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vcmi/AI/EmptyAI/CEmptyAI.h
Michał W. Urbańczyk 254f194220 Some very early work towards autofight feature.
Added EmptyAI to the solution.
Passing callbacks by shared_ptr.
2013-06-22 14:47:20 +00:00

22 lines
852 B
C++

#pragma once
#include "../../lib/AI_Base.h"
#include "../../CCallback.h"
struct HeroMoveDetails;
class CEmptyAI : public CGlobalAI
{
shared_ptr<CCallback> cb;
public:
void init(shared_ptr<CCallback> CB) override;
void yourTurn() override;
void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override;
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) override;
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
};
#define NAME "EmptyAI 0.1"