2023-10-19 16:19:09 +02:00
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/*
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* CEmptyAI.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CEmptyAI.h"
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#include "../../lib/CRandomGenerator.h"
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#include "../../lib/CStack.h"
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#include "../../lib/battle/BattleAction.h"
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void CEmptyAI::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
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{
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cb = CB;
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env = ENV;
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human=false;
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playerID = *cb->getPlayerID();
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}
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void CEmptyAI::yourTurn(QueryID queryID)
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{
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cb->selectionMade(0, queryID);
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cb->endTurn();
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}
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void CEmptyAI::activeStack(const BattleID & battleID, const CStack * stack)
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{
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cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
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}
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void CEmptyAI::yourTacticPhase(const BattleID & battleID, int distance)
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{
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cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
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}
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void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
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{
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cb->selectionMade(CRandomGenerator::getDefault().nextInt((int)skills.size() - 1), queryID);
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}
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void CEmptyAI::commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
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{
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cb->selectionMade(CRandomGenerator::getDefault().nextInt((int)skills.size() - 1), queryID);
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}
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2024-04-17 01:08:27 +02:00
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void CEmptyAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
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2023-10-19 16:19:09 +02:00
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{
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cb->selectionMade(0, askID);
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}
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void CEmptyAI::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
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{
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cb->selectionMade(0, askID);
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}
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void CEmptyAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
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{
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cb->selectionMade(0, queryID);
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}
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void CEmptyAI::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
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{
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cb->selectionMade(0, askID);
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}
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std::optional<BattleAction> CEmptyAI::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
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{
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return std::nullopt;
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}
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