void CEngineOutHandler::UnitEnteredRadar(const CUnit& unit, int allyTeamId) {
	AI_EVT_MTH();

	const int unitId         = unit.id;
	const int unitAllyTeamId = unit.allyteam;

	DO_FOR_ALLIED_SKIRMISH_AIS(EnemyEnterRadar(unitId), allyTeamId, unitAllyTeamId)
}
Esempio n. 2
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bool CSkirmishAIWrapper::LoadSkirmishAI(bool postLoad) {

	ai = new CSkirmishAI(skirmishAIId, teamId, key, GetCallback());
	ai->Init();

	// check if initialization went ok
	if (skirmishAIHandler.IsLocalSkirmishAIDieing(skirmishAIId)) {
		return false;
	}

	IAILibraryManager* libManager = IAILibraryManager::GetInstance();
	libManager->FetchSkirmishAILibrary(key);

	const CSkirmishAILibraryInfo* infos = &*libManager->GetSkirmishAIInfos().find(key)->second;
	bool loadSupported = (infos->GetInfo(SKIRMISH_AI_PROPERTY_LOAD_SUPPORTED) == "yes");

	libManager->ReleaseSkirmishAILibrary(key);


	if (postLoad && !loadSupported) {
		// fallback code to help the AI if it
		// doesn't implement load/save support
		Init();
		for (size_t a = 0; a < unitHandler->MaxUnits(); a++) {
			if (!unitHandler->units[a])
				continue;

			if (unitHandler->units[a]->team == teamId) {
				try {
					UnitCreated(a, -1);
				} CATCH_AI_EXCEPTION;
				if (!unitHandler->units[a]->beingBuilt)
					try {
						UnitFinished(a);
					} CATCH_AI_EXCEPTION;
			} else {
				if ((unitHandler->units[a]->allyteam == teamHandler->AllyTeam(teamId))
						|| teamHandler->Ally(teamHandler->AllyTeam(teamId), unitHandler->units[a]->allyteam)) {
					// do nothing
				} else {
					if (unitHandler->units[a]->losStatus[teamHandler->AllyTeam(teamId)] & (LOS_INRADAR | LOS_INLOS)) {
						try {
							EnemyEnterRadar(a);
						} CATCH_AI_EXCEPTION;
					}
					if (unitHandler->units[a]->losStatus[teamHandler->AllyTeam(teamId)] & LOS_INLOS) {
						try {
							EnemyEnterLOS(a);
						} CATCH_AI_EXCEPTION;
					}
				}
			}
		}
void cUnitManager::EnemyEnterLOS(int enemy,EnemyInfo *E)
{
	EnemyEnterRadar(enemy,E);
}