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📄 unithandler.h

📁 这是整套横扫千军3D版游戏的源码
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#ifndef UNITHANDLER_H#define UNITHANDLER_H#include "GlobalAI.h"#include "MetalMaker.h"class CMetalMaker;class CUnitHandler {	public:		CR_DECLARE(CUnitHandler);		CUnitHandler(AIClasses* ai);		~CUnitHandler();		void UnitCreated(int unit);		void UnitDestroyed(int unit);		void IdleUnitUpdate(int);		void IdleUnitAdd(int unit, int);		void IdleUnitRemove(int unit);		int GetIU(int category);		int NumIdleUnits(int category);		// used to track stuck workers		void UnitMoveFailed(int unit);		void MMakerAdd(int unit);		void MMakerRemove(int unit);		void MMakerUpdate(int);		void BuildTaskCreate(int id);		void BuildTaskRemove(int id);		void BuildTaskRemove(BuilderTracker* builderTracker);		bool BuildTaskAddBuilder (int builder, int category);		void BuildTaskAddBuilder(BuildTask* buildTask, BuilderTracker* builderTracker);		BuildTask* GetBuildTask(int buildTaskId);		BuildTask* BuildTaskExist(float3 pos, const UnitDef* builtdef);		void TaskPlanCreate(int builder, float3 pos, const UnitDef* builtdef);		void TaskPlanRemove(BuilderTracker* builderTracker);		bool TaskPlanExist(float3 pos, const UnitDef* builtdef);		void TaskPlanAdd(TaskPlan* taskPlan, BuilderTracker* builderTracker);		TaskPlan* GetTaskPlan(int taskPlanId);		BuilderTracker* GetBuilderTracker(int builder);		void NukeSiloAdd(int siloID);		void NukeSiloRemove(int siloID);		void MetalExtractorAdd(int extractorID);		void MetalExtractorRemove(int extractorID);		int GetOldestMetalExtractor(void);		void FactoryAdd(int id);		void FactoryRemove(int id);		bool FactoryBuilderAdd(int builder);		bool FactoryBuilderAdd(BuilderTracker* builderTracker);		void FactoryBuilderRemove(BuilderTracker* builderTracker);		// use this to tell the tracker that the builder is on a reclaim job		void BuilderReclaimOrder(int builderId, float3 pos);		bool VerifyOrder(BuilderTracker* builderTracker);		void ClearOrder(BuilderTracker* builderTracker, bool reportError);		void DecodeOrder(BuilderTracker* builderTracker, bool reportError);		vector<list<int> > IdleUnits;		vector<list<BuildTask> > BuildTasks;		vector<list<TaskPlan> > TaskPlans;		vector<list<int> > AllUnitsByCat;		vector<list<int> > AllUnitsByType;		list<Factory> Factories;		list<NukeSilo> NukeSilos;		vector<MetalExtractor> MetalExtractors;		list<integer2> Limbo;		list<BuilderTracker*> BuilderTrackers;		CMetalMaker* metalMaker;	private:		AIClasses* ai;		int taskPlanCounter;};#endif

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