_________ __ __ / _____// |_____________ _/ |______ ____ __ __ ______ \_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/ / \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \ /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ > \/ \/ \//_____/ \/ ______________________ ______________________ T H E W A R B E G I N S Stratagus - A free fantasy real time strategy game engine
#include <ai_local.h>
Public Member Functions | |
PlayerAi () | |
Public Attributes | |
CPlayer * | Player |
CAiType * | AiType |
Engine player structure. More... | |
std::string | Script |
AI type of this player AI. More... | |
unsigned long | SleepCycles |
Script executed. More... | |
AiForceManager | Force |
Cycles to sleep. More... | |
int | Reserve [MaxCosts] |
Forces controlled by AI. More... | |
int | Used [MaxCosts] |
Resources to keep in reserve. More... | |
int | Needed [MaxCosts] |
Used resources. More... | |
int | Collect [MaxCosts] |
Needed resources. More... | |
int | NeededMask |
Collect % of resources. More... | |
bool | NeedSupply |
Mask for needed resources. More... | |
bool | ScriptDebug |
Flag need food. More... | |
bool | BuildDepots |
Flag script debuging on/off. More... | |
std::vector< AiExplorationRequest > | FirstExplorationRequest |
Build new depots if nessesary. More... | |
unsigned long | LastExplorationGameCycle |
Requests for exploration. More... | |
unsigned long | LastCanNotMoveGameCycle |
When did the last explore occur? More... | |
std::vector< AiRequestType > | UnitTypeRequests |
Last can not move cycle. More... | |
std::vector< CUnitType * > | UpgradeToRequests |
unit-types to build/train request,priority list More... | |
std::vector< CUpgrade * > | ResearchRequests |
Upgrade to unit-type requested and priority list. More... | |
std::vector< AiBuildQueue > | UnitTypeBuilt |
Upgrades requested and priority list. More... | |
int | LastRepairBuilding |
What the resource manager should build. More... | |
AI variables.
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inline |
CAiType* PlayerAi::AiType |
Engine player structure.
bool PlayerAi::BuildDepots |
Flag script debuging on/off.
int PlayerAi::Collect[MaxCosts] |
Needed resources.
std::vector<AiExplorationRequest> PlayerAi::FirstExplorationRequest |
Build new depots if nessesary.
AiForceManager PlayerAi::Force |
Cycles to sleep.
unsigned long PlayerAi::LastCanNotMoveGameCycle |
When did the last explore occur?
unsigned long PlayerAi::LastExplorationGameCycle |
Requests for exploration.
int PlayerAi::LastRepairBuilding |
What the resource manager should build.
int PlayerAi::Needed[MaxCosts] |
Used resources.
int PlayerAi::NeededMask |
Collect % of resources.
bool PlayerAi::NeedSupply |
Mask for needed resources.
CPlayer* PlayerAi::Player |
std::vector<CUpgrade *> PlayerAi::ResearchRequests |
Upgrade to unit-type requested and priority list.
int PlayerAi::Reserve[MaxCosts] |
Forces controlled by AI.
std::string PlayerAi::Script |
AI type of this player AI.
bool PlayerAi::ScriptDebug |
Flag need food.
unsigned long PlayerAi::SleepCycles |
Script executed.
std::vector<AiBuildQueue> PlayerAi::UnitTypeBuilt |
Upgrades requested and priority list.
std::vector<AiRequestType> PlayerAi::UnitTypeRequests |
Last can not move cycle.
std::vector<CUnitType *> PlayerAi::UpgradeToRequests |
unit-types to build/train request,priority list
int PlayerAi::Used[MaxCosts] |
Resources to keep in reserve.