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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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@@ -14,16 +14,21 @@ namespace AI
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namespace tactical
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{
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/**@class LegacyAIPlanFactory
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* @brief Concrete Factory. Generates the LegacyAIPlan, making NPCs do exactly what it did before this AI
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* modularization/re-write.
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* @brief Concrete Factory. Generates the appropriate LegacyAIPlan, making NPCs do exactly what it did before
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* this AI modularization/re-write.
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*
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* Currently, the factory handles the "outermost" layer of selection statements by instantiating plans that will
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* call CreatureDecideAction(), ZombieDecideAction() or DecideAction(), respectively. This is not the intended
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* use of factories, but for the time of the AI redesign a necessity nonetheless.
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*/
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class LegacyAIPlanFactory : public AbstractPlanFactory
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{
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private:
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public:
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/// The name is required for registration in the PlanFactoryLibrary
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static std::string get_name() {return "LegacyAIPlanFactory";}
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virtual Plan* create_plan(const AIInputData& input);
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virtual void update_plan(const AIInputData& input, Plan* plan_to_change);
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virtual Plan* create_plan(SOLDIERTYPE* npc, const AIInputData& input);
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virtual void update_plan(SOLDIERTYPE* npc, const AIInputData& input);
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};
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}
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}
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