/* * ArmyUpgrade.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 "ArmyUpgrade.h" #include "../AIGateway.h" #include "../Engine/Nullkiller.h" #include "../AIUtility.h" namespace NKAI { using namespace Goals; ArmyUpgrade::ArmyUpgrade(const AIPath & upgradePath, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade) : CGoal(Goals::ARMY_UPGRADE), upgrader(upgrader), upgradeValue(upgrade.upgradeValue), initialValue(upgradePath.heroArmy->getArmyStrength()), goldCost(upgrade.upgradeCost[EGameResID::GOLD]) { hero = upgradePath.targetHero; } ArmyUpgrade::ArmyUpgrade(const CGHeroInstance * targetMain, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade) : CGoal(Goals::ARMY_UPGRADE), upgrader(upgrader), upgradeValue(upgrade.upgradeValue), initialValue(targetMain->getArmyStrength()), goldCost(upgrade.upgradeCost[EGameResID::GOLD]) { sethero(targetMain); } bool ArmyUpgrade::operator==(const ArmyUpgrade & other) const { return false; } std::string ArmyUpgrade::toString() const { return "Army upgrade at " + upgrader->getObjectName() + upgrader->visitablePos().toString(); } }