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3dd4fa2528
Final goal (of multiple PR's) is to remove all remaining pointers from serializeable game state, and replace them with either identifiers or with shared/unique pointers. CGTownInstance::town and CGHeroInstance::type members have been removed. Now this data is computed dynamically using subID member. VLC entity of a town can now be accessed via following methods: - getFactionID() returns ID of a faction - getFaction() returns pointer to a faction - getTown() returns pointer to a town VLC entity of a hero can now be accessed via following methods: - getHeroTypeID() returns ID of a hero - getHeroClassID() returns ID of a hero class - getHeroType() returns pointer to a hero - getHeroClass() returns pointer to a hero class
70 lines
1.6 KiB
C++
70 lines
1.6 KiB
C++
/*
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* BuildThis.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BuildThis.h"
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#include "../VCAI.h"
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#include "../AIUtility.h"
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#include "../AIhelper.h"
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#include "../FuzzyHelper.h"
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#include "../ResourceManager.h"
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#include "../BuildingManager.h"
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#include "../../../lib/mapObjects/CGTownInstance.h"
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#include "../../../lib/constants/StringConstants.h"
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#include "../../../lib/entities/building/CBuilding.h"
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using namespace Goals;
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bool BuildThis::operator==(const BuildThis & other) const
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{
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return town == other.town && bid == other.bid;
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}
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TSubgoal BuildThis::whatToDoToAchieve()
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{
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auto b = BuildingID(bid);
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// find town if not set
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if(!town && hero)
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town = hero->visitedTown;
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if(!town)
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{
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for(const CGTownInstance * candidateTown : cb->getTownsInfo())
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{
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switch(cb->canBuildStructure(candidateTown, b))
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{
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case EBuildingState::ALLOWED:
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town = candidateTown;
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break; //TODO: look for prerequisites? this is not our responsibility
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default:
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continue;
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}
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}
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}
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if(town) //we have specific town to build this
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{
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switch(cb->canBuildStructure(town, b))
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{
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case EBuildingState::ALLOWED:
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case EBuildingState::NO_RESOURCES:
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{
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auto res = town->getTown()->buildings.at(BuildingID(bid))->resources;
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return ai->ah->whatToDo(res, iAmElementar()); //realize immediately or gather resources
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}
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break;
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default:
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throw cannotFulfillGoalException("Not possible to build");
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}
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}
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else
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throw cannotFulfillGoalException("Cannot find town to build this");
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}
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