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vcmi/AI/EmptyAI/CEmptyAI.h

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/*
* CEmptyAI.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../../lib/AI_Base.h"
#include "../../CCallback.h"
struct HeroMoveDetails;
class CEmptyAI : public CGlobalAI
{
std::shared_ptr<CCallback> cb;
public:
void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
void yourTurn(QueryID queryID) override;
void yourTacticPhase(const BattleID & battleID, int distance) override;
void activeStack(const BattleID & battleID, const CStack * stack) override;
void heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override;
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept) override;
void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
};
#define NAME "EmptyAI 0.1"