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2b45e13c5c
- use std versions of function, bind and ref - OVERRIDE -> override - NULL -> nullptr - use std versions of random distributions NOTE: this may be last revision that supports gcc-4.5
44 lines
2.8 KiB
C++
44 lines
2.8 KiB
C++
#pragma once
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#include "../../lib/BattleHex.h"
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class CStupidAI : public CBattleGameInterface
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{
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int side;
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shared_ptr<CBattleCallback> cb;
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void print(const std::string &text) const;
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public:
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CStupidAI(void);
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~CStupidAI(void);
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void init(shared_ptr<CBattleCallback> CB) override;
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void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
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void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
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BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
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void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
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void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override; //called when stack receives damage (after battleAttack())
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void battleEnd(const BattleResult *br) override;
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//void battleResultsApplied() override; //called when all effects of last battle are applied
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void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
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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
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void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
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void battleSpellCast(const BattleSpellCast *sc) override;
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void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
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//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
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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
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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
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void battleNewStackAppeared(const CStack * stack) override; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
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void battleObstaclesRemoved(const std::set<si32> & removedObstacles) override; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
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void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
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void battleStacksRemoved(const BattleStacksRemoved & bsr) override; //called when certain stack is completely removed from battlefield
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BattleAction goTowards(const CStack * stack, BattleHex hex );
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virtual void saveGame(COSer<CSaveFile> &h, const int version) override;
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virtual void loadGame(CISer<CLoadFile> &h, const int version) override;
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};
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