/* * BuildBoat.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 "BuildBoat.h" #include "../AIGateway.h" #include "../Behaviors/CaptureObjectsBehavior.h" namespace NKAI { using namespace Goals; bool BuildBoat::operator==(const BuildBoat & other) const { return shipyard == other.shipyard; } // //TSubgoal BuildBoat::decomposeSingle() const //{ // if(cb->getPlayerRelations(ai->playerID, shipyard->o->tempOwner) == PlayerRelations::ENEMIES) // { // return sptr(CaptureObjectsBehavior(shipyard->o)); // } // // if(shipyard->shipyardStatus() != IShipyard::GOOD) // { // throw cannotFulfillGoalException("Shipyard is busy."); // } // // TResources boatCost; // shipyard->getBoatCost(boatCost); // // return iAmElementar(); //} void BuildBoat::accept(AIGateway * ai) { TResources boatCost; shipyard->getBoatCost(boatCost); if(!cb->getResourceAmount().canAfford(boatCost)) { throw cannotFulfillGoalException("Can not afford boat"); } if(cb->getPlayerRelations(ai->playerID, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES) { throw cannotFulfillGoalException("Can not build boat in enemy shipyard"); } if(shipyard->shipyardStatus() != IShipyard::GOOD) { throw cannotFulfillGoalException("Shipyard is busy."); } logAi->trace( "Building boat at shipyard located at %s, estimated boat position %s", shipyard->getObject()->visitablePos().toString(), shipyard->bestLocation().toString()); cb->buildBoat(shipyard); throw goalFulfilledException(sptr(*this)); } std::string BuildBoat::toString() const { return "BuildBoat"; } }