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vcmi/AI/Nullkiller/Goals/BuildThis.cpp

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/*
* BuildThis.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 "BuildThis.h"
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#include "../AIGateway.h"
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#include "../AIUtility.h"
#include "../../../lib/mapping/CMap.h" //for victory conditions
#include "../../../lib/CPathfinder.h"
#include "../../../lib/StringConstants.h"
extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<AIGateway> ai;
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using namespace Goals;
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BuildThis::BuildThis(BuildingID Bid, const CGTownInstance * tid)
: ElementarGoal(Goals::BUILD_STRUCTURE)
{
buildingInfo = BuildingInfo(
tid->town->buildings.at(Bid),
nullptr,
CreatureID::NONE,
tid,
nullptr);
bid = Bid;
town = tid;
}
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bool BuildThis::operator==(const BuildThis & other) const
{
return town == other.town && bid == other.bid;
}
std::string BuildThis::toString() const
{
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return "Build " + buildingInfo.name + " in " + town->name;
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}
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void BuildThis::accept(AIGateway * ai)
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{
auto b = BuildingID(bid);
if(town)
{
if(cb->canBuildStructure(town, b) == EBuildingState::ALLOWED)
{
logAi->debug("Player %d will build %s in town of %s at %s",
ai->playerID, town->town->buildings.at(b)->Name(), town->name, town->pos.toString());
cb->buildBuilding(town, b);
return;
}
}
throw cannotFulfillGoalException("Cannot build a given structure!");
}