/*
* TownPortalAction.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 "../../Goals/AdventureSpellCast.h"
#include "../../../../lib/mapObjects/MapObjects.h"
#include "TownPortalAction.h"

namespace NKAI
{

using namespace AIPathfinding;

void TownPortalAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
	auto goal = Goals::AdventureSpellCast(hero, SpellID::TOWN_PORTAL);
	
	goal.town = target;
	goal.tile = target->visitablePos();

	goal.accept(ai);
}

std::string TownPortalAction::toString() const
{
	return "Town Portal to " + target->getNameTranslated();
}
/*
bool TownPortalAction::canAct(const CGHeroInstance * hero, const AIPathNode * source) const
{
#ifdef VCMI_TRACE_PATHFINDER
	logAi->trace(
		"Hero %s has %d mana and needed %d and already spent %d",
		hero->name,
		hero->mana,
		getManaCost(hero),
		source->manaCost);
#endif

	return hero->mana >= source->manaCost + getManaCost(hero);
}

uint32_t TownPortalAction::getManaCost(const CGHeroInstance * hero) const
{
	SpellID summonBoat = SpellID::TOWN_PORTAL;

	return hero->getSpellCost(summonBoat.toSpell());
}*/

}