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Forgot to commit the source changes in the last commit. Sorry. So, here they are.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5999 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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/**
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* @file
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* @author feynman (bears-pit.com)
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*/
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#ifndef ABSTRACT_PLAN_FACTORY_H_
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#define ABSTRACT_PLAN_FACTORY_H_
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class SOLDIERTYPE;
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namespace AI
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{
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namespace tactical
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{
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/**@class AIInputData
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* @brief Wrapper class around the environmental data required to build an AI plan
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*
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* At the moment, simply a wrapper around SOLDIERTYPE. Future versions might require more data; without the
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* wrapper, *every* Concrete Factory ever created would need to be changed in this event. With the wrapper, no
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* change is required at all.
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*/
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struct AIInputData
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{
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SOLDIERTYPE* npc_to_plan_for_;
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};
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class Plan;
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/**@class AbstractPlanFactory
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* @brief Abstract Factory. Base class for all plan factories.
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*
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* The Abstract Factory design pattern is used to create instances of Plan object hierarchies. The concrete
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* factories differ not necessarily in the concrete product they produce (as is otherwise the case when using
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* this design pattern), but in the structure of the compositions (plans are Composites) instead. Public
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* inheritance is required for two reasons: (a) several sub-class instances are packed in a container, and this
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* abstract class serves as the container's data type. And (b) implementation of create_plan() and update_plan()
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* is forced for concrete subclasses.
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*/
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class AbstractPlanFactory
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{
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private:
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bool initialize_called_;
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public:
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AbstractPlanFactory() : initialize_called_(false) { }
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bool initialize_called() const { return initialize_called_; }
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/**@brief Used for delayed initialization of ressource-intensive initialization tasks
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*
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* Due to the design of the modularized AI, each factory's constructor must be called, even if the
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* factory is not used. Therefore, memory- and cpu intensive tasks should not be performed in the
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* constructor, but in this function instead. It will only be called if the factory is actually
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* referenced in the AI.ini file.
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*/
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virtual void initialize() { };
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/**@brief Abstract Plan object hierarchy creation function
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*
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* The subclasses (i.e., Concrete Factories) implpmenting this routine contain
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* the decision-making AI core.
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*
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* @param input A pointer to a structure containing all required input data in order for the AI
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* algorithms to perform their task. At the moment, simply a wrapper around SOLDIERTYPE. Future versions
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* might require other datatypes; without the wrapper, *every* Concrete Factory ever created would need
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* to be changed in this event.
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* @return A Plan object tree representing the produced strategy
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*/
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virtual Plan* create_plan(const AIInputData& input) = 0;
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/**@brief Abstract Plan object hierarchy update function, called in order to update an already created
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* plan
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*
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* @param input A pointer to a structure containing all required input data in order for the AI
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* algorithms to perform their task
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* @param plan_to_change The Plan object hierarchy that is to be updated
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*/
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virtual void update_plan(const AIInputData& input, Plan* plan_to_change) = 0;
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};
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}
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}
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#endif
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/**
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* @file
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* @author feynman (bears-pit.com)
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*/
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#ifndef LEGACY_AI_PLAN_H_
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#define LEGACY_AI_PLAN_H_
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#include "Plan.h"
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namespace AI
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{
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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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*
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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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*/
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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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};
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}
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}
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#endif
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/**
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* @file
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* @author feynman (bears-pit.com)
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*/
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#ifndef LEGACY_AI_PLAN_FACTORY_H_
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#define LEGACY_AI_PLAN_FACTORY_H_
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#include "AbstractPlanFactory.h"
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#include <string>
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namespace AI
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{
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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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*/
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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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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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};
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}
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}
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#endif
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/**
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* @file
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* @author feynman (bears-pit.com)
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*/
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#ifndef NULL_PLAN_H_
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#define NULL_PLAN_H_
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#include "Plan.h"
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namespace AI
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{
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namespace tactical
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{
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/**@class NullPlan
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* @brief Component/Concrete Product. The NullPlan lets makes the NPC executing it do absolutely nothing.
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*
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* The purpose of this plan is two-fold. Firstly, it is a good starting point for new plans; to use it
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* as such, perform a
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* - \c svn copy include/NullPlan.h include/YourPlan.h
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* - \c svn copy src/NullPlan.cpp src/YourPlan.cpp
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*
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* Remember to
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*
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* - Adjust the include guards
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* - A concrete factory using this plan is required in order for it to be used
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*
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* And secondly, it is a debugging tool (cf. NullPlanFactory)
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*/
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class NullPlan: 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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};
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}
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}
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#endif
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/**
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* @file
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* @author feynman (bears-pit.com)
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*/
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#ifndef NULL_PLAN_FACTORY_H_
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#define NULL_PLAN_FACTORY_H_
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#include "AbstractPlanFactory.h"
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#include <string>
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namespace AI
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{
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namespace tactical
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{
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/**@class NullPlanFactory
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* @brief Concrete Factory. Generates the NullPlan, making a NPC do absolutely nothing.
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*
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* The purpose of this factory is two-fold. Firstly, it is a good starting point for new plan factories; to use
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* it as such, perform a
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* \c svn copy include/NullPlanFactory.h include/YourPlanFactory.h\n
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* \c svn copy src/NullPlanFactory.cpp src/YourPlanFactory.cpp
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*
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* Remember to
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* - Adjust the include guards
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* - Adjust the string returned by get_name()
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* - Add a line in PlanFactoryLibrary.cpp to create an instance of the new factory in the library's
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* constructor; otherwise, it won't be accessible via the configuration file.
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*
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* And secondly, it is a debugging tool. Change the configuration file to use this AI factory for a certain
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* AI_INDEX to have said group do... nothing (e.g. to measure performance differences).
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*/
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class NullPlanFactory : public AbstractPlanFactory
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{
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private:
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public:
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static std::string get_name() {return "NullPlanFactory";}
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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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};
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}
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}
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#endif
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/**
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* @file
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* @author feynman (bears-pit.com)
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*/
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#ifndef PLAN_H_
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#define PLAN_H_
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class SOLDIERTYPE;
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namespace AI
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{
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namespace tactical
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{
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/**@class PlanInputData
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* @brief Wrapper class around the entity manipulated through plan execution
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*
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* At the moment, simply a wrapper around SOLDIERTYPE. Future versions might require other datatypes; without
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* the wrapper, *every* Plan subclass ever created would need to be changed in this event. With the wrapper, no
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* change is required at all.
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*/
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struct PlanInputData
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{
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SOLDIERTYPE* controlled_npc_;
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};
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/**@class Plan
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* @brief Composite/Abstract Product. Base class for all plan compositions and components.
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*
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* The Plan class provides a common interface for both plan compositions and plan components.
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*/
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class Plan
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{
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private:
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public:
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/** @brief Plan execution is the encapsulation of an action sequence, making up higher-level building blocks
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*
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* Each plan objects represents a high-level action, implemented by means of lower-level actions. These
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* lower level actions can be other Plans subtypes; at some point, a Plan object has no further
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* sub-plans, i.e., the objet is no composition, but a component, forming a leaf in the Plan hierarchy.
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* The components' lower level actions are formed by the fundamental npc actions made available outside
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* the AI framework.
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*
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* @param turn_based true if turn-based mode is active, false for real-time mode
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* @param manipulated_object Encapsulation of around object(s) a plan may manipulate.
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*/
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virtual void execute(bool turn_based, PlanInputData& manipulated_object) = 0;
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};
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}
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}
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#endif
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@@ -0,0 +1,42 @@
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/**
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* @file
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* @author feynman (bears-pit.com)
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*/
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#ifndef PLAN_FACTORY_LIBRARY_H_
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#define PLAN_FACTORY_LIBRARY_H_
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#include <string>
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#include <map>
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#include <deque>
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namespace AI
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{
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namespace tactical
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{
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// forward declarations
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class AbstractPlanFactory;
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class Plan;
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struct AIInputData;
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/**@class PlanFactoryLibrary
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* @brief Singleton. A "library" containing all available PlanFactories, accessible via the strings returned by
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* their get_name() function.
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*
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*/
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class PlanFactoryLibrary
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{
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private:
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static PlanFactoryLibrary* instance_;
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std::map<std::string, AbstractPlanFactory*> registred_factories_;
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std::deque<AbstractPlanFactory*> ai_index_to_factory_mapping_;
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PlanFactoryLibrary();
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public:
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static PlanFactoryLibrary* instance();
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Plan* create_plan(size_t index, AIInputData& input) const;
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};
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}
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}
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#endif
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