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172 lines
10 KiB
C++
172 lines
10 KiB
C++
#ifndef __CGAMEINTERFACE_H__
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#define __CGAMEINTERFACE_H__
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#include "global.h"
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#include <set>
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#include <vector>
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#include "lib/BattleAction.h"
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#include "client/FunctionList.h"
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/*
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* CGameInterface.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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using namespace boost::logic;
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class CCallback;
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class IBattleCallback;
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class ICallback;
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class CGlobalAI;
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struct Component;
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class CSelectableComponent;
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struct TryMoveHero;
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class CGHeroInstance;
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class CGTownInstance;
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class CGObjectInstance;
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class CGBlackMarket;
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class CGDwelling;
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class CCreatureSet;
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class CArmedInstance;
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class IShipyard;
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class IMarket;
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struct BattleResult;
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struct BattleAttack;
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struct BattleStackAttacked;
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struct BattleSpellCast;
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struct SetStackEffect;
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struct Bonus;
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struct PackageApplied;
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struct SetObjectProperty;
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struct CatapultAttack;
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struct BattleStacksRemoved;
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struct StackLocation;
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class CStackInstance;
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class CStack;
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class CCreature;
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class CLoadFile;
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class CSaveFile;
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typedef si32 TQuantity;
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template <typename Serializer> class CISer;
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template <typename Serializer> class COSer;
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struct ArtifactLocation;
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class CBattleGameInterface
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{
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public:
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bool human;
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int playerID;
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std::string dllName;
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virtual ~CBattleGameInterface() {};
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virtual void init(IBattleCallback * CB){};
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//battle call-ins
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virtual void actionFinished(const BattleAction *action){};//occurs AFTER every action taken by any stack or by the hero
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virtual void actionStarted(const BattleAction *action){};//occurs BEFORE every action taken by any stack or by the hero
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virtual BattleAction activeStack(const CStack * stack)=0; //called when it's turn of that stack
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virtual void battleAttack(const BattleAttack *ba){}; //called when stack is performing attack
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virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa){}; //called when stack receives damage (after battleAttack())
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virtual void battleEnd(const BattleResult *br){};
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virtual void battleResultsApplied(){}; //called when all effects of last battle are applied
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virtual void battleNewRoundFirst(int round){}; //called at the beginning of each turn before changes are applied;
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virtual void battleNewRound(int round){}; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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virtual void battleStackMoved(const CStack * stack, THex dest, int distance, bool end){};
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virtual void battleSpellCast(const BattleSpellCast *sc){};
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virtual void battleStacksEffectsSet(const SetStackEffect & sse){};//called when a specific effect is set to stacks
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virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
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virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom){}; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
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virtual void battleNewStackAppeared(const CStack * stack){}; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
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virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles){}; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
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virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
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virtual void battleStacksRemoved(const BattleStacksRemoved & bsr){}; //called when certain stack is completely removed from battlefield
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};
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class CGameInterface : public CBattleGameInterface
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{
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public:
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virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
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//garrison operations
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virtual void stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute){}; //if absolute, change is the new count; otherwise count was modified by adding change
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virtual void stackChangedType(const StackLocation &location, const CCreature &newType){}; //used eg. when upgrading creatures
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virtual void stacksErased(const StackLocation &location){}; //stack removed from previously filled slot
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virtual void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2){};
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virtual void newStackInserted(const StackLocation &location, const CStackInstance &stack){}; //new stack inserted at given (previously empty position)
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virtual void stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count){}; //moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
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//virtual void garrisonChanged(const CGObjectInstance * obj){};
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//artifacts operations
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virtual void artifactPut(const ArtifactLocation &al){};
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virtual void artifactRemoved(const ArtifactLocation &al){};
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virtual void artifactAssembled(const ArtifactLocation &al){};
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virtual void artifactDisassembled(const ArtifactLocation &al){};
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virtual void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst){};
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virtual void heroCreated(const CGHeroInstance*){};
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virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)=0; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
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virtual void heroInGarrisonChange(const CGTownInstance *town){};
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//virtual void heroKilled(const CGHeroInstance*){};
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virtual void heroMoved(const TryMoveHero & details){};
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virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val){};
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virtual void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val){};
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virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
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virtual void heroMovePointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after movement
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virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
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virtual void init(ICallback * CB){};
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virtual void receivedResource(int type, int val){};
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virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID){};
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virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level){}
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virtual void showShipyardDialog(const IShipyard *obj){} //obj may be town or shipyard; state: 0 - can buid, 1 - lack of resources, 2 - dest tile is blocked, 3 - no water
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virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) = 0; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
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virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) = 0; //all stacks operations between these objects become allowed, interface has to call onEnd when done
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virtual void showPuzzleMap(){};
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virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor){};
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virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor){};
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virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor){};
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virtual void showTavernWindow(const CGObjectInstance *townOrTavern){};
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virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID){}; //called when a hero casts a spell
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virtual void tileHidden(const boost::unordered_set<int3, ShashInt3> &pos){};
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virtual void tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos){};
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virtual void newObject(const CGObjectInstance * obj){}; //eg. ship built in shipyard
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virtual void availableArtifactsChanged(const CGBlackMarket *bm = NULL){}; //bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns)
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virtual void yourTurn(){};
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virtual void centerView (int3 pos, int focusTime){};
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virtual void availableCreaturesChanged(const CGDwelling *town){};
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virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
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virtual void playerBonusChanged(const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
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virtual void requestRealized(PackageApplied *pa){};
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virtual void heroExchangeStarted(si32 hero1, si32 hero2){};
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virtual void objectPropertyChanged(const SetObjectProperty * sop){}; //eg. mine has been flagged
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virtual void objectRemoved(const CGObjectInstance *obj){}; //eg. collected resource, picked artifact, beaten hero
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virtual void playerBlocked(int reason){}; //reason: 0 - upcoming battle
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virtual void gameOver(ui8 player, bool victory){}; //player lost or won the game
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virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving
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virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading
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};
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class CAIHandler
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{
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public:
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static CGlobalAI * getNewAI(CCallback * cb, std::string dllname);
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static CBattleGameInterface * getNewBattleAI(CCallback * cb, std::string dllname);
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};
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class CGlobalAI : public CGameInterface // AI class (to derivate)
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{
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public:
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//CGlobalAI();
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virtual void yourTurn() OVERRIDE{};
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virtual void heroKilled(const CGHeroInstance*){};
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virtual void heroCreated(const CGHeroInstance*) OVERRIDE{};
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virtual void battleStackMoved(const CStack * stack, THex dest, int distance, bool end) OVERRIDE{};
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virtual void battleStackAttacking(int ID, int dest) {};
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virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) OVERRIDE{};
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virtual BattleAction activeStack(const CStack * stack) OVERRIDE;
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};
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#endif // __CGAMEINTERFACE_H__
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