/* * 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" 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 == other.shipyard; } TSubgoal BuildBoat::whatToDoToAchieve() { if(cb->getPlayerRelations(ai->playerID, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES) { return fh->chooseSolution(ai->ah->howToVisitObj(dynamic_cast(shipyard))); } 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->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::name() const { return "BuildBoat"; } std::string BuildBoat::completeMessage() const { return "Boat have been built at " + shipyard->getObject()->visitablePos().toString(); }