📄 testglobalai.h
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// GroupAI.h: interface for the CGroupAI class.
// Dont modify this file
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_GroupAI_H__10718E36_5CDF_4CD4_8D90_F41311DD2694__INCLUDED_)
#define AFX_GroupAI_H__10718E36_5CDF_4CD4_8D90_F41311DD2694__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "ExternalAI/IGlobalAI.h"
#include "ExternalAI/IAICallback.h"
#include <map>
#include <set>
const char AI_NAME[]="Test global AI";
using namespace std;
class TestGlobalAI : public IGlobalAI
{
public:
TestGlobalAI();
virtual ~TestGlobalAI();
void InitAI(IGlobalAICallback* callback, int team);
void UnitCreated(int unit); //called when a new unit is created on ai team
void UnitFinished(int unit); //called when an unit has finished building
void UnitDestroyed(int unit,int attacker); //called when a unit is destroyed
void EnemyEnterLOS(int enemy);
void EnemyLeaveLOS(int enemy);
void EnemyEnterRadar(int enemy);
void EnemyLeaveRadar(int enemy);
void EnemyDamaged(int damaged,int attacker,float damage,float3 dir); //called when an enemy inside los or radar is damaged
void EnemyDestroyed(int enemy,int attacker); //will be called if an enemy inside los or radar dies (note that leave los etc will not be called then)
void UnitIdle(int unit); //called when a unit go idle and is not assigned to any group
void GotChatMsg(const char* msg,int player); //called when someone writes a chat msg
void UnitDamaged(int damaged,int attacker,float damage,float3 dir); //called when one of your units are damaged
void UnitMoveFailed(int unit);
int HandleEvent (int msg,const void *data);
//called every frame
void Update();
IGlobalAICallback* callback;
set<int> myUnits;
set<int> enemies;
virtual void Load(IGlobalAICallback* callback,std::ifstream *ifs){};
virtual void Save(std::ifstream *ifs){};
};
#endif // !defined(AFX_GroupAI_H__10718E36_5CDF_4CD4_8D90_F41311DD2694__INCLUDED_)
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