void processTeamBuilding( void ); ///< do team-building behaviors
|
||||
|
||||
protected:
|
||||
void adjustBuildList(BuildListInfo *list);
|
||||
Int getMyEnemyPlayerIndex(void);
|
||||
void acquireEnemy(void);
|
||||
|
||||
protected:
|
||||
Int m_curFrontBaseDefense; // First is 0.
|
||||
Int m_curFlankBaseDefense; // First is 0.
|
||||
Real m_curFrontLeftDefenseAngle;
|
||||
Real m_curFrontRightDefenseAngle;
|
||||
Real m_curLeftFlankLeftDefenseAngle;
|
||||
Real m_curLeftFlankRightDefenseAngle;
|
||||
Real m_curRightFlankLeftDefenseAngle;
|
||||
Real m_curRightFlankRightDefenseAngle;
|
||||
|
||||
UnsignedInt m_frameToCheckEnemy;
|
||||
Player *m_currentEnemy;
|
||||
|
||||
};
|
||||
|
||||
#endif // _AI_SKIRMISH_PLAYER_H_
|
||||
|
||||
|
||||
|
Reference in a new issue