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57 lines
3.1 KiB
C++
57 lines
3.1 KiB
C++
/*
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* StupidAI.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../../lib/battle/BattleHex.h"
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#include "../../lib/battle/ReachabilityInfo.h"
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#include "../../lib/CGameInterface.h"
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class EnemyInfo;
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class CStupidAI : public CBattleGameInterface
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{
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int side;
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std::shared_ptr<CBattleCallback> cb;
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std::shared_ptr<Environment> env;
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bool wasWaitingForRealize;
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bool wasUnlockingGs;
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void print(const std::string &text) const;
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public:
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CStupidAI();
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~CStupidAI();
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void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
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void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences) override;
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void actionFinished(const BattleID & battleID, const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
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void actionStarted(const BattleID & battleID, const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
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void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
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void yourTacticPhase(const BattleID & battleID, int distance) override;
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void battleAttack(const BattleID & battleID, const BattleAttack *ba) override; //called when stack is performing attack
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void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
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void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;
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//void battleResultsApplied() override; //called when all effects of last battle are applied
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void battleNewRoundFirst(const BattleID & battleID) override; //called at the beginning of each turn before changes are applied;
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void battleNewRound(const BattleID & battleID) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
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void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
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void battleStacksEffectsSet(const BattleID & battleID, 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 BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
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void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override; //called when catapult makes an attack
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private:
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BattleAction goTowards(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> hexes) const;
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};
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