1 /* 2 * Copyright 2010-2014 OpenXcom Developers. 3 * 4 * This file is part of OpenXcom. 5 * 6 * OpenXcom is free software: you can redistribute it and/or modify 7 * it under the terms of the GNU General Public License as published by 8 * the Free Software Foundation, either version 3 of the License, or 9 * (at your option) any later version. 10 * 11 * OpenXcom is distributed in the hope that it will be useful, 12 * but WITHOUT ANY WARRANTY; without even the implied warranty of 13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 14 * GNU General Public License for more details. 15 * 16 * You should have received a copy of the GNU General Public License 17 * along with OpenXcom. If not, see <http://www.gnu.org/licenses/>. 18 */ 19 #ifndef OPENXCOM_BATTLEAISTATE_H 20 #define OPENXCOM_BATTLEAISTATE_H 21 22 #include <yaml-cpp/yaml.h> 23 24 namespace OpenXcom 25 { 26 27 class SavedBattleGame; 28 class BattleUnit; 29 struct BattleAction; 30 31 enum AIMode { AI_PATROL, AI_AMBUSH, AI_COMBAT, AI_ESCAPE }; 32 /** 33 * This class is used by the BattleUnit AI. 34 */ 35 class BattleAIState 36 { 37 protected: 38 SavedBattleGame *_save; 39 BattleUnit *_unit; 40 public: 41 /// Creates a new BattleAIState linked to the game and a certain unit. 42 BattleAIState(SavedBattleGame *save, BattleUnit *unit); 43 /// Cleans up the BattleAIState. 44 virtual ~BattleAIState(); 45 /// Loads the AI state from YAML. 46 void load(const YAML::Node& node); 47 /// Saves the AI state to YAML. 48 virtual YAML::Node save() const; 49 /// Enters the state. 50 virtual void enter(); 51 /// Exits the state. 52 virtual void exit(); 53 /// Runs state functionality every AI cycle. 54 virtual void think(BattleAction *action); 55 }; 56 57 } 58 59 #endif 60