mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
ecaa9f5d0b
* 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.
50 lines
2.4 KiB
C++
50 lines
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;
|
|
};
|
|
|