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

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/*
* BattleAction.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 "BattleAction.h"
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#include "../../VCAI.h"
#include "../../Behaviors/CompleteQuestBehavior.h"
#include "../../../../lib/mapping/CMap.h" //for victory conditions
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
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namespace AIPathfinding
{
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void BattleAction::execute(const CGHeroInstance * hero) const
{
ai->moveHeroToTile(targetTile, hero);
}
std::string BattleAction::toString() const
{
return "Battle at " + targetTile.toString();
}
bool QuestAction::canAct(const AIPathNode * node) const
{
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if(questInfo.obj->ID == Obj::BORDER_GATE || questInfo.obj->ID == Obj::BORDERGUARD)
{
return dynamic_cast<const IQuestObject *>(questInfo.obj)->checkQuest(node->actor->hero);
}
return questInfo.quest->progress == CQuest::NOT_ACTIVE
|| questInfo.quest->checkQuest(node->actor->hero);
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}
Goals::TSubgoal QuestAction::decompose(const CGHeroInstance * hero) const
{
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return Goals::sptr(Goals::CompleteQuest(questInfo));
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}
void QuestAction::execute(const CGHeroInstance * hero) const
{
ai->moveHeroToTile(questInfo.obj->visitablePos(), hero);
}
std::string QuestAction::toString() const
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{
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return "Complete Quest";
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}
}