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/*
* CompleteQuestBehavior.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 "../AIUtility.h"
#include "../../../CCallback.h"
#include "../Goals/CGoal.h"
#include "../../../lib/gameState/QuestInfo.h"
namespace NKAI
{
namespace Goals
{
class CompleteQuest : public CGoal<CompleteQuest>
{
private:
QuestInfo q;
public:
CompleteQuest(const QuestInfo & quest)
:CGoal(COMPLETE_QUEST), q(quest)
{
}
Goals::TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool hasHash() const override { return true; }
uint64_t getHash() const override;
bool operator==(const CompleteQuest & other) const override;
private:
TGoalVec tryCompleteQuest(const Nullkiller * ai) const;
TGoalVec missionArt(const Nullkiller * ai) const;
TGoalVec missionHero(const Nullkiller * ai) const;
TGoalVec missionArmy(const Nullkiller * ai) const;
TGoalVec missionResources(const Nullkiller * ai) const;
TGoalVec missionDestroyObj(const Nullkiller * ai) const;
TGoalVec missionIncreasePrimaryStat(const Nullkiller * ai) const;
TGoalVec missionLevel(const Nullkiller * ai) const;
TGoalVec missionKeymaster(const Nullkiller * ai) const;
std::string questToString() const;
};
}
}
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