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cloned Nullkiller into Nullkiller2
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78
AI/Nullkiller2/Goals/BuildBoat.cpp
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78
AI/Nullkiller2/Goals/BuildBoat.cpp
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/*
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* BuildBoat.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BuildBoat.h"
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#include "../AIGateway.h"
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#include "../Behaviors/CaptureObjectsBehavior.h"
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namespace NKAI
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{
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using namespace Goals;
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bool BuildBoat::operator==(const BuildBoat & other) const
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{
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return shipyard == other.shipyard;
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}
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//
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//TSubgoal BuildBoat::decomposeSingle() const
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//{
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// if(cb->getPlayerRelations(ai->playerID, shipyard->o->tempOwner) == PlayerRelations::ENEMIES)
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// {
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// return sptr(CaptureObjectsBehavior(shipyard->o));
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// }
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//
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// if(shipyard->shipyardStatus() != IShipyard::GOOD)
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// {
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// throw cannotFulfillGoalException("Shipyard is busy.");
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// }
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//
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// TResources boatCost;
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// shipyard->getBoatCost(boatCost);
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//
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// return iAmElementar();
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//}
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void BuildBoat::accept(AIGateway * ai)
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{
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TResources boatCost;
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shipyard->getBoatCost(boatCost);
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if(!cb->getResourceAmount().canAfford(boatCost))
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{
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throw cannotFulfillGoalException("Can not afford boat");
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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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throw cannotFulfillGoalException("Can not build boat in enemy shipyard");
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}
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if(shipyard->shipyardStatus() != IShipyard::GOOD)
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{
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throw cannotFulfillGoalException("Shipyard is busy.");
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}
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logAi->trace(
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"Building boat at shipyard located at %s, estimated boat position %s",
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shipyard->getObject()->visitablePos().toString(),
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shipyard->bestLocation().toString());
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cb->buildBoat(shipyard);
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throw goalFulfilledException(sptr(*this));
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}
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std::string BuildBoat::toString() const
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{
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return "BuildBoat";
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}
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}
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