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19 class AIObject { |
19 class AIObject { |
20 private: |
20 private: |
21 struct AIDoCommandStruct { |
21 struct AIDoCommandStruct { |
22 AIModeProc *mode; |
22 AIModeProc *mode; |
23 uint delay; |
23 uint delay; |
|
24 int32 costs; |
24 }; |
25 }; |
25 |
26 |
26 /** |
27 /** |
27 * The current mode of the AI players. |
28 * The current mode of the AI players. |
28 */ |
29 */ |
30 |
31 |
31 protected: |
32 protected: |
32 /** |
33 /** |
33 * Executes a raw DoCommand for the AI. |
34 * Executes a raw DoCommand for the AI. |
34 */ |
35 */ |
35 int32 DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc); |
36 bool DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc); |
36 |
37 |
37 /** |
38 /** |
38 * Checks if the result of a DoCommand went wrong. |
39 * Sets the DoCommand costs counter to a value. |
39 */ |
40 */ |
40 bool CmdFailed(int32 res); |
41 void SetDoCommandCosts(int32 value); |
41 |
42 |
42 /** |
43 /** |
43 * Checks if the result of a DoCommand went okay. |
44 * Increase the current value of the DoCommand costs counter. |
44 */ |
45 */ |
45 bool CmdSucceeded(int32 res); |
46 void IncreaseDoCommandCosts(int32 value); |
|
47 |
|
48 /** |
|
49 * Get the current DoCommand costs counter. |
|
50 */ |
|
51 int32 GetDoCommandCosts(); |
46 |
52 |
47 /** |
53 /** |
48 * Set the current mode of your AI to this proc. |
54 * Set the current mode of your AI to this proc. |
49 */ |
55 */ |
50 void SetDoCommandMode(AIModeProc *proc); |
56 void SetDoCommandMode(AIModeProc *proc); |