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Implement new callback in stupidAI

Dydzio 2 years ago
parent
commit
d8eef4905a
2 changed files with 6 additions and 0 deletions
  1. 5 0
      AI/StupidAI/StupidAI.cpp
  2. 1 0
      AI/StupidAI/StupidAI.h

+ 5 - 0
AI/StupidAI/StupidAI.cpp

@@ -47,6 +47,11 @@ void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::share
 	CB->unlockGsWhenWaiting = false;
 	CB->unlockGsWhenWaiting = false;
 }
 }
 
 
+void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences)
+{
+	initBattleInterface(ENV, CB);
+}
+
 void CStupidAI::actionFinished(const BattleAction &action)
 void CStupidAI::actionFinished(const BattleAction &action)
 {
 {
 	print("actionFinished called");
 	print("actionFinished called");

+ 1 - 0
AI/StupidAI/StupidAI.h

@@ -29,6 +29,7 @@ public:
 	~CStupidAI();
 	~CStupidAI();
 
 
 	void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
 	void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
+	void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences) override;
 	void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
 	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
 	void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
 	void activeStack(const CStack * stack) override; //called when it's turn of that stack
 	void activeStack(const CStack * stack) override; //called when it's turn of that stack