/* * 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" namespace NKAI { using namespace Goals; bool AdventureSpellCast::operator==(const AdventureSpellCast & other) const { return hero == other.hero; } void AdventureSpellCast::accept(AIGateway * ai) { if(!hero) throw cannotFulfillGoalException("Invalid hero!"); auto spell = getSpell(); logAi->trace("Decomposing adventure spell cast of %s for hero %s", spell->getNameTranslated(), hero->getNameTranslated()); if(!spell->isAdventure()) throw cannotFulfillGoalException(spell->getNameTranslated() + " is not an adventure spell."); if(!hero->canCastThisSpell(spell)) throw cannotFulfillGoalException("Hero can not cast " + spell->getNameTranslated()); if(hero->mana < hero->getSpellCost(spell)) throw cannotFulfillGoalException("Hero has not enough mana to cast " + spell->getNameTranslated()); if(town && spellID == SpellID::TOWN_PORTAL) { ai->selectedObject = town->id; if(town->visitingHero && town->tempOwner == ai->playerID && !town->getUpperArmy()->stacksCount()) { ai->myCb->swapGarrisonHero(town); } if(town->visitingHero) throw cannotFulfillGoalException("The town is already occupied by " + town->visitingHero->getNameTranslated()); } auto wait = cb->waitTillRealize; cb->waitTillRealize = true; cb->castSpell(hero, 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()->getNameTranslated(); } }