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vcmi/AI/EmptyAI/CEmptyAI.cpp
ArseniyShestakov 25656aa586 Add showTeleportDialog everywhere except actual code for AI and player
Just like TeleportDialog it's based off showBlockingDialog, but as number of package is higher when possible showTeleportDialog will be after other dialogs handling code.
2015-03-08 16:52:50 +03:00

42 lines
1.3 KiB
C++

#include "StdInc.h"
#include "CEmptyAI.h"
#include "../../lib/CRandomGenerator.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(CRandomGenerator::getDefault().nextInt(skills.size() - 1), queryID);
}
void CEmptyAI::commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
{
cb->selectionMade(CRandomGenerator::getDefault().nextInt(skills.size() - 1), 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::showTeleportDialog(TeleportChannelID channel, std::vector<ObjectInstanceID> exits, bool impassable, QueryID askID)
{
cb->selectionMade(0, askID);
}
void CEmptyAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
{
cb->selectionMade(0, queryID);
}