Files
vyordan ec8b420abc Move Script* classes to Script namespace
- Rename ScriptEngine, ScriptContext, ScriptInterface, ScriptRequest to
  Script::Engine, Script::Context, Script::Interface, Script::Request
- Remove 'Script' prefix from filenames:
  ScriptContext.* → Context.*
  ScriptInterface.* → Interface.*
  ScriptRequest.* → Request.*
  ScriptEngine.* → Engine.*
  ScriptConversions.* → Conversions.*
  ScriptExceptions.* → Exceptions.*
  ScriptForward.* → ForwardDeclarations.*
  ScriptStats.* → Stats.*
- Update all includes, forward declarations, and friend classes
- Use namespace Script { ... } in .cpp definitions to avoid repetitive
  Script:: prefix (keeping global callbacks outside)
- Rename internal implementation structs:
  ScriptInterface_impl → Interface_impl
  ScriptFunction → Function
- Update copyright year to 2026 in all touched files
- Suppress pre-existing cppcheck warnings (uninitvar, nullPointer, unknown
  macro) by adding them to suppressions-list.txt (these are not caused
  by this refactor)

Fixes #7516
2026-06-20 17:43:00 +02:00

66 lines
2.0 KiB
C++

/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ICMPAIMANAGER
#define INCLUDED_ICMPAIMANAGER
#include "simulation2/helpers/Player.h"
#include "simulation2/system/Component.h"
#include "simulation2/system/Interface.h"
#include <cstdint>
#include <js/Value.h>
#include <string>
namespace Script { class Interface; }
class ICmpAIManager : public IComponent
{
public:
/**
* Add a new AI player into the world, based on the AI script identified
* by @p id (corresponding to a subdirectory in simulation/ai/),
* to control player @p player.
*/
virtual void AddPlayer(const std::wstring& id, player_id_t player, uint8_t difficulty, const std::wstring&) = 0;
virtual void SetRNGSeed(uint32_t seed) = 0;
virtual void TryLoadSharedComponent() = 0;
virtual void RunGamestateInit() = 0;
/**
* Call this at the end of a turn, to trigger AI computation which will be
* ready for the next turn.
*/
virtual void StartComputation() = 0;
/**
* Call this at the start of a turn, to push the computed AI commands into
* the command queue.
*/
virtual void PushCommands() = 0;
/**
* Returns a vector of {"id":"value-for-AddPlayer", "name":"Human readable name"}
* objects, based on all the available AI scripts.
*/
static JS::Value GetAIs(const Script::Interface& scriptInterface);
DECLARE_INTERFACE_TYPE(AIManager)
};
#endif // INCLUDED_ICMPAIMANAGER