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vcmi/AI/Nullkiller/Pathfinding/Actions/BoatActions.h

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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
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#include "SpecialAction.h"
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#include "../../../../lib/mapping/CMap.h"
#include "../../../../lib/mapObjects/MapObjects.h"
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namespace NKAI
{
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namespace AIPathfinding
{
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class VirtualBoatAction : public SpecialAction
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{
public:
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virtual const ChainActor * getActor(const ChainActor * sourceActor) const = 0;
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};
class SummonBoatAction : public VirtualBoatAction
{
public:
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virtual void execute(const CGHeroInstance * hero) const override;
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virtual void applyOnDestination(
const CGHeroInstance * hero,
CDestinationNodeInfo & destination,
const PathNodeInfo & source,
AIPathNode * dstMode,
const AIPathNode * srcNode) const override;
virtual bool canAct(const AIPathNode * source) const override;
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virtual const ChainActor * getActor(const ChainActor * sourceActor) const override;
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virtual std::string toString() const override;
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private:
uint32_t getManaCost(const CGHeroInstance * hero) const;
};
class BuildBoatAction : public VirtualBoatAction
{
private:
const IShipyard * shipyard;
const CPlayerSpecificInfoCallback * cb;
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public:
BuildBoatAction(const CPlayerSpecificInfoCallback * cb, const IShipyard * shipyard)
: cb(cb), shipyard(shipyard)
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{
}
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virtual bool canAct(const AIPathNode * source) const override;
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virtual void execute(const CGHeroInstance * hero) const override;
virtual Goals::TSubgoal decompose(const CGHeroInstance * hero) const override;
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virtual const ChainActor * getActor(const ChainActor * sourceActor) const override;
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virtual std::string toString() const override;
virtual const CGObjectInstance * targetObject() const override;
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};
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}
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}