- added initial flag to test some server controlled AI code
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@ -19,6 +19,7 @@
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#include "object.h"
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#include "game.h"
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#include "config.h"
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#include "network_manager.h"
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#include "leak_dumper.h"
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using namespace Shared::Util;
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@ -44,6 +45,8 @@ AiInterface::AiInterface(Game &game, int factionIndex, int teamIndex){
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this->teamIndex= teamIndex;
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timer= 0;
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AiInterface::enableServerControlledAI = Config::getInstance().getBool("ServerControlledAI","false");
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//init ai
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ai.init(this);
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@ -96,7 +99,9 @@ void AiInterface::printLog(int logLevel, const string &s){
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CommandResult AiInterface::giveCommand(int unitIndex, CommandClass commandClass, const Vec2i &pos){
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assert(this->gameSettings != NULL);
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if(enableServerControlledAI == true && this->gameSettings->isNetworkGame() == true) {
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if(enableServerControlledAI == true &&
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this->gameSettings->isNetworkGame() == true &&
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NetworkManager::getInstance().getNetworkRole() == nrServer) {
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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CommandResult result = commander->tryGiveCommand(world->getFaction(factionIndex)->getUnit(unitIndex), world->getFaction(factionIndex)->getUnit(unitIndex)->getType()->getFirstCtOfClass(commandClass), pos, world->getFaction(factionIndex)->getUnit(unitIndex)->getType(),CardinalDir::NORTH);
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@ -119,7 +124,9 @@ CommandResult AiInterface::giveCommand(int unitIndex, CommandClass commandClass,
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CommandResult AiInterface::giveCommand(int unitIndex, const CommandType *commandType, const Vec2i &pos){
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assert(this->gameSettings != NULL);
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if(enableServerControlledAI == true && this->gameSettings->isNetworkGame() == true) {
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if(enableServerControlledAI == true &&
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this->gameSettings->isNetworkGame() == true &&
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NetworkManager::getInstance().getNetworkRole() == nrServer) {
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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CommandResult result = commander->tryGiveCommand(world->getFaction(factionIndex)->getUnit(unitIndex), commandType, pos, world->getFaction(factionIndex)->getUnit(unitIndex)->getType(),CardinalDir::NORTH);
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@ -142,7 +149,9 @@ CommandResult AiInterface::giveCommand(int unitIndex, const CommandType *command
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CommandResult AiInterface::giveCommand(int unitIndex, const CommandType *commandType, const Vec2i &pos, const UnitType *ut){
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assert(this->gameSettings != NULL);
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if(enableServerControlledAI == true && this->gameSettings->isNetworkGame() == true) {
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if(enableServerControlledAI == true &&
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this->gameSettings->isNetworkGame() == true &&
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NetworkManager::getInstance().getNetworkRole() == nrServer) {
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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CommandResult result = commander->tryGiveCommand(world->getFaction(factionIndex)->getUnit(unitIndex), commandType, pos, ut,CardinalDir::NORTH);
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@ -166,7 +175,9 @@ CommandResult AiInterface::giveCommand(int unitIndex, const CommandType *command
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assert(this->gameSettings != NULL);
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assert(this->commander != NULL);
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if(enableServerControlledAI == true && this->gameSettings->isNetworkGame() == true) {
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if(enableServerControlledAI == true &&
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this->gameSettings->isNetworkGame() == true &&
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NetworkManager::getInstance().getNetworkRole() == nrServer) {
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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assert(u != NULL);
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