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36 lines
2.5 KiB
C++
36 lines
2.5 KiB
C++
#pragma once
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class CStupidAI : public CBattleGameInterface
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{
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int side;
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IBattleCallback *cb;
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void print(const std::string &text) const;
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public:
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CStupidAI(void);
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~CStupidAI(void);
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void init(IBattleCallback * 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) 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 beggining 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, THex dest, int distance, bool end) 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 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 battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom) OVERRIDE; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
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void battleNewStackAppeared(const CStack * stack) OVERRIDE; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
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void battleObstaclesRemoved(const std::set<si32> & removedObstacles) OVERRIDE; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
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void battleCatapultAttacked(const CatapultAttack & ca) OVERRIDE; //called when catapult makes an attack
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void battleStacksRemoved(const BattleStacksRemoved & bsr) OVERRIDE; //called when certain stack is completely removed from battlefield
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};
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