Code: Select all
void TestGlobalAI::EnemyEnterLOS(int enemy)
{
enemies.insert(enemy);
enemypos = callback->GetAICallback()->GetUnitPos(enemy);
enemyspoted = true;
losid[enemy]=1;
}
void TestGlobalAI::EnemyLeaveLOS(int enemy)
{
enemies.erase(enemy);
losid[enemy]=0;
}
void TestGlobalAI::UnitDestroyed(int unit,int attacker)
{
myUnits.erase(unit);
const UnitDef *ud=callback->GetAICallback()->GetUnitDef(unit);
if(losid[attacker]==1)
{
const UnitDef *ude=callback->GetAICallback()->GetUnitDef(attacker);
Tbl[ud->id][ude->id]+=1;
sprintf(g,"TBL[%i][%i]: %i",ud->id,ude->id,Tbl[ud->id][ude->id]);
callback->GetAICallback()->SendTextMsg(g,0);
}
warunit[ud->id]+=1;
sprintf(g,"warunit[%i]: %i",ud->id,warunit[ud->id]);
callback->GetAICallback()->SendTextMsg(g,0);
}
void TestGlobalAI::EnemyEnterRadar(int enemy)
{
}
void TestGlobalAI::EnemyLeaveRadar(int enemy)
{
}
void TestGlobalAI::EnemyDamaged(int damaged,int attacker,float damage,float3 dir)
{
}
void TestGlobalAI::EnemyDestroyed(int enemy,int attacker)
{
enemies.erase(enemy);
const UnitDef *ud=callback->GetAICallback()->GetUnitDef(attacker);
if(losid[enemy]==1)
{
losid[enemy]=0;
const UnitDef *ude=callback->GetAICallback()->GetUnitDef(enemy);
Tbl[ud->id][ude->id]-=1;
sprintf(g,"TBL[%i][%i]: %i",ud->id,ude->id,Tbl[ud->id][ude->id]);
callback->GetAICallback()->SendTextMsg(g,0);
}
warunit[ud->id]-=1;
sprintf(g,"warunit[%i]: %i",ud->id,warunit[ud->id]);
callback->GetAICallback()->SendTextMsg(g,0);
}
