#include "CGeniusAI.h" #include using namespace std; using namespace GeniusAI; #if defined (_MSC_VER) && (_MSC_VER >= 1020) || (__MINGW32__) #include #endif void MsgBox(const char *msg, bool messageBox) { #if defined _DEBUG # if defined (_MSC_VER) && (_MSC_VER >= 1020) if (messageBox) { MessageBoxA(NULL, msg, "Debug message", MB_OK | MB_ICONASTERISK); } # endif std::cout << msg << std::endl; #endif } CGeniusAI::CGeniusAI() : m_generalAI() { } CGeniusAI::~CGeniusAI() { } void CGeniusAI::init(ICallback *CB) { m_cb = CB; m_generalAI.init(CB); human = false; playerID = m_cb->getMyColor(); serialID = m_cb->getMySerial(); std::string info = std::string("GeniusAI initialized for player ") + boost::lexical_cast(playerID); m_battleLogic = NULL; MsgBox(info.c_str()); } void CGeniusAI::yourTurn() { m_cb->endTurn(); } void CGeniusAI::heroKilled(const CGHeroInstance *) { } void CGeniusAI::heroCreated(const CGHeroInstance *) { } void CGeniusAI::heroMoved(const HeroMoveDetails &) { } void CGeniusAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector &skills, boost::function &callback) { callback(rand() % skills.size()); } void GeniusAI::CGeniusAI::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, boost::function &onEnd ) { onEnd(); } void CGeniusAI::showBlockingDialog(const std::string &text, const std::vector &components, ui32 askID, const int soundID, bool selection, bool cancel) { m_cb->selectionMade(cancel ? 0 : 1, askID); } /** * occurs AFTER every action taken by any stack or by the hero */ void CGeniusAI::actionFinished(const BattleAction *action) { std::string message("\t\tCGeniusAI::actionFinished - type("); message += boost::lexical_cast((unsigned)action->actionType); message += "), side("; message += boost::lexical_cast((unsigned)action->side); message += ")"; MsgBox(message.c_str()); } /** * occurs BEFORE every action taken by any stack or by the hero */ void CGeniusAI::actionStarted(const BattleAction *action) { std::string message("\t\tCGeniusAI::actionStarted - type("); message += boost::lexical_cast((unsigned)action->actionType); message += "), side("; message += boost::lexical_cast((unsigned)action->side); message += ")"; MsgBox(message.c_str()); } /** * called when stack is performing attack */ void CGeniusAI::battleAttack(BattleAttack *ba) { MsgBox("\t\t\tCGeniusAI::battleAttack"); } /** * called when stack receives damage (after battleAttack()) */ void CGeniusAI::battleStacksAttacked(std::set & bsa) { MsgBox("\t\t\tCGeniusAI::battleStacksAttacked"); } /** * called by engine when battle starts; side=0 - left, side=1 - right */ void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) { assert(!m_battleLogic); m_battleLogic = new BattleAI::CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side); MsgBox("** CGeniusAI::battleStart **"); } /** * */ void CGeniusAI::battleEnd(BattleResult *br) { delete m_battleLogic; m_battleLogic = NULL; MsgBox("** CGeniusAI::battleEnd **"); } /** * called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn */ void CGeniusAI::battleNewRound(int round) { std::string message("\tCGeniusAI::battleNewRound - "); message += boost::lexical_cast(round); MsgBox(message.c_str()); m_battleLogic->SetCurrentTurn(round); } /** * */ void CGeniusAI::battleStackMoved(int ID, int dest, int distance, bool end) { std::string message("\t\t\tCGeniusAI::battleStackMoved ID("); message += boost::lexical_cast(ID); message += "), dest("; message += boost::lexical_cast(dest); message += ")"; MsgBox(message.c_str()); } /** * */ void CGeniusAI::battleSpellCasted(SpellCasted *sc) { MsgBox("\t\t\tCGeniusAI::battleSpellCasted"); } /** * called when battlefield is prepared, prior the battle beginning */ void CGeniusAI::battlefieldPrepared(int battlefieldType, std::vector obstacles) { MsgBox("CGeniusAI::battlefieldPrepared"); } /** * */ void CGeniusAI::battleStackMoved(int ID, int dest, bool startMoving, bool endMoving) { MsgBox("\t\t\tCGeniusAI::battleStackMoved"); } /** * */ void CGeniusAI::battleStackAttacking(int ID, int dest) { MsgBox("\t\t\tCGeniusAI::battleStackAttacking"); } /** * */ void CGeniusAI::battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting) { MsgBox("\t\t\tCGeniusAI::battleStackIsAttacked"); } /** * called when it's turn of that stack */ BattleAction CGeniusAI::activeStack(int stackID) { std::string message("\t\t\tCGeniusAI::activeStack stackID("); message += boost::lexical_cast(stackID); message += ")"; MsgBox(message.c_str()); return m_battleLogic->MakeDecision(stackID); };