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vcmi/AI/Nullkiller/Goals/ExchangeSwapTownHeroes.cpp

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/*
* ExchangeSwapTownHeroes.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 "ExchangeSwapTownHeroes.h"
#include "ExecuteHeroChain.h"
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#include "../AIGateway.h"
#include "../Engine/Nullkiller.h"
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namespace NKAI
{
using namespace Goals;
ExchangeSwapTownHeroes::ExchangeSwapTownHeroes(
const CGTownInstance * town,
const CGHeroInstance * garrisonHero,
HeroLockedReason lockingReason)
:ElementarGoal(Goals::EXCHANGE_SWAP_TOWN_HEROES), town(town), garrisonHero(garrisonHero), lockingReason(lockingReason)
{
}
std::string ExchangeSwapTownHeroes::toString() const
{
return "Exchange and swap heroes of " + town->getNameTranslated();
}
bool ExchangeSwapTownHeroes::operator==(const ExchangeSwapTownHeroes & other) const
{
return town == other.town;
}
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void ExchangeSwapTownHeroes::accept(AIGateway * ai)
{
if(!garrisonHero)
{
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auto currentGarrisonHero = town->garrisonHero;
if(!currentGarrisonHero)
throw cannotFulfillGoalException("Invalid configuration. There is no hero in town garrison.");
cb->swapGarrisonHero(town);
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if(currentGarrisonHero.get() != town->visitingHero.get())
{
logAi->error("VisitingHero is empty, expected %s", currentGarrisonHero->getNameTranslated());
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return;
}
ai->buildArmyIn(town);
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ai->nullkiller->unlockHero(currentGarrisonHero.get());
logAi->debug("Extracted hero %s from garrison of %s", currentGarrisonHero->getNameTranslated(), town->getNameTranslated());
return;
}
if(town->visitingHero && town->visitingHero.get() != garrisonHero)
cb->swapGarrisonHero(town);
ai->makePossibleUpgrades(town);
ai->moveHeroToTile(town->visitablePos(), garrisonHero);
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auto upperArmy = town->getUpperArmy();
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if(!town->garrisonHero)
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{
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while(upperArmy->stacksCount() != 0)
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{
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cb->dismissCreature(upperArmy, upperArmy->Slots().begin()->first);
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}
}
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cb->swapGarrisonHero(town);
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if(lockingReason != HeroLockedReason::NOT_LOCKED)
{
ai->nullkiller->lockHero(garrisonHero, lockingReason);
}
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if(town->visitingHero && town->visitingHero != garrisonHero)
{
ai->nullkiller->unlockHero(town->visitingHero.get());
ai->makePossibleUpgrades(town->visitingHero);
}
logAi->debug("Put hero %s to garrison of %s", garrisonHero->getNameTranslated(), town->getNameTranslated());
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}
}