Drag[en]gine Game Engine  1.21
deAISystem Class Reference

AI System. The ai system is a single type system providing ai support for the engine. An ai module is able to carry out the actions stored in an ai object. More...

#include <deAISystem.h>

Inheritance diagram for deAISystem:
deBaseSystem

Public Member Functions

Constructors and Destructors
 deAISystem (deEngine *engine)
 Create new ai system linked to the given engine. More...
 
virtual ~deAISystem ()
 Clean up ai system. More...
 
Management
deBaseAIModuleGetActiveModule () const
 Activated graphic module. More...
 
void LoadWorld (deWorld *world)
 Create peer object for the given world using the active module and assigns it. More...
 
void LoadNavigationSpace (deNavigationSpace *navspace)
 Create peer object for the given navigation space using the active module and assigns it. More...
 
void LoadNavigationBlocker (deNavigationBlocker *blocker)
 Create peer object for the given navigation blocker using the active module and assigns it. More...
 
void LoadNavigator (deNavigator *navigator)
 Create peer object for the given navigator using the active module and assigns it. More...
 
void LoadHeightTerrain (deHeightTerrain &heightTerrain)
 Create peer for height terrain using the active module and assigns it. More...
 
- Public Member Functions inherited from deBaseSystem
 deBaseSystem (deEngine *engine, const char *systemName, int requiredModuleType)
 Create new base system linked to the given engine. More...
 
virtual ~deBaseSystem ()
 Clean up base system. More...
 
deEngineGetEngine () const
 Linked game engine. More...
 
deLoadableModuleGetActiveLoadableModule () const
 Active loadable module. More...
 
bool GetIsRunning () const
 System is running. More...
 
bool GetHasFailed () const
 System has failed during runtime. More...
 
const decStringGetSystemName () const
 System name. More...
 
virtual bool CanStart ()
 
void SetHasFailed (bool hasFailed)
 Set if system has failed. More...
 
virtual void Start ()
 Start system and the active loadable module. More...
 
virtual void Stop ()
 Stop system and the active loadable module. More...
 
void CheckAndActivateFirst (deModuleSystem::eModuleTypes type)
 Check if at least one module is working and select the first one. More...
 
void LogInfo (const char *message)
 Output information message on the console. More...
 
void LogInfoFormat (const char *message,...)
 Output formated information message on the console. More...
 
void LogInfoFormatUsing (const char *message, va_list args)
 Output formated information message on the console. More...
 
void LogWarn (const char *message)
 Output warning message on the console. More...
 
void LogWarnFormat (const char *message,...)
 Output formated warning message on the console. More...
 
void LogWarnFormatUsing (const char *message, va_list args)
 Output formated warning message on the console. More...
 
void LogError (const char *message)
 Output error message on the console. More...
 
void LogErrorFormat (const char *message,...)
 Output formated error message on the console. More...
 
void LogErrorFormatUsing (const char *message, va_list args)
 Output formated error message on the console. More...
 
void LogException (const deException &exception)
 Output exception as error message on the console. More...
 

Overloadables

virtual void SetActiveModule (deLoadableModule *module)
 Set active loadable module. More...
 
virtual void ClearPermanents ()
 Clearcross references and links that could lead to memory leaks. More...
 
virtual void PostStart ()
 Carry out here actions right after the system started up. More...
 
virtual void PreStop ()
 Carry out here actions right before the system shuts down. More...
 

Detailed Description

AI System. The ai system is a single type system providing ai support for the engine. An ai module is able to carry out the actions stored in an ai object.

Constructor & Destructor Documentation

◆ deAISystem()

deAISystem::deAISystem ( deEngine engine)

Create new ai system linked to the given engine.

◆ ~deAISystem()

virtual deAISystem::~deAISystem ( )
virtual

Clean up ai system.

Member Function Documentation

◆ ClearPermanents()

virtual void deAISystem::ClearPermanents ( )
virtual

Clearcross references and links that could lead to memory leaks.

Do not forget to call the super function.

Reimplemented from deBaseSystem.

◆ GetActiveModule()

deBaseAIModule* deAISystem::GetActiveModule ( ) const
inline

Activated graphic module.

◆ LoadHeightTerrain()

void deAISystem::LoadHeightTerrain ( deHeightTerrain heightTerrain)

Create peer for height terrain using the active module and assigns it.

The AI Module is not required to create a peer.

Exceptions
deeInvalidParamheightTerrain has an AI peer.
deeInvalidParamAI module failed to create the peer.

◆ LoadNavigationBlocker()

void deAISystem::LoadNavigationBlocker ( deNavigationBlocker blocker)

Create peer object for the given navigation blocker using the active module and assigns it.

◆ LoadNavigationSpace()

void deAISystem::LoadNavigationSpace ( deNavigationSpace navspace)

Create peer object for the given navigation space using the active module and assigns it.

◆ LoadNavigator()

void deAISystem::LoadNavigator ( deNavigator navigator)

Create peer object for the given navigator using the active module and assigns it.

◆ LoadWorld()

void deAISystem::LoadWorld ( deWorld world)

Create peer object for the given world using the active module and assigns it.

◆ PostStart()

virtual void deAISystem::PostStart ( )
virtual

Carry out here actions right after the system started up.

Reimplemented from deBaseSystem.

◆ PreStop()

virtual void deAISystem::PreStop ( )
virtual

Carry out here actions right before the system shuts down.

Reimplemented from deBaseSystem.

◆ SetActiveModule()

virtual void deAISystem::SetActiveModule ( deLoadableModule module)
virtual

Set active loadable module.

Do not forget to call the super function.

Reimplemented from deBaseSystem.


The documentation for this class was generated from the following file: