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vcmi/AI/StupidAI/StupidAI.h
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

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2.4 KiB
C++

/*
* StupidAI.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../../lib/battle/BattleHex.h"
#include "../../lib/battle/ReachabilityInfo.h"
class EnemyInfo;
class CStupidAI : public CBattleGameInterface
{
int side;
std::shared_ptr<CBattleCallback> cb;
std::shared_ptr<Environment> env;
void print(const std::string &text) const;
public:
CStupidAI();
~CStupidAI();
void init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override; //called when stack receives damage (after battleAttack())
void battleEnd(const BattleResult *br) override;
//void battleResultsApplied() override; //called when all effects of last battle are applied
void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
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
void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
void battleSpellCast(const BattleSpellCast *sc) override;
void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
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
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
private:
BattleAction goTowards(const CStack * stack, std::vector<BattleHex> hexes) const;
};