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vcmi/AI/Nullkiller/Behaviors/StayAtTownBehavior.cpp
2023-09-30 10:37:36 +03:00

71 lines
1.4 KiB
C++

/*
* StartupBehavior.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 "StayAtTownBehavior.h"
#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../Goals/StayAtTown.h"
#include "../Goals/Composition.h"
#include "../Goals/ExecuteHeroChain.h"
#include "lib/mapObjects/MapObjects.h" //for victory conditions
#include "../Engine/Nullkiller.h"
namespace NKAI
{
using namespace Goals;
std::string StayAtTownBehavior::toString() const
{
return "StayAtTownBehavior";
}
Goals::TGoalVec StayAtTownBehavior::decompose() const
{
Goals::TGoalVec tasks;
auto towns = cb->getTownsInfo();
if(!towns.size())
return tasks;
for(auto town : towns)
{
if(!town->hasBuilt(BuildingID::MAGES_GUILD_1))
continue;
auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
for(auto & path : paths)
{
if(town->visitingHero && town->visitingHero.get() != path.targetHero)
continue;
if(path.turn() == 0 && !path.getFirstBlockedAction() && path.exchangeCount <= 1)
{
if(path.targetHero->mana == path.targetHero->manaLimit())
continue;
Composition stayAtTown;
stayAtTown.addNextSequence({
sptr(ExecuteHeroChain(path)),
sptr(StayAtTown(town, path))
});
tasks.push_back(sptr(stayAtTown));
}
}
}
return tasks;
}
}