BattleAI.h 2.9 KB

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  1. #pragma once
  2. #include "../../lib/BattleHex.h"
  3. class CSpell;
  4. class CBattleAI : public CBattleGameInterface
  5. {
  6. int side;
  7. CBattleCallback *cb;
  8. //Previous setting of cb
  9. bool wasWaitingForRealize, wasUnlockingGs;
  10. void print(const std::string &text) const;
  11. public:
  12. CBattleAI(void);
  13. ~CBattleAI(void);
  14. void init(CBattleCallback * CB) OVERRIDE;
  15. void actionFinished(const BattleAction *action) OVERRIDE;//occurs AFTER every action taken by any stack or by the hero
  16. void actionStarted(const BattleAction *action) OVERRIDE;//occurs BEFORE every action taken by any stack or by the hero
  17. BattleAction activeStack(const CStack * stack) OVERRIDE; //called when it's turn of that stack
  18. void battleAttack(const BattleAttack *ba) OVERRIDE; //called when stack is performing attack
  19. void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) OVERRIDE; //called when stack receives damage (after battleAttack())
  20. void battleEnd(const BattleResult *br) OVERRIDE;
  21. //void battleResultsApplied() OVERRIDE; //called when all effects of last battle are applied
  22. void battleNewRoundFirst(int round) OVERRIDE; //called at the beginning of each turn before changes are applied;
  23. void battleNewRound(int round) OVERRIDE; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
  24. void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) OVERRIDE;
  25. void battleSpellCast(const BattleSpellCast *sc) OVERRIDE;
  26. void battleStacksEffectsSet(const SetStackEffect & sse) OVERRIDE;//called when a specific effect is set to stacks
  27. //void battleTriggerEffect(const BattleTriggerEffect & bte) OVERRIDE;
  28. 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
  29. void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) OVERRIDE; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
  30. void battleNewStackAppeared(const CStack * stack) OVERRIDE; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
  31. void battleObstaclesRemoved(const std::set<si32> & removedObstacles) OVERRIDE; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
  32. void battleCatapultAttacked(const CatapultAttack & ca) OVERRIDE; //called when catapult makes an attack
  33. void battleStacksRemoved(const BattleStacksRemoved & bsr) OVERRIDE; //called when certain stack is completely removed from battlefield
  34. BattleAction goTowards(const CStack * stack, BattleHex hex );
  35. BattleAction useCatapult(const CStack * stack);
  36. void attemptCastingSpell();
  37. std::vector<BattleHex> getTargetsToConsider(const CSpell *spell) const;
  38. };