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vcmi/AI/GeniusAI/CGeniusAI.h

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#ifndef __CGENIUSAI_H__
#define __CGENIUSAI_H__
#include "Common.h"
#include "BattleLogic.h"
#include "GeneralAI.h"
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namespace GeniusAI {
class CGeniusAI : public CGlobalAI
{
private:
ICallback* m_cb;
GeniusAI::BattleAI::CBattleLogic* m_battleLogic;
GeniusAI::GeneralAI::CGeneralAI m_generalAI;
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public:
CGeniusAI();
virtual ~CGeniusAI();
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virtual void init(ICallback * CB);
virtual void yourTurn();
virtual void heroKilled(const CGHeroInstance *);
virtual void heroCreated(const CGHeroInstance *);
virtual void heroMoved(const HeroMoveDetails &);
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {};
virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel); //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
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virtual void tileRevealed(int3 pos){};
virtual void tileHidden(int3 pos){};
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &onEnd);
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// battle
virtual void actionFinished(const BattleAction *action);//occurs AFTER every action taken by any stack or by the hero
virtual void actionStarted(const BattleAction *action);//occurs BEFORE every action taken by any stack or by the hero
virtual void battleAttack(BattleAttack *ba); //called when stack is performing attack
virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa); //called when stack receives damage (after battleAttack())
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virtual void battleEnd(BattleResult *br);
virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
virtual void battleStackMoved(int ID, int dest, int distance, bool end);
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virtual void battleSpellCast(SpellCast *sc);
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virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
//
virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
virtual void battleStackAttacking(int ID, int dest);
virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting);
virtual BattleAction activeStack(int stackID);
};
}
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#endif // __CGENIUSAI_H__