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

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/*
* QuestAction.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 "QuestAction.h"
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#include "../../AIGateway.h"
#include "../../Goals/CompleteQuest.h"
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namespace NKAI
{
namespace AIPathfinding
{
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bool QuestAction::canAct(const Nullkiller * ai, const AIPathNode * node) const
{
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return canAct(ai, node->actor->hero);
}
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bool QuestAction::canAct(const Nullkiller * ai, const AIPathNodeInfo & node) const
{
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return canAct(ai, node.targetHero);
}
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bool QuestAction::canAct(const Nullkiller * ai, const CGHeroInstance * hero) const
{
if(questInfo.obj->ID == Obj::BORDER_GATE || questInfo.obj->ID == Obj::BORDERGUARD)
{
return dynamic_cast<const IQuestObject *>(questInfo.obj)->checkQuest(hero);
}
auto notActivated = !questInfo.obj->wasVisited(ai->playerID)
&& !questInfo.quest->activeForPlayers.count(hero->getOwner());
return notActivated
|| questInfo.quest->checkQuest(hero);
}
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Goals::TSubgoal QuestAction::decompose(const Nullkiller * ai, const CGHeroInstance * hero) const
{
return Goals::sptr(Goals::CompleteQuest(questInfo));
}
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void QuestAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
ai->moveHeroToTile(questInfo.obj->visitablePos(), hero);
}
std::string QuestAction::toString() const
{
return "Complete Quest";
}
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}
}