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vcmi/AI/StupidAI/StupidAI.cpp
Michał W. Urbańczyk 2cf6729eee Towards duel support.
2010-12-25 01:43:40 +00:00

124 lines
2.8 KiB
C++

#include "stdafx.h"
#include "StupidAI.h"
#include "../../lib/CGameState.h"
CStupidAI::CStupidAI(void)
: side(-1), cb(NULL)
{
print("created");
}
CStupidAI::~CStupidAI(void)
{
print("destroyed");
}
void CStupidAI::init( IBattleCallback * CB )
{
print("init called, saving ptr to IBattleCallback");
cb = CB;
}
void CStupidAI::actionFinished( const BattleAction *action )
{
print("actionFinished called");
}
void CStupidAI::actionStarted( const BattleAction *action )
{
print("actionStarted called");
}
BattleAction CStupidAI::activeStack( const CStack * stack )
{
print("activeStack called");
return BattleAction::makeDefend(stack);
if(stack->position % 17 < 5) //move army little towards enemy
{
THex dest = stack->position + side*2 - 1;
print(stack->nodeName() << "will be moved to " + boost::lexical_cast<std::string>(dest));
return BattleAction::makeMove(stack, );
}
}
void CStupidAI::battleAttack(const BattleAttack *ba)
{
print("battleAttack called");
}
void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
{
print("battleStacksAttacked called");
}
void CStupidAI::battleEnd(const BattleResult *br)
{
print("battleEnd called");
}
void CStupidAI::battleResultsApplied()
{
print("battleResultsApplied called");
}
void CStupidAI::battleNewRoundFirst(int round)
{
print("battleNewRoundFirst called");
}
void CStupidAI::battleNewRound(int round)
{
print("battleNewRound called");
}
void CStupidAI::battleStackMoved(const CStack * stack, THex dest, int distance, bool end)
{
print("battleStackMoved called");;
}
void CStupidAI::battleSpellCast(const BattleSpellCast *sc)
{
print("battleSpellCast called");
}
void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
{
print("battleStacksEffectsSet called");
}
void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
{
print("battleStart called");
side = Side;
}
void CStupidAI::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom)
{
print("battleStacksHealedRes called");
}
void CStupidAI::battleNewStackAppeared(const CStack * stack)
{
print("battleNewStackAppeared called");
}
void CStupidAI::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
{
print("battleObstaclesRemoved called");
}
void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca)
{
print("battleCatapultAttacked called");
}
void CStupidAI::battleStacksRemoved(const BattleStacksRemoved & bsr)
{
print("battleStacksRemoved called");
}
void CStupidAI::print(const std::string &text) const
{
tlog0 << "CStupidAI [" << this <<"]: " << text << std::endl;
}