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

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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 "../../Goals/AdventureSpellCast.h"
#include "../../Goals/BuildBoat.h"
#include "../../../../lib/mapping/CMap.h"
#include "../../../../lib/mapObjects/MapObjects.h"
#include "BoatActions.h"
namespace AIPathfinding
{
Goals::TSubgoal BuildBoatAction::whatToDo(const CGHeroInstance * hero) const
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{
return Goals::sptr(Goals::BuildBoat(shipyard));
}
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const ChainActor * BuildBoatAction::getActor(const ChainActor * sourceActor) const
{
return sourceActor->resourceActor;
}
Goals::TSubgoal SummonBoatAction::whatToDo(const CGHeroInstance * hero) const
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{
return Goals::sptr(Goals::AdventureSpellCast(hero, SpellID::SUMMON_BOAT));
}
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const ChainActor * SummonBoatAction::getActor(const ChainActor * sourceActor) const
{
return sourceActor->castActor;
}
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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;
}
bool SummonBoatAction::isAffordableBy(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 SummonBoatAction::getManaCost(const CGHeroInstance * hero) const
{
SpellID summonBoat = SpellID::SUMMON_BOAT;
return hero->getSpellCost(summonBoat.toSpell());
}
}