/* $Id$ */ /** @file ai_controller.hpp The controller of the AI. */ #ifndef AI_CONTROLLER_HPP #define AI_CONTROLLER_HPP #include "../../core/string_compare_type.hpp" #include /** * The Controller, the class each AI should extend. It creates the AI, makes * sure the logic kicks in correctly, and that GetTick() has a valid value. */ class AIController { friend class AIScanner; friend class AIInstance; public: static const char *GetClassName() { return "AIController"; } /** * Initializer of the AIController. */ AIController(); /** * Destructor of the AIController. */ ~AIController(); /** * This function is called to start your AI. Your AI starts here. If you * return from this function, your AI dies, so make sure that doesn't * happen. * @note Cannot be called from within your AI. */ void Start(); /** * Find at which tick your AI currently is. * @return returns the current tick. */ static uint GetTick(); /** * Get the value of one of your settings you set via info.nut. * @param name The name of the setting. * @return the value for the setting, or -1 if the setting is not known. */ static int GetSetting(const char *name); /** * Change the minimum amount of time the AI should be put in suspend mode * when you execute a command. Normally in SP this is 1, and in MP it is * what ever delay the server has been programmed to delay commands * (normally between 1 and 5). To give a more 'real' effect to your AI, * you can control that number here. * @param ticks The minimum amount of ticks to wait. * @pre Ticks should be positive. Too big values will influence performance of the AI. * @note If the number is lower then the MP setting, the MP setting wins. */ static void SetCommandDelay(int ticks); /** * Sleep for X ticks. The code continues after this line when the X AI ticks * are passed. Mind that an AI tick is different from in-game ticks and * differ per AI speed. * @param ticks the ticks to wait * @pre ticks > 0. * @post the value of GetTick() will be changed exactly 'ticks' in value after * calling this. */ static void Sleep(int ticks); /** * When Squirrel triggers a print, this function is called. * Squirrel calls this when 'print' is used, or when the script made an error. * @param error_msg If true, it is a Squirrel error message. * @param message The message Squirrel logged. * @note Use AILog.Info/Warning/Error instead of 'print'. */ static void Print(bool error_msg, const char *message); private: typedef std::map LoadedLibraryList; uint ticks; LoadedLibraryList loaded_library; int loaded_library_count; /** * Register all classes that are known inside the NoAI API. */ void RegisterClasses(); /** * Check if a library is already loaded. If found, fake_class_name is filled * with the fake class name as given via AddLoadedLibrary. If not found, * next_number is set to the next number available for the fake namespace. * @param library_name The library to check if already loaded. * @param next_number The next available number for a library if not already loaded. * @param fake_class_name The name the library has if already loaded. * @param fake_class_name_len The maximum length of fake_class_name. * @return True if the library is already loaded. */ bool LoadedLibrary(const char *library_name, int *next_number, char *fake_class_name, int fake_class_name_len); /** * Add a library as loaded. */ void AddLoadedLibrary(const char *library_name, const char *fake_class_name); }; #endif /* AI_CONTROLLER_HPP */