#pragma once class CStupidAI : public CBattleGameInterface { int side; IBattleCallback *cb; void print(const std::string &text) const; public: CStupidAI(void); ~CStupidAI(void); void init(IBattleCallback * 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, THex dest, int distance, bool end) OVERRIDE; void battleSpellCast(const BattleSpellCast *sc) OVERRIDE; void battleStacksEffectsSet(const SetStackEffect & sse) OVERRIDE;//called when a specific effect is set to stacks 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, 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, THex hex ); };