#pragma once #include "../../lib/BattleHex.h" class CStupidAI : public CBattleGameInterface { int side; shared_ptr cb; void print(const std::string &text) const; public: CStupidAI(void); ~CStupidAI(void); void init(shared_ptr CB) override; void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack void battleStacksAttacked(const std::vector & bsa) override; //called when stack receives damage (after battleAttack()) void battleEnd(const BattleResult *br) override; //void battleResultsApplied() override; //called when all effects of last battle are applied void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied; void battleNewRound(int round) override; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn void battleStackMoved(const CStack * stack, std::vector dest, int distance) override; void battleSpellCast(const BattleSpellCast *sc) override; void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks //void battleTriggerEffect(const BattleTriggerEffect & bte) override; void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right void battleStacksHealedRes(const std::vector > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) override; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp void battleNewStackAppeared(const CStack * stack) override; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned void battleObstaclesRemoved(const std::set & removedObstacles) override; //called when a certain set of obstacles is removed from batlefield; IDs of them are given void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack void battleStacksRemoved(const BattleStacksRemoved & bsr) override; //called when certain stack is completely removed from battlefield BattleAction goTowards(const CStack * stack, BattleHex hex ); virtual void saveGame(COSer &h, const int version) override; virtual void loadGame(CISer &h, const int version) override; };