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- /*
- * 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_BEGIN
- CGlobalAI::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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