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Nullkiller: initial decomposition

This commit is contained in:
Andrii Danylchenko
2021-05-16 14:38:53 +03:00
committed by Andrii Danylchenko
parent 223a52b3d1
commit 8f8c5ca255
52 changed files with 737 additions and 426 deletions

View File

@@ -10,16 +10,30 @@
#include "StdInc.h"
#include "../../Goals/AdventureSpellCast.h"
#include "../../Behaviors/CaptureObjectsBehavior.h"
#include "../../Goals/BuildBoat.h"
#include "../../../../lib/mapping/CMap.h"
#include "../../../../lib/mapObjects/MapObjects.h"
#include "BoatActions.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
namespace AIPathfinding
{
Goals::TSubgoal BuildBoatAction::whatToDo(const CGHeroInstance * hero) const
void BuildBoatAction::execute(const CGHeroInstance * hero) const
{
return Goals::sptr(Goals::BuildBoat(shipyard));
return Goals::BuildBoat(shipyard).accept(ai.get());
}
Goals::TSubgoal BuildBoatAction::decompose(const CGHeroInstance * hero) const
{
if(cb->getPlayerRelations(ai->playerID, shipyard->o->tempOwner) == PlayerRelations::ENEMIES)
{
return Goals::sptr(Goals::CaptureObjectsBehavior(shipyard->o));
}
return sptr(Goals::Invalid());
}
const ChainActor * BuildBoatAction::getActor(const ChainActor * sourceActor) const
@@ -27,9 +41,9 @@ namespace AIPathfinding
return sourceActor->resourceActor;
}
Goals::TSubgoal SummonBoatAction::whatToDo(const CGHeroInstance * hero) const
void SummonBoatAction::execute(const CGHeroInstance * hero) const
{
return Goals::sptr(Goals::AdventureSpellCast(hero, SpellID::SUMMON_BOAT));
Goals::AdventureSpellCast(hero, SpellID::SUMMON_BOAT).accept(ai.get());
}
const ChainActor * SummonBoatAction::getActor(const ChainActor * sourceActor) const
@@ -48,8 +62,43 @@ namespace AIPathfinding
dstMode->theNodeBefore = source.node;
}
bool SummonBoatAction::isAffordableBy(const CGHeroInstance * hero, const AIPathNode * source) const
bool BuildBoatAction::canAct(const AIPathNode * source) const
{
auto hero = source->actor->hero;
if(cb->getPlayerRelations(hero->tempOwner, shipyard->o->tempOwner) == PlayerRelations::ENEMIES)
{
#if AI_TRACE_LEVEL > 1
logAi->trace("Can not build a boat. Shipyard is enemy.");
#endif
return false;
}
TResources boatCost;
shipyard->getBoatCost(boatCost);
if(!cb->getResourceAmount().canAfford(source->actor->armyCost + boatCost))
{
#if AI_TRACE_LEVEL > 1
logAi->trace("Can not build a boat. Not enough resources.");
#endif
return false;
}
return true;
}
std::string BuildBoatAction::toString() const
{
return "Build Boat at " + shipyard->o->getObjectName();
}
bool SummonBoatAction::canAct(const AIPathNode * source) const
{
auto hero = source->actor->hero;
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
"Hero %s has %d mana and needed %d and already spent %d",
@@ -62,6 +111,11 @@ namespace AIPathfinding
return hero->mana >= source->manaCost + getManaCost(hero);
}
std::string SummonBoatAction::toString() const
{
return "Summon Boat";
}
uint32_t SummonBoatAction::getManaCost(const CGHeroInstance * hero) const
{
SpellID summonBoat = SpellID::SUMMON_BOAT;