2021-05-15 18:22:44 +02:00
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/*
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* BoatActions.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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2021-05-16 14:39:38 +02:00
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#include "../../AIGateway.h"
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2021-05-15 18:22:44 +02:00
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#include "../../Goals/AdventureSpellCast.h"
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2021-05-16 14:09:44 +02:00
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#include "../../Goals/CaptureObject.h"
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#include "../../Goals/Invalid.h"
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2021-05-15 18:22:44 +02:00
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#include "../../Goals/BuildBoat.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "BoatActions.h"
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2022-09-26 20:01:07 +02:00
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namespace NKAI
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{
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2021-05-15 18:22:44 +02:00
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namespace AIPathfinding
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{
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void BuildBoatAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
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{
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return Goals::BuildBoat(shipyard).accept(ai);
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}
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Goals::TSubgoal BuildBoatAction::decompose(const Nullkiller * ai, const CGHeroInstance * hero) const
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{
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if(cb->getPlayerRelations(ai->playerID, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
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{
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return Goals::sptr(Goals::CaptureObject(targetObject()));
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}
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2022-09-26 20:01:07 +02:00
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return Goals::sptr(Goals::Invalid());
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}
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bool BuildBoatAction::canAct(const Nullkiller * ai, const CGHeroInstance * hero, const TResources & reservedResources) const
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{
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if(cb->getPlayerRelations(hero->tempOwner, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
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{
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#if NKAI_TRACE_LEVEL > 1
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logAi->trace("Can not build a boat. Shipyard is enemy.");
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#endif
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return false;
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}
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TResources boatCost;
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shipyard->getBoatCost(boatCost);
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if(!cb->getResourceAmount().canAfford(reservedResources + boatCost))
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{
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#if NKAI_TRACE_LEVEL > 1
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logAi->trace("Can not build a boat. Not enough resources.");
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#endif
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return false;
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}
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return true;
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}
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bool BuildBoatAction::canAct(const Nullkiller * ai, const AIPathNode * source) const
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{
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return canAct(ai, source->actor->hero, source->actor->armyCost);
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}
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bool BuildBoatAction::canAct(const Nullkiller * ai, const AIPathNodeInfo & source) const
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{
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TResources res;
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return canAct(ai, source.targetHero, res);
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}
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const CGObjectInstance * BuildBoatAction::targetObject() const
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{
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return dynamic_cast<const CGObjectInstance*>(shipyard);
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}
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const ChainActor * BuildBoatAction::getActor(const ChainActor * sourceActor) const
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{
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return sourceActor->resourceActor;
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}
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std::shared_ptr<SpecialAction> BuildBoatActionFactory::create(const Nullkiller * ai)
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{
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return std::make_shared<BuildBoatAction>(ai->cb.get(), dynamic_cast<const IShipyard * >(ai->cb->getObj(shipyard)));
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}
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void SummonBoatAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
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{
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Goals::AdventureSpellCast(hero, SpellID::SUMMON_BOAT).accept(ai);
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}
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const ChainActor * SummonBoatAction::getActor(const ChainActor * sourceActor) const
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{
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return sourceActor->castActor;
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}
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void SummonBoatAction::applyOnDestination(
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const CGHeroInstance * hero,
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CDestinationNodeInfo & destination,
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const PathNodeInfo & source,
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AIPathNode * dstMode,
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const AIPathNode * srcNode) const
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{
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dstMode->manaCost = srcNode->manaCost + getManaCost(hero);
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dstMode->theNodeBefore = source.node;
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}
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std::string BuildBoatAction::toString() const
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{
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return "Build Boat at " + shipyard->getObject()->visitablePos().toString();
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}
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bool SummonBoatAction::canAct(const Nullkiller * ai, const AIPathNode * source) const
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{
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auto hero = source->actor->hero;
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace(
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"Hero %s has %d mana and needed %d and already spent %d",
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hero->name,
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hero->mana,
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getManaCost(hero),
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source->manaCost);
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#endif
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2023-09-16 11:33:02 +02:00
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return hero->mana >= source->manaCost + getManaCost(hero);
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}
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std::string SummonBoatAction::toString() const
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{
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return "Summon Boat";
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}
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2023-09-16 11:33:02 +02:00
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int32_t SummonBoatAction::getManaCost(const CGHeroInstance * hero) const
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{
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SpellID summonBoat = SpellID::SUMMON_BOAT;
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2024-07-04 21:56:01 +02:00
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// FIXME: this should be hero->getSpellCost, however currently queries to bonus system are too slow
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return summonBoat.toSpell()->getCost(0);
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}
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}
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}
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