/* * StartupBehavior.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 "StayAtTownBehavior.h" #include "../AIGateway.h" #include "../AIUtility.h" #include "../Goals/StayAtTown.h" #include "../Goals/Composition.h" #include "../Goals/ExecuteHeroChain.h" #include "lib/mapObjects/MapObjects.h" //for victory conditions #include "../Engine/Nullkiller.h" namespace NKAI { using namespace Goals; std::string StayAtTownBehavior::toString() const { return "StayAtTownBehavior"; } Goals::TGoalVec StayAtTownBehavior::decompose(const Nullkiller * ai) const { Goals::TGoalVec tasks; auto towns = ai->cb->getTownsInfo(); if(!towns.size()) return tasks; std::vector paths; for(auto town : towns) { if(!town->hasBuilt(BuildingID::MAGES_GUILD_1)) continue; ai->pathfinder->calculatePathInfo(paths, town->visitablePos()); for(auto & path : paths) { if(town->visitingHero && town->visitingHero.get() != path.targetHero) continue; if(!path.targetHero->hasSpellbook() || path.targetHero->mana >= 0.75f * path.targetHero->manaLimit()) continue; if(path.turn() == 0 && !path.getFirstBlockedAction() && path.exchangeCount <= 1) { if(path.targetHero->mana == path.targetHero->manaLimit()) continue; Composition stayAtTown; stayAtTown.addNextSequence({ sptr(ExecuteHeroChain(path)), sptr(StayAtTown(town, path)) }); tasks.push_back(sptr(stayAtTown)); } } } return tasks; } }