/* * AdventureSpellCast.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 "AdventureSpellCast.h" #include "../AIGateway.h" #include "../../../lib/mapping/CMap.h" //for victory conditions #include "../../../lib/CPathfinder.h" extern boost::thread_specific_ptr cb; extern boost::thread_specific_ptr ai; using namespace Goals; bool AdventureSpellCast::operator==(const AdventureSpellCast & other) const { return hero.h == other.hero.h; } void AdventureSpellCast::accept(AIGateway * ai) { if(!hero.validAndSet()) throw cannotFulfillGoalException("Invalid hero!"); auto spell = getSpell(); logAi->trace("Decomposing adventure spell cast of %s for hero %s", spell->name, hero->name); if(!spell->isAdventure()) throw cannotFulfillGoalException(spell->name + " is not an adventure spell."); if(!hero->canCastThisSpell(spell)) throw cannotFulfillGoalException("Hero can not cast " + spell->name); if(hero->mana < hero->getSpellCost(spell)) throw cannotFulfillGoalException("Hero has not enough mana to cast " + spell->name); if(spellID == SpellID::TOWN_PORTAL && town && town->visitingHero) throw cannotFulfillGoalException("The town is already occupied by " + town->visitingHero->name); if(town && spellID == SpellID::TOWN_PORTAL) { ai->selectedObject = town->id; } auto wait = cb->waitTillRealize; cb->waitTillRealize = true; cb->castSpell(hero.h, spellID, tile); if(town && spellID == SpellID::TOWN_PORTAL) { // visit town ai->moveHeroToTile(town->visitablePos(), hero); } cb->waitTillRealize = wait; throw goalFulfilledException(sptr(*this)); } std::string AdventureSpellCast::toString() const { return "AdventureSpellCast " + spellID.toSpell()->name; }