/* * CEmptyAI.cpp, 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 * */ #include "StdInc.h" #include "CEmptyAI.h" #include "../../lib/CRandomGenerator.h" #include "../../lib/CStack.h" #include "../../lib/battle/BattleAction.h" void CEmptyAI::saveGame(BinarySerializer & h, const int version) { } void CEmptyAI::loadGame(BinaryDeserializer & h, const int version) { } void CEmptyAI::initGameInterface(std::shared_ptr ENV, std::shared_ptr CB) { cb = CB; env = ENV; human=false; playerID = *cb->getPlayerID(); } void CEmptyAI::yourTurn(QueryID queryID) { cb->selectionMade(0, queryID); cb->endTurn(); } void CEmptyAI::activeStack(const BattleID & battleID, const CStack * stack) { cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack)); } void CEmptyAI::yourTacticPhase(const BattleID & battleID, int distance) { cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide())); } void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector &skills, QueryID queryID) { cb->selectionMade(CRandomGenerator::getDefault().nextInt((int)skills.size() - 1), queryID); } void CEmptyAI::commanderGotLevel(const CCommanderInstance * commander, std::vector skills, QueryID queryID) { cb->selectionMade(CRandomGenerator::getDefault().nextInt((int)skills.size() - 1), queryID); } void CEmptyAI::showBlockingDialog(const std::string &text, const std::vector &components, QueryID askID, const int soundID, bool selection, bool cancel) { cb->selectionMade(0, askID); } void CEmptyAI::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) { cb->selectionMade(0, askID); } void CEmptyAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) { cb->selectionMade(0, queryID); } void CEmptyAI::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector & objects) { cb->selectionMade(0, askID); } std::optional CEmptyAI::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) { return std::nullopt; }