____ _ __
/ __ )____ _____ | | / /___ ___________
/ __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
/ /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
/_____/\____/____/ |__/|__/\__,_/_/ /____/
A futuristic real-time strategy game.
This file is part of Bos Wars.
(C) Copyright 2001-2007 by the Bos Wars and Stratagus Project.
Distributed under the "GNU General Public License"Initialise all global varaibles and structures. Called before AiInit, or before game loading.
AiInit(::Player)
Called for each player, to setup the AI structures Player::Aiin the player structure. It can use Player::AiName to select different AI's.
Called to release all the memory for all AI structures. Must handle self which players contains AI structures.
SaveAi(::FILE *)
Save the AI structures of all players to file. Must handle self which players contains AI structures.
AiEachCycle(::Player)
Called each game cycle, to handle quick checks, which needs less CPU.
AiEachSecond(::Player)
Called each second, to handle more CPU intensive things.
Called if a unit owned by the AI is attacked.
Called if a unit owned by the AI is killed.
Called if an trained unit is ready, but not enough food is available for it.
Called if a unit has completed its work.
Called if the AI unit can't build the requested unit-type.
Called if the AI unit can't reach the building place.
Called if AI unit has completed training a new unit.
1.5.6