#ifndef __CGENIUSAI_H__ #define __CGENIUSAI_H__ #include "Common.h" #include "BattleLogic.h" #include "GeneralAI.h" namespace GeniusAI { class CGeniusAI : public CGlobalAI { private: ICallback* m_cb; GeniusAI::BattleAI::CBattleLogic* m_battleLogic; GeniusAI::GeneralAI::CGeneralAI m_generalAI; void doHero(const CGHeroInstance * h); void doTown(const CGTownInstance * t); int turn; public: CGeniusAI(); virtual ~CGeniusAI(); virtual void init(ICallback * CB); virtual void yourTurn(); virtual void heroKilled(const CGHeroInstance *); virtual void heroCreated(const CGHeroInstance *); virtual void heroMoved(const TryMoveHero &); virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {}; virtual void showSelDialog(std::string text, std::vector & components, int askID){}; virtual void showBlockingDialog(const std::string &text, const std::vector &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. virtual void tileRevealed(int3 pos){}; virtual void tileHidden(int3 pos){}; virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector &skills, boost::function &callback); virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function &onEnd); // 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 & bsa); //called when stack receives damage (after battleAttack()) 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); virtual void battleSpellCast(SpellCast *sc); 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 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); }; } #endif // __CGENIUSAI_H__