/* * StupidAI.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/battle/BattleHex.h" #include "../../lib/battle/ReachabilityInfo.h" #include "../../lib/CGameInterface.h" class EnemyInfo; class CStupidAI : public CBattleGameInterface { BattleSide side; std::shared_ptr cb; std::shared_ptr env; bool wasWaitingForRealize; bool wasUnlockingGs; void print(const std::string &text) const; public: CStupidAI(); ~CStupidAI(); void initBattleInterface(std::shared_ptr ENV, std::shared_ptr CB) override; void initBattleInterface(std::shared_ptr ENV, std::shared_ptr CB, AutocombatPreferences autocombatPreferences) override; void actionFinished(const BattleID & battleID, const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero void actionStarted(const BattleID & battleID, const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack void yourTacticPhase(const BattleID & battleID, int distance) override; void battleAttack(const BattleID & battleID, const BattleAttack *ba) override; //called when stack is performing attack void battleStacksAttacked(const BattleID & battleID, const std::vector & bsa, bool ranged) override; //called when stack receives damage (after battleAttack()) void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override; //void battleResultsApplied() override; //called when all effects of last battle are applied void battleNewRoundFirst(const BattleID & battleID) override; //called at the beginning of each turn before changes are applied; void battleNewRound(const BattleID & battleID) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector dest, int distance, bool teleport) override; void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override; void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;//called when a specific effect is set to stacks //void battleTriggerEffect(const BattleTriggerEffect & bte) override; void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override; //called when catapult makes an attack private: BattleAction goTowards(const BattleID & battleID, const CStack * stack, std::vector hexes) const; };