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/*
* BoatActions.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 "../../AIGateway.h"
#include "../../Goals/AdventureSpellCast.h"
#include "../../Goals/CaptureObject.h"
#include "../../Goals/Invalid.h"
#include "../../Goals/BuildBoat.h"
#include "../../../../lib/mapObjects/MapObjects.h"
#include "BoatActions.h"
namespace NKAI
{
namespace AIPathfinding
{
void BuildBoatAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
return Goals::BuildBoat(shipyard).accept(ai);
}
Goals::TSubgoal BuildBoatAction::decompose(const Nullkiller * ai, const CGHeroInstance * hero) const
{
if(cb->getPlayerRelations(ai->playerID, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
{
return Goals::sptr(Goals::CaptureObject(targetObject()));
}
return Goals::sptr(Goals::Invalid());
}
bool BuildBoatAction::canAct(const Nullkiller * ai, const CGHeroInstance * hero, const TResources & reservedResources) const
{
if(cb->getPlayerRelations(hero->tempOwner, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
{
#if NKAI_TRACE_LEVEL > 1
logAi->trace("Can not build a boat. Shipyard is enemy.");
#endif
return false;
}
TResources boatCost;
shipyard->getBoatCost(boatCost);
if(!cb->getResourceAmount().canAfford(reservedResources + boatCost))
{
#if NKAI_TRACE_LEVEL > 1
logAi->trace("Can not build a boat. Not enough resources.");
#endif
return false;
}
return true;
}
bool BuildBoatAction::canAct(const Nullkiller * ai, const AIPathNode * source) const
{
return canAct(ai, source->actor->hero, source->actor->armyCost);
}
bool BuildBoatAction::canAct(const Nullkiller * ai, const AIPathNodeInfo & source) const
{
TResources res;
return canAct(ai, source.targetHero, res);
}
const CGObjectInstance * BuildBoatAction::targetObject() const
{
return dynamic_cast<const CGObjectInstance*>(shipyard);
}
const ChainActor * BuildBoatAction::getActor(const ChainActor * sourceActor) const
{
return sourceActor->resourceActor;
}
std::shared_ptr<SpecialAction> BuildBoatActionFactory::create(const Nullkiller * ai)
{
return std::make_shared<BuildBoatAction>(ai->cb.get(), dynamic_cast<const IShipyard * >(ai->cb->getObj(shipyard)));
}
void SummonBoatAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
Goals::AdventureSpellCast(hero, SpellID::SUMMON_BOAT).accept(ai);
}
const ChainActor * SummonBoatAction::getActor(const ChainActor * sourceActor) const
{
return sourceActor->castActor;
}
void SummonBoatAction::applyOnDestination(
const CGHeroInstance * hero,
CDestinationNodeInfo & destination,
const PathNodeInfo & source,
AIPathNode * dstMode,
const AIPathNode * srcNode) const
{
dstMode->manaCost = srcNode->manaCost + getManaCost(hero);
dstMode->theNodeBefore = source.node;
}
std::string BuildBoatAction::toString() const
{
return "Build Boat at " + shipyard->getObject()->visitablePos().toString();
}
bool SummonBoatAction::canAct(const Nullkiller * ai, const AIPathNode * source) const
{
auto hero = source->actor->hero;
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
"Hero %s has %d mana and needed %d and already spent %d",
hero->name,
hero->mana,
getManaCost(hero),
source->manaCost);
#endif
return hero->mana >= source->manaCost + getManaCost(hero);
}
std::string SummonBoatAction::toString() const
{
return "Summon Boat";
}
int32_t SummonBoatAction::getManaCost(const CGHeroInstance * hero) const
{
SpellID summonBoat = SpellID::SUMMON_BOAT;
// FIXME: this should be hero->getSpellCost, however currently queries to bonus system are too slow
return summonBoat.toSpell()->getCost(0);
}
}
}
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