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 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 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 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 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 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 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.