Further refinement of new ModularizedTacticalAI architecture; added plans for Crows

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6017 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
feynman
2013-04-18 20:02:54 +00:00
parent 52cb4ff424
commit 26383d83a8
22 changed files with 451 additions and 490 deletions
+7 -5
View File
@@ -13,17 +13,19 @@ namespace AI
namespace tactical
{
/**@class LegacyAIPlan
* @brief Component/Concrete Product. Generates a Plan that executes the AI as it was before modularization.
* @brief Component/Concrete Product. Wrapper/Re-Write of DecideAction()
*
* A simple encapsulation of the functions TurnBasedHandleNPCAI() and RTHandleAI(), defined in
* TacticalAI/AIMain.cpp and TacticalAI/Realtime.cpp, respectively. The AI handles decisions for all kinds of
* NPCs (enemies, zombies, civilians, ...)
* This plan began as a simple forwarding object for DecideAction(), and will, in the course of the AI redesign,
* be split into elementary NPC actions. It is as such only a intermediate product used to bring structure where
* the is currently none.
*/
class LegacyAIPlan: public Plan
{
private:
public:
virtual void execute(bool turn_based, PlanInputData& manipulated_object);
LegacyAIPlan(SOLDIERTYPE* npc);
virtual void execute(PlanInputData& environment);
virtual bool done() const {return false;}
};
}
}