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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.
65 lines
1.9 KiB
C++
65 lines
1.9 KiB
C++
/*
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* CEmptyAI.cpp, 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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#include "StdInc.h"
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#include "CEmptyAI.h"
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#include "../../lib/CRandomGenerator.h"
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void CEmptyAI::saveGame(BinarySerializer & h, const int version)
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{
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}
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void CEmptyAI::loadGame(BinaryDeserializer & h, const int version)
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{
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}
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void CEmptyAI::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
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{
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cb = CB;
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env = ENV;
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human=false;
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playerID = *cb->getMyColor();
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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((int)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((int)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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void CEmptyAI::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
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{
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cb->selectionMade(0, askID);
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}
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