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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"
#include "../VCAI.h"
#include "../FuzzyHelper.h"
#include "../AIhelper.h"
#include "../../../lib/mapping/CMap.h" //for victory conditions
#include "../../../lib/CPathfinder.h"
#include "../Engine/Nullkiller.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
ExchangeSwapTownHeroes::ExchangeSwapTownHeroes(
const CGTownInstance * town,
const CGHeroInstance * garrisonHero,
HeroLockedReason lockingReason)
:CGoal(Goals::EXCHANGE_SWAP_TOWN_HEROES), town(town), garrisonHero(garrisonHero), lockingReason(lockingReason)
{
}
std::string ExchangeSwapTownHeroes::name() const
{
return "Exchange and swap heroes of " + town->name;
}
std::string ExchangeSwapTownHeroes::completeMessage() const
{
return "Exchange and swap heroes of " + town->name + " compelete";
}
bool ExchangeSwapTownHeroes::operator==(const ExchangeSwapTownHeroes & other) const
{
return town == other.town;
}
TSubgoal ExchangeSwapTownHeroes::whatToDoToAchieve()
{
return iAmElementar();
}
void ExchangeSwapTownHeroes::accept(VCAI * ai)
{
if(!garrisonHero)
{
if(!town->garrisonHero)
throw cannotFulfillGoalException("Invalid configuration. There is no hero in town garrison.");
cb->swapGarrisonHero(town);
ai->buildArmyIn(town);
ai->nullkiller->unlockHero(town->visitingHero.get());
logAi->debug("Extracted hero %s from garrison of %s", town->visitingHero->name, town->name);
return;
}
if(town->visitingHero && town->visitingHero.get() != garrisonHero)
cb->swapGarrisonHero(town);
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makePossibleUpgrades(town);
ai->moveHeroToTile(town->visitablePos(), garrisonHero);
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auto upperArmy = town->getUpperArmy();
if(!town->garrisonHero && upperArmy->stacksCount() != 0)
{
// dismiss creatures we are not able to pick to be able to hide in garrison
if(upperArmy->getArmyStrength() < 500
&& town->fortLevel() >= CGTownInstance::CITADEL)
{
for(auto slot : upperArmy->Slots())
{
cb->dismissCreature(upperArmy, slot.first);
}
cb->swapGarrisonHero(town);
}
}
else
{
cb->swapGarrisonHero(town); // selected hero left in garrison with strongest army
}
ai->nullkiller->lockHero(garrisonHero, lockingReason);
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if(town->visitingHero && town->visitingHero != garrisonHero)
{
ai->nullkiller->unlockHero(town->visitingHero.get());
makePossibleUpgrades(town->visitingHero);
}
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logAi->debug("Put hero %s to garrison of %s", garrisonHero->name, town->name);
}