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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
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@@ -13,17 +13,19 @@ namespace AI
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namespace tactical
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{
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/**@class LegacyAIPlan
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* @brief Component/Concrete Product. Generates a Plan that executes the AI as it was before modularization.
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* @brief Component/Concrete Product. Wrapper/Re-Write of DecideAction()
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*
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* A simple encapsulation of the functions TurnBasedHandleNPCAI() and RTHandleAI(), defined in
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* TacticalAI/AIMain.cpp and TacticalAI/Realtime.cpp, respectively. The AI handles decisions for all kinds of
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* NPCs (enemies, zombies, civilians, ...)
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* This plan began as a simple forwarding object for DecideAction(), and will, in the course of the AI redesign,
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* be split into elementary NPC actions. It is as such only a intermediate product used to bring structure where
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* the is currently none.
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*/
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class LegacyAIPlan: public Plan
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{
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private:
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public:
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virtual void execute(bool turn_based, PlanInputData& manipulated_object);
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LegacyAIPlan(SOLDIERTYPE* npc);
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virtual void execute(PlanInputData& environment);
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virtual bool done() const {return false;}
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};
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}
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}
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