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vcmi/AI/StupidAI/StupidAI.h

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/*
* StupidAI.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/battle/BattleHex.h"
#include "../../lib/battle/ReachabilityInfo.h"
#include "../../lib/CGameInterface.h"
class EnemyInfo;
class CStupidAI : public CBattleGameInterface
{
BattleSide side;
std::shared_ptr<CBattleCallback> cb;
std::shared_ptr<Environment> env;
bool wasWaitingForRealize;
bool wasUnlockingGs;
void print(const std::string &text) const;
public:
CStupidAI();
~CStupidAI();
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences) override;
void actionFinished(const BattleID & battleID, const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
void actionStarted(const BattleID & battleID, const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
void yourTacticPhase(const BattleID & battleID, int distance) override;
void battleAttack(const BattleID & battleID, const BattleAttack *ba) override; //called when stack is performing attack
void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;
//void battleResultsApplied() override; //called when all effects of last battle are applied
void battleNewRoundFirst(const BattleID & battleID) override; //called at the beginning of each turn before changes are applied;
void battleNewRound(const BattleID & battleID) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;//called when a specific effect is set to stacks
//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override; //called when catapult makes an attack
private:
BattleAction goTowards(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> hexes) const;
};