/* * BoatActions.h, 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 * */ #pragma once #include "ISpecialAction.h" #include "../../../../lib/mapObjects/MapObjects.h" namespace AIPathfinding { class VirtualBoatAction : public ISpecialAction { private: uint64_t specialChain; public: VirtualBoatAction(uint64_t specialChain) :specialChain(specialChain) { } uint64_t getSpecialChain() const { return specialChain; } }; class SummonBoatAction : public VirtualBoatAction { public: SummonBoatAction() :VirtualBoatAction(AINodeStorage::CAST_CHAIN) { } Goals::TSubgoal whatToDo(const HeroPtr & hero) const override; virtual void applyOnDestination( const CGHeroInstance * hero, CDestinationNodeInfo & destination, const PathNodeInfo & source, AIPathNode * dstMode, const AIPathNode * srcNode) const override; bool isAffordableBy(const CGHeroInstance * hero, const AIPathNode * source) const; private: uint32_t getManaCost(const CGHeroInstance * hero) const; }; class BuildBoatAction : public VirtualBoatAction { private: const IShipyard * shipyard; public: BuildBoatAction(const IShipyard * shipyard) :VirtualBoatAction(AINodeStorage::RESOURCE_CHAIN), shipyard(shipyard) { } Goals::TSubgoal whatToDo(const HeroPtr & hero) const override; }; }