Files
source/ModularizedTacticalAI/include/AbstractPlanFactory.h
T

78 lines
3.7 KiB
C++

/**
* @file
* @author feynman (bears-pit.com)
*/
#ifndef ABSTRACT_PLAN_FACTORY_H_
#define ABSTRACT_PLAN_FACTORY_H_
class SOLDIERTYPE;
namespace AI
{
namespace tactical
{
/**@class AIInputData
* @brief Wrapper class around the environmental data required to build an AI plan
*
* At the moment, simply a wrapper around SOLDIERTYPE. Future versions might require more data; without the
* wrapper, *every* Concrete Factory ever created would need to be changed in this event. With the wrapper, no
* change is required at all.
*/
struct AIInputData
{
SOLDIERTYPE* npc_to_plan_for_;
};
class Plan;
/**@class AbstractPlanFactory
* @brief Abstract Factory. Base class for all plan factories.
*
* The Abstract Factory design pattern is used to create instances of Plan object hierarchies. The concrete
* factories differ not necessarily in the concrete product they produce (as is otherwise the case when using
* this design pattern), but in the structure of the compositions (plans are Composites) instead. Public
* inheritance is required for two reasons: (a) several sub-class instances are packed in a container, and this
* abstract class serves as the container's data type. And (b) implementation of create_plan() and update_plan()
* is forced for concrete subclasses.
*/
class AbstractPlanFactory
{
private:
bool initialize_called_;
public:
AbstractPlanFactory() : initialize_called_(false) { }
bool initialize_called() const { return initialize_called_; }
/**@brief Used for delayed initialization of ressource-intensive initialization tasks
*
* Due to the design of the modularized AI, each factory's constructor must be called, even if the
* factory is not used. Therefore, memory- and cpu intensive tasks should not be performed in the
* constructor, but in this function instead. It will only be called if the factory is actually
* referenced in the AI.ini file.
*/
virtual void initialize() { };
/**@brief Abstract Plan object hierarchy creation function
*
* The subclasses (i.e., Concrete Factories) implpmenting this routine contain
* the decision-making AI core.
*
* @param input A pointer to a structure containing all required input data in order for the AI
* algorithms to perform their task. At the moment, simply a wrapper around SOLDIERTYPE. Future versions
* might require other datatypes; without the wrapper, *every* Concrete Factory ever created would need
* to be changed in this event.
* @return A Plan object tree representing the produced strategy
*/
virtual Plan* create_plan(const AIInputData& input) = 0;
/**@brief Abstract Plan object hierarchy update function, called in order to update an already created
* plan
*
* @param input A pointer to a structure containing all required input data in order for the AI
* algorithms to perform their task
* @param plan_to_change The Plan object hierarchy that is to be updated
*/
virtual void update_plan(const AIInputData& input, Plan* plan_to_change) = 0;
};
}
}
#endif