| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108 | /* * CAdventureAI.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 "CAdventureAI.h"#include "CDynLibHandler.h"VCMI_LIB_NAMESPACE_BEGINCGlobalAI::CGlobalAI(){	human = false;}void CAdventureAI::battleNewRound(const BattleID & battleID){	battleAI->battleNewRound(battleID);}void CAdventureAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca){	battleAI->battleCatapultAttacked(battleID, ca);}void CAdventureAI::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile,							   const CGHeroInstance * hero1, const CGHeroInstance * hero2, BattleSide side, bool replayAllowed){	assert(!battleAI);	assert(cbc);	battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());	battleAI->initBattleInterface(env, cbc);	battleAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, replayAllowed);}void CAdventureAI::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged){	battleAI->battleStacksAttacked(battleID, bsa, ranged);}void CAdventureAI::actionStarted(const BattleID & battleID, const BattleAction & action){	battleAI->actionStarted(battleID, action);}void CAdventureAI::battleNewRoundFirst(const BattleID & battleID){	battleAI->battleNewRoundFirst(battleID);}void CAdventureAI::actionFinished(const BattleID & battleID, const BattleAction & action){	battleAI->actionFinished(battleID, action);}void CAdventureAI::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse){	battleAI->battleStacksEffectsSet(battleID, sse);}void CAdventureAI::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles){	battleAI->battleObstaclesChanged(battleID, obstacles);}void CAdventureAI::battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport){	battleAI->battleStackMoved(battleID, stack, dest, distance, teleport);}void CAdventureAI::battleAttack(const BattleID & battleID, const BattleAttack * ba){	battleAI->battleAttack(battleID, ba);}void CAdventureAI::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc){	battleAI->battleSpellCast(battleID, sc);}void CAdventureAI::battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID){	battleAI->battleEnd(battleID, br, queryID);	battleAI.reset();}void CAdventureAI::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units){	battleAI->battleUnitsChanged(battleID, units);}void CAdventureAI::activeStack(const BattleID & battleID, const CStack * stack){	battleAI->activeStack(battleID, stack);}void CAdventureAI::yourTacticPhase(const BattleID & battleID, int distance){	battleAI->yourTacticPhase(battleID, distance);}VCMI_LIB_NAMESPACE_END
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