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vcmi/AI/VCAI/Goals/FindObj.cpp

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/*
* FindObj.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 "FindObj.h"
#include "VisitObj.h"
#include "Explore.h"
#include "../VCAI.h"
#include "../AIUtility.h"
using namespace Goals;
bool FindObj::operator==(const FindObj & other) const
{
return other.hero.h == hero.h && other.objid == objid;
}
TSubgoal FindObj::whatToDoToAchieve()
{
const CGObjectInstance * o = nullptr;
if(resID > -1) //specified
{
for(const CGObjectInstance * obj : ai->visitableObjs)
{
if(obj->ID.getNum() == objid && obj->subID == resID)
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{
o = obj;
break; //TODO: consider multiple objects and choose best
}
}
}
else
{
for(const CGObjectInstance * obj : ai->visitableObjs)
{
if(obj->ID.getNum() == objid)
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{
o = obj;
break; //TODO: consider multiple objects and choose best
}
}
}
if(o && ai->isAccessible(o->pos)) //we don't use isAccessibleForHero as we don't know which hero it is
return sptr(VisitObj(o->id.getNum()));
else
return sptr(Explore());
}
bool FindObj::fulfillsMe(TSubgoal goal)
{
if (goal->goalType == VISIT_TILE) //visiting tile visits object at same time
{
if (!hero || hero == goal->hero)
for (auto obj : cb->getVisitableObjs(goal->tile)) //check if any object on that tile matches criteria
if (obj->visitablePos() == goal->tile) //object could be removed
if (obj->ID.getNum() == objid && obj->subID == resID) //same type and subtype
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return true;
}
return false;
}