2021-05-16 13:57:26 +02:00
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/*
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* QuestAction.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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#include "QuestAction.h"
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2021-05-16 14:39:38 +02:00
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#include "../../AIGateway.h"
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2021-05-16 13:57:26 +02:00
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#include "../../Goals/CompleteQuest.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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2021-05-16 13:57:26 +02:00
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extern boost::thread_specific_ptr<CCallback> cb;
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2021-05-16 14:39:38 +02:00
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extern boost::thread_specific_ptr<AIGateway> ai;
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2021-05-16 13:57:26 +02:00
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namespace AIPathfinding
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{
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bool QuestAction::canAct(const AIPathNode * node) const
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{
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if(questInfo.obj->ID == Obj::BORDER_GATE || questInfo.obj->ID == Obj::BORDERGUARD)
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{
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return dynamic_cast<const IQuestObject *>(questInfo.obj)->checkQuest(node->actor->hero);
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}
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return questInfo.quest->progress == CQuest::NOT_ACTIVE
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|| questInfo.quest->checkQuest(node->actor->hero);
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}
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Goals::TSubgoal QuestAction::decompose(const CGHeroInstance * hero) const
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{
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return Goals::sptr(Goals::CompleteQuest(questInfo));
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}
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void QuestAction::execute(const CGHeroInstance * hero) const
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{
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ai->moveHeroToTile(questInfo.obj->visitablePos(), hero);
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}
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std::string QuestAction::toString() const
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{
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return "Complete Quest";
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}
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2022-09-26 20:01:07 +02:00
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}
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}
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