Crate spring_ai_rs

source ·

Re-exports§

Modules§

Macros§

Structs§

  • This AI event is sent when a unit finished processing a command. @param commandId used on asynchronous commands only (is -1 for regular commands). this allows the AI to identify a possible result event, which would come with the same id @param commandTopicId unique identifier of a command (see COMMAND_* defines in AISCommands.h) @see callback.handleCommand(…, int commandId, …)
  • This AI event is sent whenever a unit of an enemy team is created, and contains the created unit. Usually, the unit has only 1 HP at this time, and consists only of a nano frame. See also the enemy-finished event.
  • This AI event is sent when an enemy unit was damaged. It contains the attacked unit, the attacking unit, the ammount of damage and the direction from where the damage was inflickted. In case of a laser weapon, the direction will point directly from the attacker to the attacked unit, while with artillery it will rather be from somewhere up in the sky to the attacked unit. See also the enemy-destroyed event.
  • This AI event is sent when an enemy unit was destroyed; see also the enemy-damaged event.
  • This AI event is sent when an enemy unit entered the LOS of this team.
  • This AI event is sent when an enemy unit entered the radar covered area of this team.
  • This AI event is sent whenever an enemy unit is fully built, and contains the finished unit. Usually, the unit has full health at this time. See also the unit-created event.
  • This AI event is sent when an enemy unit left the LOS of this team.
  • This AI event is sent when an enemy unit left the radar covered area of this team.
  • This AI event is sent when the AI should be loading its full state from a file.
  • This AI event triggers whenever any message is sent by a Lua widget or unsynced gadget.
  • This AI event is sent when a user gives a command to one or multiple units belonging to a team controlled by the AI. For more info about the given commands, please use the Unit.getCurrentCommands() method of the callback.
  • This AI event is sent when the AI should be saving its full state to a file.
  • This AI event is sent when a unit movement is detected by means of a seismic event. A seismic event means erruption/movement/shakings of the ground. This can be detected by only by special units usually, eg by the seismic detector building in Balanced Annihilation.
  • @brief Skirmish AI Callback function pointers. Each Skirmish AI instance will receive an instance of this struct in its init(skirmishAIId) function and with the SInitEvent.
  • This AI event is sent when a unit changed from one team to an other through capturing. Both giving and receiving team will get this event.
  • This AI event is sent whenever a unit of this team is created, and contains the created unit. Usually, the unit has only 1 HP at this time, and consists only of a nano frame (-> will not accept commands yet). See also the unit-finished event.
  • This AI event is sent when a unit was damaged. It contains the attacked unit, the attacking unit, the ammount of damage and the direction from where the damage was inflickted. In case of a laser weapon, the direction will point directly from the attacker to the attacked unit, while with artillery it will rather be from somewhere up in the sky to the attacked unit. See also the unit-destroyed event.
  • This AI event is sent when a unit was destroyed; see also the unit-damaged event.
  • This AI event is sent whenever a unit is fully built, and contains the finished unit. Usually, the unit has full health at this time, and is ready to accept commands. See also the unit-created event.
  • This AI event is sent when a unit changed from one team to another, either because the old owner gave it to the new one, or because the new one took it from the old one; see the /take command. Both giving and receiving team will get this event.
  • This AI event is sent when a unit finished processing a command or just finished building, and it has currently no commands in it’s queue.
  • This AI event is sent when a unit received a move command and is not able to fullfill it. Reasons for this are:
  • This AI event is sent once per game frame, which is about 30 times per second by default.
  • This AI event is sent when certain weapons are fired. For performance reasons, it is not possible to send this event for all weapons. Therefore, it is currently only sent for manuall-fire weapons like for example the TA Commanders D-Gun or the Nuke.

Traits§

  • Error is a trait representing the basic expectations for error values, i.e., values of type E in Result<T, E>.