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0b70baa95e
* Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
270 lines
6.8 KiB
C++
270 lines
6.8 KiB
C++
/*
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* CGameInterface.cpp, 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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#include "StdInc.h"
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#include "CGameInterface.h"
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#include "CStack.h"
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#include "VCMIDirs.h"
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#ifdef VCMI_WINDOWS
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#include <windows.h> //for .dll libs
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#elif !defined VCMI_ANDROID
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#include <dlfcn.h>
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#endif
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#include "serializer/BinaryDeserializer.h"
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#include "serializer/BinarySerializer.h"
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#ifdef VCMI_ANDROID
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#include "AI/VCAI/VCAI.h"
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#include "AI/BattleAI/BattleAI.h"
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#endif
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template<typename rett>
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std::shared_ptr<rett> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
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{
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#ifdef VCMI_ANDROID
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// android currently doesn't support loading libs dynamically, so the access to the known libraries
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// is possible only via specializations of this template
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throw std::runtime_error("Could not resolve ai library " + libpath.generic_string());
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#else
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typedef void(* TGetAIFun)(std::shared_ptr<rett> &);
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typedef void(* TGetNameFun)(char *);
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char temp[150];
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TGetAIFun getAI = nullptr;
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TGetNameFun getName = nullptr;
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#ifdef VCMI_WINDOWS
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HMODULE dll = LoadLibraryW(libpath.c_str());
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if (dll)
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{
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getName = (TGetNameFun)GetProcAddress(dll, "GetAiName");
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getAI = (TGetAIFun)GetProcAddress(dll, methodName.c_str());
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}
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#else // !VCMI_WINDOWS
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void *dll = dlopen(libpath.string().c_str(), RTLD_LOCAL | RTLD_LAZY);
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if (dll)
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{
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getName = (TGetNameFun)dlsym(dll, "GetAiName");
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getAI = (TGetAIFun)dlsym(dll, methodName.c_str());
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}
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#endif // VCMI_WINDOWS
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if (!dll)
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{
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logGlobal->error("Cannot open dynamic library (%s). Throwing...", libpath.string());
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throw std::runtime_error("Cannot open dynamic library");
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}
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else if(!getName || !getAI)
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{
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logGlobal->error("%s does not export method %s", libpath.string(), methodName);
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#ifdef VCMI_WINDOWS
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FreeLibrary(dll);
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#else
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dlclose(dll);
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#endif
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throw std::runtime_error("Cannot find method " + methodName);
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}
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getName(temp);
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logGlobal->info("Loaded %s", temp);
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std::shared_ptr<rett> ret;
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getAI(ret);
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if(!ret)
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logGlobal->error("Cannot get AI!");
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return ret;
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#endif //!VCMI_ANDROID
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}
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#ifdef VCMI_ANDROID
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template<>
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std::shared_ptr<CGlobalAI> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
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{
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return std::make_shared<VCAI>();
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}
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template<>
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std::shared_ptr<CBattleGameInterface> createAny(const boost::filesystem::path & libpath, const std::string & methodName)
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{
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return std::make_shared<CBattleAI>();
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}
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#endif
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template<typename rett>
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std::shared_ptr<rett> createAnyAI(std::string dllname, const std::string & methodName)
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{
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logGlobal->info("Opening %s", dllname);
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const boost::filesystem::path filePath = VCMIDirs::get().fullLibraryPath("AI", dllname);
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auto ret = createAny<rett>(filePath, methodName);
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ret->dllName = std::move(dllname);
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return ret;
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}
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std::shared_ptr<CGlobalAI> CDynLibHandler::getNewAI(std::string dllname)
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{
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return createAnyAI<CGlobalAI>(dllname, "GetNewAI");
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}
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std::shared_ptr<CBattleGameInterface> CDynLibHandler::getNewBattleAI(std::string dllname)
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{
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return createAnyAI<CBattleGameInterface>(dllname, "GetNewBattleAI");
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}
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std::shared_ptr<CScriptingModule> CDynLibHandler::getNewScriptingModule(std::string dllname)
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{
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return createAny<CScriptingModule>(dllname, "GetNewModule");
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}
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BattleAction CGlobalAI::activeStack(const CStack * stack)
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{
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BattleAction ba;
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ba.actionType = EActionType::DEFEND;
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ba.stackNumber = stack->ID;
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return ba;
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}
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CGlobalAI::CGlobalAI()
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{
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human = false;
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}
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void CAdventureAI::battleNewRound(int round)
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{
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battleAI->battleNewRound(round);
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}
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void CAdventureAI::battleCatapultAttacked(const CatapultAttack & ca)
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{
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battleAI->battleCatapultAttacked(ca);
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}
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void CAdventureAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile,
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const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)
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{
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assert(!battleAI);
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assert(cbc);
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battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
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battleAI->init(cbc);
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battleAI->battleStart(army1, army2, tile, hero1, hero2, side);
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}
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void CAdventureAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, const std::vector<MetaString> & battleLog)
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{
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battleAI->battleStacksAttacked(bsa, battleLog);
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}
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void CAdventureAI::actionStarted(const BattleAction & action)
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{
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battleAI->actionStarted(action);
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}
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void CAdventureAI::battleNewRoundFirst(int round)
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{
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battleAI->battleNewRoundFirst(round);
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}
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void CAdventureAI::actionFinished(const BattleAction & action)
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{
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battleAI->actionFinished(action);
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}
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void CAdventureAI::battleStacksEffectsSet(const SetStackEffect & sse)
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{
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battleAI->battleStacksEffectsSet(sse);
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}
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void CAdventureAI::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
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{
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battleAI->battleObstaclesChanged(obstacles);
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}
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void CAdventureAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
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{
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battleAI->battleStackMoved(stack, dest, distance);
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}
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void CAdventureAI::battleAttack(const BattleAttack * ba)
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{
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battleAI->battleAttack(ba);
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}
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void CAdventureAI::battleSpellCast(const BattleSpellCast * sc)
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{
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battleAI->battleSpellCast(sc);
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}
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void CAdventureAI::battleEnd(const BattleResult * br)
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{
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battleAI->battleEnd(br);
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battleAI.reset();
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}
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void CAdventureAI::battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects, const std::vector<MetaString> & battleLog)
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{
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battleAI->battleUnitsChanged(units, customEffects, battleLog);
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}
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BattleAction CAdventureAI::activeStack(const CStack * stack)
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{
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return battleAI->activeStack(stack);
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}
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void CAdventureAI::yourTacticPhase(int distance)
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{
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battleAI->yourTacticPhase(distance);
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}
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void CAdventureAI::saveGame(BinarySerializer & h, const int version) /*saving */
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{
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LOG_TRACE_PARAMS(logAi, "version '%i'", version);
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CGlobalAI::saveGame(h, version);
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bool hasBattleAI = static_cast<bool>(battleAI);
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h & hasBattleAI;
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if(hasBattleAI)
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{
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h & std::string(battleAI->dllName);
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battleAI->saveGame(h, version);
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}
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}
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void CAdventureAI::loadGame(BinaryDeserializer & h, const int version) /*loading */
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{
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LOG_TRACE_PARAMS(logAi, "version '%i'", version);
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CGlobalAI::loadGame(h, version);
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bool hasBattleAI = false;
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h & hasBattleAI;
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if(hasBattleAI)
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{
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std::string dllName;
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h & dllName;
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battleAI = CDynLibHandler::getNewBattleAI(dllName);
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assert(cbc); //it should have been set by the one who new'ed us
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battleAI->init(cbc);
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//battleAI->loadGame(h, version);
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}
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}
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void CBattleGameInterface::saveGame(BinarySerializer & h, const int version)
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{
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}
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void CBattleGameInterface::loadGame(BinaryDeserializer & h, const int version)
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{
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}
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