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f6de3f94ca
There is several ideas that teleportation code have to be shared between object/spells and this way we can avoid changing showTeleportDialog declaration every time.
42 lines
1.3 KiB
C++
42 lines
1.3 KiB
C++
#include "StdInc.h"
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#include "CEmptyAI.h"
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#include "../../lib/CRandomGenerator.h"
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void CEmptyAI::init(shared_ptr<CCallback> CB)
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{
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cb = CB;
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human=false;
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playerID = *cb->getMyColor();
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//logAi->infoStream() << "EmptyAI initialized.";
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}
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void CEmptyAI::yourTurn()
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{
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cb->endTurn();
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}
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void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
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{
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cb->selectionMade(CRandomGenerator::getDefault().nextInt(skills.size() - 1), queryID);
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}
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void CEmptyAI::commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
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{
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cb->selectionMade(CRandomGenerator::getDefault().nextInt(skills.size() - 1), queryID);
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}
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void CEmptyAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
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{
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cb->selectionMade(0, askID);
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}
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void CEmptyAI::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
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{
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cb->selectionMade(0, askID);
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}
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void CEmptyAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
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{
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cb->selectionMade(0, queryID);
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}
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