/* * QuestAction.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 "SpecialAction.h" #include "../../../../lib/gameState/QuestInfo.h" namespace NKAI { namespace AIPathfinding { class QuestAction : public SpecialAction { private: QuestInfo questInfo; public: QuestAction(QuestInfo questInfo) :questInfo(questInfo) { } bool canAct(const Nullkiller * ai, const AIPathNode * node) const override; bool canAct(const Nullkiller * ai, const AIPathNodeInfo & node) const override; bool canAct(const Nullkiller * ai, const CGHeroInstance * hero) const; Goals::TSubgoal decompose(const Nullkiller * ai, const CGHeroInstance * hero) const override; void execute(AIGateway * ai, const CGHeroInstance * hero) const override; std::string toString() const override; }; } }