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 77 78
|
/*
* BuildBoat.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 "BuildBoat.h"
#include "../AIGateway.h"
#include "../Behaviors/CaptureObjectsBehavior.h"
namespace NKAI
{
using namespace Goals;
bool BuildBoat::operator==(const BuildBoat & other) const
{
return shipyard == other.shipyard;
}
//
//TSubgoal BuildBoat::decomposeSingle() const
//{
// if(cb->getPlayerRelations(ai->playerID, shipyard->o->tempOwner) == PlayerRelations::ENEMIES)
// {
// return sptr(CaptureObjectsBehavior(shipyard->o));
// }
//
// if(shipyard->shipyardStatus() != IShipyard::GOOD)
// {
// throw cannotFulfillGoalException("Shipyard is busy.");
// }
//
// TResources boatCost;
// shipyard->getBoatCost(boatCost);
//
// return iAmElementar();
//}
void BuildBoat::accept(AIGateway * ai)
{
TResources boatCost;
shipyard->getBoatCost(boatCost);
if(!cb->getResourceAmount().canAfford(boatCost))
{
throw cannotFulfillGoalException("Can not afford boat");
}
if(cb->getPlayerRelations(ai->playerID, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
{
throw cannotFulfillGoalException("Can not build boat in enemy shipyard");
}
if(shipyard->shipyardStatus() != IShipyard::GOOD)
{
throw cannotFulfillGoalException("Shipyard is busy.");
}
logAi->trace(
"Building boat at shipyard located at %s, estimated boat position %s",
shipyard->getObject()->visitablePos().toString(),
shipyard->bestLocation().toString());
cb->buildBoat(shipyard);
throw goalFulfilledException(sptr(*this));
}
std::string BuildBoat::toString() const
{
return "BuildBoat";
}
}
|