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vcmi/AI/Nullkiller/Pathfinding/Actions/AdventureSpellCastMovementActions.cpp
2023-09-30 10:37:32 +03:00

83 lines
2.0 KiB
C++

/*
* AdventureSpellCastMovementActions.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 "../../AIGateway.h"
#include "../../Goals/AdventureSpellCast.h"
#include "../../Goals/CaptureObject.h"
#include "../../Goals/Invalid.h"
#include "../../Goals/BuildBoat.h"
#include "../../../../lib/mapObjects/MapObjects.h"
#include "AdventureSpellCastMovementActions.h"
namespace NKAI
{
namespace AIPathfinding
{
AdventureCastAction::AdventureCastAction(SpellID spellToCast, const CGHeroInstance * hero)
:spellToCast(spellToCast), hero(hero)
{
manaCost = hero->getSpellCost(spellToCast.toSpell());
}
WaterWalkingAction::WaterWalkingAction(const CGHeroInstance * hero)
:AdventureCastAction(SpellID::WATER_WALK, hero)
{ }
AirWalkingAction::AirWalkingAction(const CGHeroInstance * hero)
: AdventureCastAction(SpellID::FLY, hero)
{
}
void AdventureCastAction::applyOnDestination(
const CGHeroInstance * hero,
CDestinationNodeInfo & destination,
const PathNodeInfo & source,
AIPathNode * dstMode,
const AIPathNode * srcNode) const
{
dstMode->manaCost = srcNode->manaCost + manaCost;
dstMode->theNodeBefore = source.node;
}
void AdventureCastAction::execute(const CGHeroInstance * hero) const
{
assert(hero == this->hero);
Goals::AdventureSpellCast(hero, spellToCast).accept(ai);
}
bool AdventureCastAction::canAct(const AIPathNode * source) const
{
assert(hero == this->hero);
auto hero = source->actor->hero;
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
"Hero %s has %d mana and needed %d and already spent %d",
hero->name,
hero->mana,
getManaCost(hero),
source->manaCost);
#endif
return hero->mana >= source->manaCost + manaCost;
}
std::string AdventureCastAction::toString() const
{
return "Cast " + spellToCast.toSpell()->getNameTranslated() + " by " + hero->getNameTranslated();
}
}
}