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/*
* BoatActions.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 "ISpecialAction.h"
#include "../../../../lib/mapObjects/MapObjects.h"
namespace AIPathfinding
{
class VirtualBoatAction : public ISpecialAction
{
private:
uint64_t specialChain;
public:
VirtualBoatAction(uint64_t specialChain)
:specialChain(specialChain)
{
}
uint64_t getSpecialChain() const
{
return specialChain;
}
};
class SummonBoatAction : public VirtualBoatAction
{
public:
SummonBoatAction()
:VirtualBoatAction(AINodeStorage::CAST_CHAIN)
{
}
Goals::TSubgoal whatToDo(const HeroPtr & hero) const override;
virtual void applyOnDestination(
const CGHeroInstance * hero,
CDestinationNodeInfo & destination,
const PathNodeInfo & source,
AIPathNode * dstMode,
const AIPathNode * srcNode) const override;
bool isAffordableBy(const CGHeroInstance * hero, const AIPathNode * source) const;
private:
uint32_t getManaCost(const CGHeroInstance * hero) const;
};
class BuildBoatAction : public VirtualBoatAction
{
private:
const IShipyard * shipyard;
public:
BuildBoatAction(const IShipyard * shipyard)
:VirtualBoatAction(AINodeStorage::RESOURCE_CHAIN), shipyard(shipyard)
{
}
Goals::TSubgoal whatToDo(const HeroPtr & hero) const override;
};
}
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