StupidAI.h 3.1 KB

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  1. /*
  2. * StupidAI.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../../lib/battle/BattleHex.h"
  12. class CStupidAI : public CBattleGameInterface
  13. {
  14. int side;
  15. std::shared_ptr<CBattleCallback> cb;
  16. void print(const std::string &text) const;
  17. public:
  18. CStupidAI(void);
  19. ~CStupidAI(void);
  20. void init(std::shared_ptr<CBattleCallback> CB) override;
  21. void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
  22. void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
  23. BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
  24. void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
  25. void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override; //called when stack receives damage (after battleAttack())
  26. void battleEnd(const BattleResult *br) override;
  27. //void battleResultsApplied() override; //called when all effects of last battle are applied
  28. void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
  29. void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
  30. void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
  31. void battleSpellCast(const BattleSpellCast *sc) override;
  32. void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
  33. //void battleTriggerEffect(const BattleTriggerEffect & bte) override;
  34. 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
  35. 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
  36. void battleNewStackAppeared(const CStack * stack) override; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
  37. void battleObstaclesRemoved(const std::set<si32> & removedObstacles) override; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
  38. void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
  39. void battleStacksRemoved(const BattleStacksRemoved & bsr) override; //called when certain stack is completely removed from battlefield
  40. BattleAction goTowards(const CStack * stack, BattleHex hex );
  41. virtual void saveGame(BinarySerializer & h, const int version) override;
  42. virtual void loadGame(BinaryDeserializer & h, const int version) override;
  43. };