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96 lines
2.4 KiB
C++
96 lines
2.4 KiB
C++
/*
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* ExchangeSwapTownHeroes.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 "ExchangeSwapTownHeroes.h"
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#include "ExecuteHeroChain.h"
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#include "../AIGateway.h"
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#include "../Engine/Nullkiller.h"
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namespace NKAI
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{
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using namespace Goals;
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ExchangeSwapTownHeroes::ExchangeSwapTownHeroes(
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const CGTownInstance * town,
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const CGHeroInstance * garrisonHero,
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HeroLockedReason lockingReason)
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:ElementarGoal(Goals::EXCHANGE_SWAP_TOWN_HEROES), town(town), garrisonHero(garrisonHero), lockingReason(lockingReason)
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{
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}
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std::string ExchangeSwapTownHeroes::toString() const
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{
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return "Exchange and swap heroes of " + town->getNameTranslated();
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}
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bool ExchangeSwapTownHeroes::operator==(const ExchangeSwapTownHeroes & other) const
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{
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return town == other.town;
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}
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void ExchangeSwapTownHeroes::accept(AIGateway * ai)
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{
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if(!garrisonHero)
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{
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auto currentGarrisonHero = town->garrisonHero;
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if(!currentGarrisonHero)
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throw cannotFulfillGoalException("Invalid configuration. There is no hero in town garrison.");
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cb->swapGarrisonHero(town);
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if(currentGarrisonHero.get() != town->visitingHero.get())
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{
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logAi->error("VisitingHero is empty, expected %s", currentGarrisonHero->getNameTranslated());
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return;
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}
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ai->buildArmyIn(town);
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ai->nullkiller->unlockHero(currentGarrisonHero.get());
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logAi->debug("Extracted hero %s from garrison of %s", currentGarrisonHero->getNameTranslated(), town->getNameTranslated());
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return;
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}
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if(town->visitingHero && town->visitingHero.get() != garrisonHero)
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cb->swapGarrisonHero(town);
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ai->makePossibleUpgrades(town);
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ai->moveHeroToTile(town->visitablePos(), garrisonHero);
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auto upperArmy = town->getUpperArmy();
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if(!town->garrisonHero)
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{
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while(upperArmy->stacksCount() != 0)
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{
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cb->dismissCreature(upperArmy, upperArmy->Slots().begin()->first);
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}
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}
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cb->swapGarrisonHero(town);
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if(lockingReason != HeroLockedReason::NOT_LOCKED)
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{
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ai->nullkiller->lockHero(garrisonHero, lockingReason);
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}
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if(town->visitingHero && town->visitingHero != garrisonHero)
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{
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ai->nullkiller->unlockHero(town->visitingHero.get());
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ai->makePossibleUpgrades(town->visitingHero);
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}
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logAi->debug("Put hero %s to garrison of %s", garrisonHero->getNameTranslated(), town->getNameTranslated());
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}
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}
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