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https://github.com/vcmi/vcmi.git
synced 2025-11-29 23:07:48 +02:00
cloned Nullkiller into Nullkiller2
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@@ -27,7 +27,7 @@ namespace AIPathfinding
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return Goals::BuildBoat(shipyard).accept(ai);
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}
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Goals::TSubgoal BuildBoatAction::decompose(const Nullkiller * ai, const CGHeroInstance * hero) const
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Goals::TSubgoal BuildBoatAction::decompose(const Nullkiller2 * ai, const CGHeroInstance * hero) const
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{
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if(cb->getPlayerRelations(ai->playerID, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
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{
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@@ -37,7 +37,7 @@ namespace AIPathfinding
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return Goals::sptr(Goals::Invalid());
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}
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bool BuildBoatAction::canAct(const Nullkiller * ai, const CGHeroInstance * hero, const TResources & reservedResources) const
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bool BuildBoatAction::canAct(const Nullkiller2 * ai, const CGHeroInstance * hero, const TResources & reservedResources) const
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{
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if(cb->getPlayerRelations(hero->tempOwner, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
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{
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@@ -63,12 +63,12 @@ namespace AIPathfinding
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return true;
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}
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bool BuildBoatAction::canAct(const Nullkiller * ai, const AIPathNode * source) const
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bool BuildBoatAction::canAct(const Nullkiller2 * ai, const AIPathNode * source) const
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{
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return canAct(ai, source->actor->hero, source->actor->armyCost);
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}
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bool BuildBoatAction::canAct(const Nullkiller * ai, const AIPathNodeInfo & source) const
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bool BuildBoatAction::canAct(const Nullkiller2 * ai, const AIPathNodeInfo & source) const
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{
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TResources res;
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@@ -85,7 +85,7 @@ namespace AIPathfinding
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return sourceActor->resourceActor;
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}
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std::shared_ptr<SpecialAction> BuildBoatActionFactory::create(const Nullkiller * ai)
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std::shared_ptr<SpecialAction> BuildBoatActionFactory::create(const Nullkiller2 * ai)
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{
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return std::make_shared<BuildBoatAction>(ai->cb.get(), dynamic_cast<const IShipyard * >(ai->cb->getObj(shipyard)));
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}
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@@ -116,7 +116,7 @@ namespace AIPathfinding
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return "Build Boat at " + shipyard->getObject()->visitablePos().toString();
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}
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bool SummonBoatAction::canAct(const Nullkiller * ai, const AIPathNode * source) const
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bool SummonBoatAction::canAct(const Nullkiller2 * ai, const AIPathNode * source) const
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{
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auto hero = source->actor->hero;
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