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ATAG_Bliss
Dec-24-2011, 20:36
AiAction


namespace maddox.game.world
{
using System;

public interface AiAIChief : AiGroundGroup, AiGroup, AiActor
{
double FieldR();
}
}

AiActor


namespace maddox.game.world
{
using maddox.GP;
using System;

public interface AiActor
{
int Army();
AiGroup Group();
bool IsAlive();
bool IsTaskComplete();
bool IsValid();
string Name();
Point3d Pos();

object Tag { get; set; }
}
}

AiAIChief


namespace maddox.game.world
{
using System;

public interface AiAIChief : AiGroundGroup, AiGroup, AiActor
{
double FieldR();
}
}

AiAIChiefType


namespace maddox.game.world
{
using System;

public static class AiAIChiefType
{
public const int GROUND = 1;
}
}

AiAircraft


namespace maddox.game.world
{
using part;
using System;

public interface AiAircraft : AiCart, AiActor
{
AiAirGroup AirGroup();
string CallSign();
int CallSignNumber();
void cutLimb(LimbNames limb);
double getParameter(ParameterTypes type, int subtype);
void hitLimb(LimbNames limb, double value);
void hitNamed(NamedDamageTypes type);
string HullNumber();
bool IsAirborne();
bool IsKilled();
maddox.game.world.Regiment Regiment();
void SayToGroup(AiAirGroup group, string msg);
AircraftType Type();
string TypedName();
}
}

AiAirEnemyElement


namespace maddox.game.world
{
using System;

[Serializable]
public class AiAirEnemyElement
{
public int agID;
public int army;
public int state;
}
}

AiAirGroup


namespace maddox.game.world
{
using maddox.GP;
using System;

public interface AiAirGroup : AiGroup, AiActor
{
int aircraftEnginesNum();
AiAirGroup[] attachedGroups();
void calcDangerType(double[] dt);
AiAirGroup[] candidates();
void changeGoalTarget(AiActor taskArg);
AiAirGroup clientGroup();
AiAirGroup[] daughterGroups();
AiAirGroup[] enemies();
int getArmy();
AiAirGroupTask getTask();
bool hasBombs();
bool hasBombsInInternalBays();
bool hasCourseCannon();
bool hasCourseTracers();
bool hasCourseWeapon();
bool hasPayload();
bool hasRockets();
bool hasTorpedos();
int ID();
bool isAircraftType(AircraftType t);
AiAirGroup leaderGroup();
AiAirGroup motherGroup();
void SayEnemyGroupChangedCourse(EnemyAirInterf EE);
void SayEnemyGroupChangedHeight(EnemyAirInterf EE);
void SayEnemyGroupChangedIdent(EnemyAirInterf EE);
void SayNewEnemyGroup(EnemyAirInterf EE);
void setTask(AiAirGroupTask task, AiAirGroup taskArg);
Vector3d Vwld();

int DiedAircrafts { get; }

int InitNOfAirc { get; }

int NOfAirc { get; }
}
}

AiAirGroupTask


namespace maddox.game.world
{
using System;

public enum AiAirGroupTask
{
UNKNOWN,
FLY_WAYPOINT,
ATTACH,
DEFENDING,
ATTACK_AIR,
ATTACK_GROUND,
PURSUIT,
TAKEOFF,
RETURN,
LANDING,
DO_NOTHING
}
}

AiAirport


namespace maddox.game.world
{
using System;

public interface AiAirport : AiActor
{
double CoverageR();
double FieldR();
int ParkCountAll();
int ParkCountFree();
AiActor[] QueueLanding();
AiActor[] QueueTakeoff();
int StripCount();
double StripDirection(int indxStrip);
double StripLength(int indxStrip);
int StripState(int indxStrip);
double StripWidth(int indxStrip);
int Type();
}
}

AiAirportStripState


namespace maddox.game.world
{
using System;

public static class AiAirportStripState
{
public const int BLOCKED = 3;
public const int DAMAGED = 4;
public const int EMPTY = 0;
public const int LANDING = 2;
public const int TAKEOFF = 1;
}
}

AiAirportType


namespace maddox.game.world
{
using System;

public static class AiAirportType
{
public const int CARRIER = 4;
public const int GROUND = 1;
public const int MARITIME = 2;
}
}

AiAirWayPoint


namespace maddox.game.world
{
using maddox.GP;
using System;

[Serializable]
public class AiAirWayPoint : AiWayPoint
{
public AiAirWayPointType Action;
public AiAirWayPointGAttackPasses GAttackPasses;
public AiAirWayPointGAttackType GAttackType;
public AiActor Target;

public AiAirWayPoint(ref Point3d p, double speed) : base(ref p, speed)
{
}
}
}

AiDamageInitiator


namespace maddox.game.world
{
using maddox.game;
using part;
using System;
using System.Runtime.CompilerServices;

[Serializable]
public class AiDamageInitiator
{
public AiDamageInitiator(AiActor Actor, AiPerson Person, maddox.game.Player Player, AiDamageTool Tool)
{
this.Actor = Actor;
this.Person = Person;
this.Player = Player;
this.Tool = Tool;
}

public static string DamageNameById(NamedDamageTypes DamageId)
{
return DamageId.ToString();
}

public AiActor Actor { get; private set; }

public AiPerson Person { get; private set; }

public maddox.game.Player Player { get; private set; }

public AiDamageTool Tool { get; private set; }
}
}