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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
49 lines
2.4 KiB
C++
49 lines
2.4 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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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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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 init(std::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, const std::vector<MetaString> & battleLog) 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 beginning 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 battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
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BattleAction goTowards(const CStack * stack, BattleHex hex );
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virtual void saveGame(BinarySerializer & h, const int version) override;
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virtual void loadGame(BinaryDeserializer & h, const int version) override;
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};
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