public abstract class ArtificialIntelligence
extends Object
Modifier and Type | Field and Description |
---|---|
int |
cAge1
The Archaic Age.
|
int |
cAge2
The Classical Age.
|
int |
cAge3
The Heroic Age.
|
int |
cAge4
The Mythic Age.
|
int |
cAge5
The fifth age, better known as Titan Age.
|
int |
cCivAtlantean
A random Atlantean Major God.
|
int |
cCivEgyptian
A random Egyptian Major God.
|
int |
cCivGaia
The Major God Gaia.
|
int |
cCivGreek
A random Greek Major God
|
int |
cCivHades
The Major God Hades.
|
int |
cCivIsis
The Major God Isis.
|
int |
cCivKronos
The Major God Kronos.
|
int |
cCivLoki
The Major God Loki.
|
int |
cCivNature
The Major God Nature representing Mother Nature.
|
int |
cCivNorse
A random Norse Major God.
|
int |
cCivOdin
The Major God Odin.
|
int |
cCivOuranos
The Major God Ouranos.
|
int |
cCivPoseidon
The Major God Poseidon.
|
int |
cCivRa
The Major God Ra.
|
int |
cCivRandom
A random Major God.
|
int |
cCivSet
The Major God Set.
|
int |
cCivThor
The Major God Thor.
|
int |
cCivZeus
The Major God Zeus.
|
int |
cCultureAtlantean
The Atlantean Culture.
|
int |
cCultureEgyptian
The Egyptian Culture.
|
int |
cCultureGreek
The Greek Culture.
|
int |
cCultureNature
The Nature Culture.
|
int |
cCultureNorse
The Norse Culture.
|
int |
cDifficultyEasy
The easiest difficulty.
|
int |
cDifficultyHard
The hard difficulty.
|
int |
cDifficultyModerate
A moderate difficulty.
|
int |
cDifficultyNightmare
The Hardest difficulty,
in AoT better known as "Titan".
|
string |
cFilename
The filename of the current XS script.
|
int |
cGameModeConquest |
int |
cGameModeDeathmatch |
int |
cGameModeLightning |
int |
cGameModeSupremacy |
vector |
cInvalidVector
The invalid vector.
|
int |
cMovementTypeAir |
int |
cMovementTypeLand |
int |
cMovementTypeNone |
int |
cMovementTypeNonSolid |
int |
cMovementTypeWater |
int |
cMyCiv
The civilization ID.
|
int |
cMyCulture
The culture ID.
|
int |
cMyID
The playerID of the player when the game started.
|
string |
cMyName
The nickname of the AI player.
|
int |
cNumberPlayers
The number of players, mother nature included.
|
vector |
cOriginVector
The origin vector.
|
int |
cPlayerRelationAlly |
int |
cPlayerRelationAny |
int |
cPlayerRelationEnemy |
int |
cPlayerRelationSelf |
string |
cRandomMapName
The filename of the RMS script (without ".xs"/".xml") associated with the current map.
|
int |
cUnitStanceAggressive
The aggressive unit stance.
|
int |
cUnitStanceDefensive
The defensive unit stance.
|
int |
cUnitStancePassive
The passive stance.
|
Modifier and Type | Method and Description |
---|---|
void |
aiAttemptResign()
Asks the player if its ok to resign
|
void |
aiAutoSavegame(string filename)
Saves the auto, debugging savegames.
|
void |
aiBreakpointGo(int playerID)
Deprecated.
|
void |
aiBreakpointSet(int playerID,
string filename,
int lineNumber,
bool on)
Deprecated.
|
void |
aiEcho(string echoString)
CP AI echo.
|
void |
aiErrorMessage(string errorString)
CP AI error.
|
bool |
aiGetAllowBuildings()
Returns allow buildings on/off.
|
bool |
aiGetAutosaveOn()
Returns whether or not its cool to turn AI autosaves on.
|
int |
aiGetCaptainPlayerID(int playerID)
Returns the captain for the given player's team.
|
float |
aiGetExploreDangerThreshold()
Gets the ai's Explore Danger Threshold value.
|
int |
aiGetGameMode()
Returns the game mode.
|
int |
aiGetMaxLOSProtoUnitLimit()
Gets the limit for how many LOS Protounits (e.g.
|
bool |
aiGetPauseAllAgeUpgrades()
Gets the pause all age upgrades flag from the AI.
|
string |
aiGetPersonality()
Gets the player's personality.
|
int |
aiGetPopNeeds()
Gets the current Pop needs of all the plans.
|
int |
aiGetWorldDifficulty()
Returns the world difficulty level.
|
string |
aiGetWorldDifficultyName(int level)
Returns the name of the level.
|
int |
aiGoalGetIDByIndex(int goalType,
int goalState,
bool active,
int index)
Returns the ID of matching goal.
|
int |
aiGoalGetNumber(int goalType,
int goalState,
bool active)
Returns the number of matching goals.
|
bool |
aiIsMultiplayer()
Returns true, if this is a multiplayer game.
|
int |
aiNumberUnassignedUnits(int typeID)
Returns the number of unassigned units of the given type.
|
int |
aiNumberUnassignedUnitsByGoal(int goalID)
Returns the number of unassigned units based on the goal's unit type(s).
|
void |
aiQueueAutoSavegame(int saveNumber)
Queues the auto savegame.
|
int |
aiRandInt(int max)
Returns a random number (mod'ed by max if provided).
|
vector |
aiRandLocation()
Returns a random location guaranteed to be on the map.
|
void |
aiRandSetSeed(int seed)
Sets the seed of the random number generator.
|
void |
aiResign()
Reigns the current player..
|
void |
aiSet(string filename,
int playerID)
Deprecated.
|
void |
aiSetAllowBuildings(bool v)
Sets allow buildings on/off.
|
void |
aiSetDefaultStance(int defaultStance)
Sets your default stance for all of your units.
|
bool |
aiSetExploreDangerThreshold(float value)
Sets the ai's Explore Danger Threshold value.
|
void |
aiSetMaxLOSProtoUnitLimit(int limit)
Sets the limit for how many LOS Protounits (e.g.
|
void |
aiSetPauseAllAgeUpgrades(bool v)
Sets the pause all age upgrades flag in the AI.
|
bool |
aiSetPersonality(string name)
Sets the player's personality.
|
void |
aiSetRandomMap(bool v)
Sets the RM bool in the AI.
|
bool |
aiSetWaterMap()
Tells us if the AI thinks this is a water map or not.
|
void |
aiSetWaterMap(bool v)
Tells the AI if this is a water map or not.
|
void |
aiSetWorldDifficulty(int v)
Sets the world difficulty level.
|
void |
aiSwitchMainBase(int newBaseID,
bool force)
Switch the newBaseID to be the main base.
|
int |
aiUnitCreateCheat(int playerID,
int protoUnitID,
vector position,
string name,
int numberUnits,
int angle)
Creates unit(s) with the given parms.
|
public final vector cInvalidVector
vector(-1.0, -1.0, -1.0)
.public final vector cOriginVector
vector(0.0, 0.0, 0.0)
, the south corner of the map.public final int cNumberPlayers
public final string cFilename
public final int cMyID
public final string cMyName
public final int cMyCulture
public final int cMyCiv
cCivZeus
,
cCivHades
,
cCivPoseidon
,
cCivIsis
,
cCivRa
,
cCivSet
,
cCivLoki
,
cCivThor
,
cCivOdin
,
cCivGaia
,
cCivKronos
,
cCivOuranos
,
cCivGreek
,
cCivNorse
,
cCivEgyptian
,
cCivAtlantean
,
cCivRandom
,
cCivNature
public final string cRandomMapName
public final int cCivZeus
public final int cCivPoseidon
public final int cCivHades
public final int cCivIsis
public final int cCivRa
public final int cCivSet
public final int cCivOdin
public final int cCivThor
public final int cCivLoki
public final int cCivKronos
public final int cCivOuranos
public final int cCivGaia
public final int cCivRandom
public final int cCivGreek
public final int cCivNorse
public final int cCivEgyptian
public final int cCivAtlantean
public final int cCivNature
public final int cCultureGreek
public final int cCultureEgyptian
public final int cCultureNorse
public final int cCultureAtlantean
public final int cCultureNature
public final int cUnitStanceAggressive
aiSetDefaultStance(int)
,
Constant Field Valuespublic final int cUnitStanceDefensive
public final int cUnitStancePassive
public final int cGameModeSupremacy
public final int cGameModeConquest
public final int cGameModeLightning
public final int cGameModeDeathmatch
public final int cDifficultyEasy
public final int cDifficultyModerate
public final int cDifficultyHard
public final int cDifficultyNightmare
public final int cAge1
public final int cAge2
public final int cAge3
public final int cAge4
public final int cAge5
public final int cPlayerRelationAny
public final int cPlayerRelationSelf
public final int cPlayerRelationEnemy
public final int cPlayerRelationAlly
public final int cMovementTypeNone
public final int cMovementTypeLand
public final int cMovementTypeWater
public final int cMovementTypeAir
public final int cMovementTypeNonSolid
public void aiEcho(string echoString)
public void aiErrorMessage(string errorString)
public void aiRandSetSeed(int seed)
public int aiRandInt(int max)
public vector aiRandLocation()
public void aiSet(string filename, int playerID)
public void aiBreakpointSet(int playerID, string filename, int lineNumber, bool on)
public void aiBreakpointGo(int playerID)
public string aiGetPersonality()
public int aiGoalGetNumber(int goalType, int goalState, bool active)
public int aiGoalGetIDByIndex(int goalType, int goalState, bool active, int index)
public bool aiGetAllowBuildings()
public void aiSetAllowBuildings(bool v)
public int aiNumberUnassignedUnits(int typeID)
public int aiNumberUnassignedUnitsByGoal(int goalID)
public int aiUnitCreateCheat(int playerID, int protoUnitID, vector position, string name, int numberUnits, int angle)
public int aiGetWorldDifficulty()
public void aiSetWorldDifficulty(int v)
public string aiGetWorldDifficultyName(int level)
public int aiGetGameMode()
public int aiGetCaptainPlayerID(int playerID)
public void aiAutoSavegame(string filename)
public bool aiGetAutosaveOn()
public bool aiSetExploreDangerThreshold(float value)
public float aiGetExploreDangerThreshold()
public void aiSetRandomMap(bool v)
public void aiSetPauseAllAgeUpgrades(bool v)
public bool aiGetPauseAllAgeUpgrades()
public void aiResign()
public void aiAttemptResign()
public void aiSetMaxLOSProtoUnitLimit(int limit)
public int aiGetMaxLOSProtoUnitLimit()
public int aiGetPopNeeds()
public void aiSwitchMainBase(int newBaseID, bool force)
public void aiSetDefaultStance(int defaultStance)
public void aiSetWaterMap(bool v)
public bool aiSetWaterMap()
public void aiQueueAutoSavegame(int saveNumber)
public bool aiIsMultiplayer()