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vcmi/AI/EmptyAI/CEmptyAI.cpp
Michał W. Urbańczyk 254f194220 Some very early work towards autofight feature.
Added EmptyAI to the solution.
Passing callbacks by shared_ptr.
2013-06-22 14:47:20 +00:00

35 lines
1013 B
C++

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