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vcmi/AI/StupidAI/StupidAI.h
Michał W. Urbańczyk 62e63d45b1 Work in progress on BattleAI. Related changes:
* battle AIs receive ptr to CBattleCallback (not sure why it was CPlayerBattleCallback, likely mistake)
* reworked some battle callback methods to be more generic and able to handle some hypothetic scenarios
* for testing purposes in duel mode the first AI will be taken fro mconfig and the second will remain stupid ai
* minor changes
2012-09-20 16:55:21 +00:00

40 lines
2.7 KiB
C++

#pragma once
#include "../../lib/BattleHex.h"
class CStupidAI : public CBattleGameInterface
{
int side;
CBattleCallback *cb;
void print(const std::string &text) const;
public:
CStupidAI(void);
~CStupidAI(void);
void init(CBattleCallback * 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<BattleStackAttacked> & 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<BattleHex> 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<std::pair<ui32, ui32> > & 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<si32> & 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 );
};