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AAIAttackManager.h
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// -------------------------------------------------------------------------
// AAI
//
// A skirmish AI for the Spring engine.
// Copyright Alexander Seizinger
//
// Released under GPL license: see LICENSE.html for more information.
// -------------------------------------------------------------------------
#ifndef AAI_ATTACKMANAGER_H
#define AAI_ATTACKMANAGER_H
#include "aidef.h"
#include "AAITypes.h"
#include "AAIThreatMap.h"
#include <set>
#include <list>
#include <vector>
class AAI;
class AAIAttack;
class AAISector;
class AAIAttackManager
{
public:
AAIAttackManager(AAI *ai);
~AAIAttackManager(void);
//! @brief Checks all active attacks whether they should be aborted or continue with a different destination
void Update(AAIThreatMap& threatMap);
//! @brief Stops the given attack if it is no longer reasonable (because of lacking combat power or attacking units)
//! Returns whether attack has been aborted.
bool AbortAttackIfFailed(AAIAttack *attack);
//! @brief Checks if attack can be continued with new target or aborts attack otherwise
void AttackNextSectorOrAbort(AAIAttack *attack);
private:
//! @brief Selects given number of groups from the two given lists (list1 has priority)
void SelectNumberOfGroups(std::list<AAIGroup*> selectedGroupList, int maxNumberOfGroups, std::list<AAIGroup*> groupList1, std::list<AAIGroup*> groupList2);
//! @brief Determines which groups would be available for an attack globally/on each continent and returns the total number of available assault groups
int DetermineCombatUnitGroupsAvailableForattack(std::list<AAIGroup*>& availableAssaultGroupsGlobal, std::list<AAIGroup*>& availableAAGroupsGlobal,
std::vector< std::list<AAIGroup*> >& availableAssaultGroupsOnContinent, std::vector< std::list<AAIGroup*> >& availableAAGroupsOnContinent) const;
//! @brief Checks which combat unit groups are available for to attack a target (for each continent),
//! selects a possible target and launches attack if it seems reasonable (i.e. sufficient combat power available)
void TryToLaunchAttack(int availableAttackId, AAIThreatMap& threatMap);
//! @brief Stops the attack and removes it from the list of active attacks
void AbortAttack(AAIAttack* attack);
//! Pointer to AI (used to access all other necessary data/functionality)
AAI *ai;
//! The currently active attacks (nullptr if no active attack)
std::vector<AAIAttack*> m_activeAttacks;
};
#endif