File: AdventureSpellCast.cpp

package info (click to toggle)
vcmi 1.1.0%2Bdfsg-1
  • links: PTS, VCS
  • area: contrib
  • in suites: bookworm
  • size: 14,672 kB
  • sloc: cpp: 181,738; sh: 220; python: 178; ansic: 69; objc: 66; xml: 59; makefile: 34
file content (76 lines) | stat: -rw-r--r-- 1,928 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
/*
* AdventureSpellCast.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 "AdventureSpellCast.h"
#include "../AIGateway.h"
#include "../../../lib/mapping/CMap.h" //for victory conditions
#include "../../../lib/CPathfinder.h"

namespace NKAI
{

extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<AIGateway> ai;

using namespace Goals;

bool AdventureSpellCast::operator==(const AdventureSpellCast & other) const
{
	return hero.h == other.hero.h;
}

void AdventureSpellCast::accept(AIGateway * ai)
{
	if(!hero.validAndSet())
		throw cannotFulfillGoalException("Invalid hero!");

	auto spell = getSpell();

	logAi->trace("Decomposing adventure spell cast of %s for hero %s", spell->name, hero->name);

	if(!spell->isAdventure())
		throw cannotFulfillGoalException(spell->name + " is not an adventure spell.");

	if(!hero->canCastThisSpell(spell))
		throw cannotFulfillGoalException("Hero can not cast " + spell->name);

	if(hero->mana < hero->getSpellCost(spell))
		throw cannotFulfillGoalException("Hero has not enough mana to cast " + spell->name);

	if(spellID == SpellID::TOWN_PORTAL && town && town->visitingHero)
		throw cannotFulfillGoalException("The town is already occupied by " + town->visitingHero->name);

	if(town && spellID == SpellID::TOWN_PORTAL)
	{
		ai->selectedObject = town->id;
	}

	auto wait = cb->waitTillRealize;

	cb->waitTillRealize = true;
	cb->castSpell(hero.h, spellID, tile);

	if(town && spellID == SpellID::TOWN_PORTAL)
	{
		// visit town
		ai->moveHeroToTile(town->visitablePos(), hero);
	}

	cb->waitTillRealize = wait;

	throw goalFulfilledException(sptr(*this));
}

std::string AdventureSpellCast::toString() const
{
	return "AdventureSpellCast " + spellID.toSpell()->name;
}

}