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vcmi/AI/Nullkiller/Behaviors/StayAtTownBehavior.cpp

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/*
* StartupBehavior.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 "StayAtTownBehavior.h"
#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../Goals/StayAtTown.h"
#include "../Goals/Composition.h"
#include "../Goals/ExecuteHeroChain.h"
#include "lib/mapObjects/MapObjects.h" //for victory conditions
#include "../Engine/Nullkiller.h"
namespace NKAI
{
using namespace Goals;
std::string StayAtTownBehavior::toString() const
{
return "StayAtTownBehavior";
}
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Goals::TGoalVec StayAtTownBehavior::decompose(const Nullkiller * ai) const
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{
Goals::TGoalVec tasks;
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auto towns = ai->cb->getTownsInfo();
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if(!towns.size())
return tasks;
std::vector<AIPath> paths;
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for(auto town : towns)
{
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ai->pathfinder->calculatePathInfo(paths, town->visitablePos());
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for(auto & path : paths)
{
if(town->visitingHero && town->visitingHero.get() != path.targetHero)
continue;
if(!path.getFirstBlockedAction() && path.exchangeCount <= 1)
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{
Composition stayAtTown;
stayAtTown.addNextSequence({
sptr(ExecuteHeroChain(path)),
sptr(StayAtTown(town, path))
});
tasks.push_back(sptr(stayAtTown));
}
}
}
return tasks;
}
}