mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
1906060bc6
* project was reorganized - now there is possibility to work simultaneously on battle AI and general AI
52 lines
2.9 KiB
C++
52 lines
2.9 KiB
C++
#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;
|
|
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 HeroMoveDetails &);
|
|
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {};
|
|
virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
|
|
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &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<ui16> &skills, boost::function<void(ui32)> &callback);
|
|
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &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<BattleStackAttacked> & 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 battleSpellCasted(SpellCasted *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<CObstacle*> 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__
|