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Implement new callback in stupidAI
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@ -47,6 +47,11 @@ void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::share
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CB->unlockGsWhenWaiting = false;
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}
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void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences)
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{
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initBattleInterface(ENV, CB);
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}
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void CStupidAI::actionFinished(const BattleAction &action)
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{
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print("actionFinished called");
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@ -29,6 +29,7 @@ public:
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~CStupidAI();
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void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
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void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences) override;
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void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
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void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
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void activeStack(const CStack * stack) override; //called when it's turn of that stack
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