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vcmi/AI/EmptyAI/CEmptyAI.cpp

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#include "StdInc.h"
#include "CEmptyAI.h"
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void CEmptyAI::init(CCallback * CB)
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{
cb = CB;
human=false;
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playerID=cb->getMyColor();
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std::cout << "EmptyAI initialized." << std::endl;
}
void CEmptyAI::yourTurn()
{
cb->endTurn();
}
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void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill::SecondarySkill> &skills, int queryID)
{
cb->selectionMade(rand() % skills.size(), queryID);
}
void CEmptyAI::commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, int queryID)
{
cb->selectionMade(rand() % skills.size(), queryID);
}
void CEmptyAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
{
cb->selectionMade(0, askID);
}
void CEmptyAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID)
{
cb->selectionMade(0, queryID);
}