
NoAI is an API (a framework) to build your own AIs in. See: http://wiki.openttd.org/wiki/index.php/AI:Main_Page With many thanks to: - glx and Rubidium for their syncing, feedback and hard work - Yexo for his feedback, patches, and AIs which tested the system very deep - Morloth for his feedback and patches - TJIP for hosting a challenge which kept NoAI on track - All AI authors for testing our AI API, and all other people who helped in one way or another -Remove: all old AIs and their cheats/hacks
47 lines
1.1 KiB
C++
47 lines
1.1 KiB
C++
/* $Id$ */
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/** @file ai_execmode.hpp Switch the AI to Execute Mode. */
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#ifndef AI_EXECMODE_HPP
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#define AI_EXECMODE_HPP
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#include "ai_object.hpp"
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/**
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* Class to switch current mode to Execute Mode.
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* If you create an instance of this class, the mode will be switched to
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* Execute. The original mode is stored and recovered from when ever the
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* instance is destroyed.
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* In Execute mode all commands you do are executed for real.
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*/
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class AIExecMode : public AIObject {
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public:
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static const char *GetClassName() { return "AIExecMode"; }
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private:
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AIModeProc *last_mode;
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AIObject *last_instance;
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protected:
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/**
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* The callback proc for Execute mode.
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*/
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static bool ModeProc(TileIndex tile, uint32 p1, uint32 p2, uint procc, CommandCost costs);
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public:
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/**
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* Creating instance of this class switches the build mode to Execute.
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* @note When the instance is destroyed, he restores the mode that was
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* current when the instance was created!
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*/
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AIExecMode();
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/**
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* Destroying this instance reset the building mode to the mode it was
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* in when the instance was created.
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*/
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~AIExecMode();
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};
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#endif /* AI_EXECMODE_HPP */
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