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vcmi/AI/EmptyAI/CEmptyAI.h

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#pragma once
#include "../../lib/AI_Base.h"
#include "../../CCallback.h"
struct HeroMoveDetails;
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class CEmptyAI : public CGlobalAI
{
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CCallback *cb;
public:
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void init(CCallback * CB);
void yourTurn();
void heroKilled(const CGHeroInstance *);
void heroCreated(const CGHeroInstance *);
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void heroMoved(const TryMoveHero&);
void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {};
void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
void tileRevealed(int3 pos){};
void tileHidden(int3 pos){};
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void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel){};
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void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) {};
void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, boost::function<void(ui32)> &callback) {}; //TODO
};
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#define NAME "EmptyAI 0.1"