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

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/*
* AdventureSpellCastMovementActions.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/mapObjects/MapObjects.h"
namespace NKAI
{
namespace AIPathfinding
{
class AdventureCastAction : public SpecialAction
{
private:
SpellID spellToCast;
const CGHeroInstance * hero;
int manaCost;
DayFlags flagsToAdd;
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public:
AdventureCastAction(SpellID spellToCast, const CGHeroInstance * hero, DayFlags flagsToAdd = DayFlags::NONE);
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void execute(AIGateway * ai, 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;
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bool canAct(const Nullkiller * ai, const AIPathNode * source) const override;
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std::string toString() const override;
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};
class WaterWalkingAction : public AdventureCastAction
{
public:
WaterWalkingAction(const CGHeroInstance * hero);
};
class AirWalkingAction : public AdventureCastAction
{
public:
AirWalkingAction(const CGHeroInstance * hero);
};
}
}