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							- /*
 
-  * CEmptyAI.cpp, 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
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CEmptyAI.h"
 
- #include "../../lib/CRandomGenerator.h"
 
- #include "../../lib/CStack.h"
 
- #include "../../lib/battle/BattleAction.h"
 
- void CEmptyAI::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
 
- {
 
- 	cb = CB;
 
- 	env = ENV;
 
- 	human=false;
 
- 	playerID = *cb->getPlayerID();
 
- }
 
- void CEmptyAI::yourTurn(QueryID queryID)
 
- {
 
- 	cb->selectionMade(0, queryID);
 
- 	cb->endTurn();
 
- }
 
- void CEmptyAI::activeStack(const BattleID & battleID, const CStack * stack)
 
- {
 
- 	cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
 
- }
 
- void CEmptyAI::yourTacticPhase(const BattleID & battleID, int distance)
 
- {
 
- 	cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
 
- }
 
- void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
 
- {
 
- 	cb->selectionMade(CRandomGenerator::getDefault().nextInt((int)skills.size() - 1), queryID);
 
- }
 
- void CEmptyAI::commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
 
- {
 
- 	cb->selectionMade(CRandomGenerator::getDefault().nextInt((int)skills.size() - 1), queryID);
 
- }
 
- void CEmptyAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
 
- {
 
- 	cb->selectionMade(0, askID);
 
- }
 
- void CEmptyAI::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
 
- {
 
- 	cb->selectionMade(0, askID);
 
- }
 
- void CEmptyAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
 
- {
 
- 	cb->selectionMade(0, queryID);
 
- }
 
- void CEmptyAI::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
 
- {
 
- 	cb->selectionMade(0, askID);
 
- }
 
- std::optional<BattleAction> CEmptyAI::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
 
- {
 
- 	return std::nullopt;
 
- }
 
 
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