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vcmi/AI/EmptyAI/CEmptyAI.cpp
Michał W. Urbańczyk 4cd77a0192 Naive solution for endianess issues. Seems to allow loading a big-endian save on little-endian build.
Fixed compile issues with CEmptyAI. Removed unnecessary methods from its.
2012-06-01 15:59:26 +00:00

33 lines
941 B
C++

#include "StdInc.h"
#include "CEmptyAI.h"
void CEmptyAI::init(CCallback * CB)
{
cb = CB;
human=false;
playerID=cb->getMyColor();
std::cout << "EmptyAI initialized." << std::endl;
}
void CEmptyAI::yourTurn()
{
cb->endTurn();
}
void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
{
callback(rand()%skills.size());
}
void CEmptyAI::commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, boost::function<void(ui32)> &callback)
{
callback(0);
}
void CEmptyAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
{
cb->selectionMade(0, askID);
}
void CEmptyAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd)
{
onEnd();
}