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- #pragma once
- class CStupidAI : public CBattleGameInterface
- {
- int side;
- CBattleCallback *cb;
- void print(const std::string &text) const;
- void printOpeningReport();
- public:
- CStupidAI(void);
- ~CStupidAI(void);
- void init(CBattleCallback * CB) 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
- BattleAction activeStack(const CStack * stack) OVERRIDE; //called when it's turn of that stack
- void battleAttack(const BattleAttack *ba) OVERRIDE; //called when stack is performing attack
- void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) OVERRIDE; //called when stack receives damage (after battleAttack())
- void battleEnd(const BattleResult *br) 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 beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
- void battleStackMoved(const CStack * stack, std::vector<THex> 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 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
- 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
- void battleNewStackAppeared(const CStack * stack) OVERRIDE; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
- void battleObstaclesRemoved(const std::set<si32> & removedObstacles) OVERRIDE; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
- void battleCatapultAttacked(const CatapultAttack & ca) OVERRIDE; //called when catapult makes an attack
- void battleStacksRemoved(const BattleStacksRemoved & bsr) OVERRIDE; //called when certain stack is completely removed from battlefield
- BattleAction goTowards(const CStack * stack, THex hex );
- void castSpell(int spellID, int destinationTile, bool safe = true);
- void yourTacticPhase(int distance); //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
- };
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