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2025-04-27 14:57:31 +03:00

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1.6 KiB
C++

/*
* QuestAction.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 "QuestAction.h"
#include "../../AIGateway.h"
#include "../../Goals/CompleteQuest.h"
#include "../../../../lib/mapObjects/CQuest.h"
namespace NKAI
{
namespace AIPathfinding
{
bool QuestAction::canAct(const Nullkiller * ai, const AIPathNode * node) const
{
return canAct(ai, node->actor->hero);
}
bool QuestAction::canAct(const Nullkiller * ai, const AIPathNodeInfo & node) const
{
return canAct(ai, node.targetHero);
}
bool QuestAction::canAct(const Nullkiller * ai, const CGHeroInstance * hero) const
{
auto object = questInfo.getObject(ai->cb.get());
auto quest = questInfo.getQuest(ai->cb.get());
if(object->ID == Obj::BORDER_GATE || object->ID == Obj::BORDERGUARD)
{
return dynamic_cast<const IQuestObject *>(object)->checkQuest(hero);
}
auto notActivated = !object->wasVisited(ai->playerID)
&& !quest->activeForPlayers.count(hero->getOwner());
return notActivated
|| quest->checkQuest(hero);
}
Goals::TSubgoal QuestAction::decompose(const Nullkiller * ai, const CGHeroInstance * hero) const
{
return Goals::sptr(Goals::CompleteQuest(questInfo));
}
void QuestAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
ai->moveHeroToTile(questInfo.getObject(ai->myCb.get())->visitablePos(), hero);
}
std::string QuestAction::toString() const
{
return "Complete Quest";
}
}
}