📄 unithandler.h
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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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