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							- /*
 
-  * BattleAI.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/AI_Base.h"
 
- #include "../../lib/battle/ReachabilityInfo.h"
 
- #include "PossibleSpellcast.h"
 
- #include "PotentialTargets.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CSpell;
 
- VCMI_LIB_NAMESPACE_END
 
- class EnemyInfo;
 
- /*
 
- struct CurrentOffensivePotential
 
- {
 
- 	std::map<const CStack *, PotentialTargets> ourAttacks;
 
- 	std::map<const CStack *, PotentialTargets> enemyAttacks;
 
- 	CurrentOffensivePotential(BattleSide side)
 
- 	{
 
- 		for(auto stack : cbc->battleGetStacks())
 
- 		{
 
- 			if(stack->unitSide() == side)
 
- 				ourAttacks[stack] = PotentialTargets(stack);
 
- 			else
 
- 				enemyAttacks[stack] = PotentialTargets(stack);
 
- 		}
 
- 	}
 
- 	int potentialValue()
 
- 	{
 
- 		int ourPotential = 0, enemyPotential = 0;
 
- 		for(auto &p : ourAttacks)
 
- 			ourPotential += p.second.bestAction().attackValue();
 
- 		for(auto &p : enemyAttacks)
 
- 			enemyPotential += p.second.bestAction().attackValue();
 
- 		return ourPotential - enemyPotential;
 
- 	}
 
- };
 
- */ // These lines may be useful but they are't used in the code.
 
- class CBattleAI : public CBattleGameInterface
 
- {
 
- 	BattleSide side;
 
- 	std::shared_ptr<CBattleCallback> cb;
 
- 	std::shared_ptr<Environment> env;
 
- 	//Previous setting of cb
 
- 	bool wasWaitingForRealize;
 
- 	bool wasUnlockingGs;
 
- 	int movesSkippedByDefense;
 
- 	bool skipCastUntilNextBattle;
 
- public:
 
- 	CBattleAI();
 
- 	~CBattleAI();
 
- 	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 activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
 
- 	void yourTacticPhase(const BattleID & battleID, int distance) override;
 
- 	std::optional<BattleAction> considerFleeingOrSurrendering(const BattleID & battleID);
 
- 	void print(const std::string &text) const;
 
- 	BattleAction useCatapult(const BattleID & battleID, const CStack *stack);
 
- 	BattleAction useHealingTent(const BattleID & battleID, const CStack *stack);
 
- 	void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, BattleSide side, bool replayAllowed) 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
 
- 	//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
 
- 	//void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
 
- 	//void battleEnd(const BattleResult *br, QueryID queryID) 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, BattleSide 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
 
- 	AutocombatPreferences autobattlePreferences = AutocombatPreferences();
 
- };
 
 
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