/* * CEmptyAI.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/AI_Base.h" #include "../../CCallback.h" struct HeroMoveDetails; class CEmptyAI : public CGlobalAI { std::shared_ptr cb; public: void saveGame(BinarySerializer & h) override; void loadGame(BinaryDeserializer & h) override; void initGameInterface(std::shared_ptr ENV, std::shared_ptr CB) override; void yourTurn(QueryID queryID) override; void yourTacticPhase(const BattleID & battleID, int distance) override; void activeStack(const BattleID & battleID, const CStack * stack) override; void heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector &skills, QueryID queryID) override; void commanderGotLevel (const CCommanderInstance * commander, std::vector skills, QueryID queryID) override; void showBlockingDialog(const std::string &text, const std::vector &components, QueryID askID, const int soundID, bool selection, bool cancel) override; void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override; void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override; void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector & objects) override; std::optional makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override; }; #define NAME "EmptyAI 0.1"