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/*
* QuestAction.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 "SpecialAction.h"
#include "../../../../lib/gameState/QuestInfo.h"
namespace NKAI
{
namespace AIPathfinding
{
class QuestAction : public SpecialAction
{
private:
QuestInfo questInfo;
public:
QuestAction(QuestInfo questInfo)
:questInfo(questInfo)
{
}
bool canAct(const Nullkiller * ai, const AIPathNode * node) const override;
bool canAct(const Nullkiller * ai, const AIPathNodeInfo & node) const override;
bool canAct(const Nullkiller * ai, const CGHeroInstance * hero) const;
Goals::TSubgoal decompose(const Nullkiller * ai, const CGHeroInstance * hero) const override;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
std::string toString() const override;
};
}
}
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