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/*
* TownPortalAction.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 "../../Goals/AdventureSpellCast.h"
#include "../../../../lib/mapObjects/MapObjects.h"
#include "TownPortalAction.h"
namespace NKAI
{
using namespace AIPathfinding;
void TownPortalAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
auto goal = Goals::AdventureSpellCast(hero, SpellID::TOWN_PORTAL);
goal.town = target;
goal.tile = target->visitablePos();
goal.accept(ai);
}
std::string TownPortalAction::toString() const
{
return "Town Portal to " + target->getNameTranslated();
}
/*
bool TownPortalAction::canAct(const CGHeroInstance * hero, const AIPathNode * source) const
{
#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);
}
uint32_t TownPortalAction::getManaCost(const CGHeroInstance * hero) const
{
SpellID summonBoat = SpellID::TOWN_PORTAL;
return hero->getSpellCost(summonBoat.toSpell());
}*/
}
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