/* * 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 "../VCAI.h" #include "../FuzzyHelper.h" #include "../AIhelper.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; extern FuzzyHelper * fh; using namespace Goals; bool BuildBoat::operator==(const BuildBoat & other) const { return shipyard->o->id == other.shipyard->o->id; } //TSubgoal BuildBoat::whatToDoToAchieve() //{ // if(cb->getPlayerRelations(ai->playerID, shipyard->o->tempOwner) == PlayerRelations::ENEMIES) // { // return fh->chooseSolution(ai->ah->howToVisitObj(shipyard->o)); // } // // if(shipyard->shipyardStatus() != IShipyard::GOOD) // { // throw cannotFulfillGoalException("Shipyard is busy."); // } // // TResources boatCost; // shipyard->getBoatCost(boatCost); // // return ai->ah->whatToDo(boatCost, this->iAmElementar()); //} void BuildBoat::accept(VCAI * ai) { TResources boatCost; shipyard->getBoatCost(boatCost); if(!cb->getResourceAmount().canAfford(boatCost)) { throw cannotFulfillGoalException("Can not afford boat"); } if(cb->getPlayerRelations(ai->playerID, shipyard->o->tempOwner) == 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 %s located at %s, estimated boat position %s", shipyard->o->getObjectName(), shipyard->o->visitablePos().toString(), shipyard->bestLocation().toString()); cb->buildBoat(shipyard); throw goalFulfilledException(sptr(*this)); } std::string BuildBoat::name() const { return "BuildBoat"; }