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							- /*
 
-  * StupidAI.h, 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
 
-  *
 
-  */
 
- #pragma once
 
- #include "../../lib/battle/BattleHex.h"
 
- #include "../../lib/battle/ReachabilityInfo.h"
 
- #include "../../lib/CGameInterface.h"
 
- class EnemyInfo;
 
- class CStupidAI : public CBattleGameInterface
 
- {
 
- 	BattleSide side;
 
- 	std::shared_ptr<CBattleCallback> cb;
 
- 	std::shared_ptr<Environment> env;
 
- 	bool wasWaitingForRealize;
 
- 	bool wasUnlockingGs;
 
- 	void print(const std::string &text) const;
 
- public:
 
- 	CStupidAI();
 
- 	~CStupidAI();
 
- 	void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
 
- 	void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences) override;
 
- 	void actionFinished(const BattleID & battleID, const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
 
- 	void actionStarted(const BattleID & battleID, const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
 
- 	void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
 
- 	void yourTacticPhase(const BattleID & battleID, int distance) override;
 
- 	void battleAttack(const BattleID & battleID, const BattleAttack *ba) override; //called when stack is performing attack
 
- 	void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
 
- 	void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;
 
- 	//void battleResultsApplied() override; //called when all effects of last battle are applied
 
- 	void battleNewRoundFirst(const BattleID & battleID) override; //called at the beginning of each turn before changes are applied;
 
- 	void battleNewRound(const BattleID & battleID) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
 
- 	void battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport) override;
 
- 	void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
 
- 	void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;//called when a specific effect is set to stacks
 
- 	//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
 
- 	void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
 
- 	void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override; //called when catapult makes an attack
 
- private:
 
- 	BattleAction goTowards(const BattleID & battleID, const CStack * stack, BattleHexArray hexes) const;
 
- };
 
 
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