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vcmi/AI/Nullkiller/Goals/BuildThis.cpp
Ivan Savenko 3dd4fa2528 Reduce usage of pointers to VLC entities
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
2024-10-10 12:28:08 +00:00

66 lines
1.4 KiB
C++

/*
* BuildThis.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 "BuildThis.h"
#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../../../lib/constants/StringConstants.h"
#include "../../../lib/entities/building/CBuilding.h"
namespace NKAI
{
using namespace Goals;
BuildThis::BuildThis(BuildingID Bid, const CGTownInstance * tid)
: ElementarGoal(Goals::BUILD_STRUCTURE)
{
buildingInfo = BuildingInfo(
tid->getTown()->buildings.at(Bid),
nullptr,
CreatureID::NONE,
tid,
nullptr);
bid = Bid;
town = tid;
}
bool BuildThis::operator==(const BuildThis & other) const
{
return town == other.town && bid == other.bid;
}
std::string BuildThis::toString() const
{
return "Build " + buildingInfo.name + " in " + town->getNameTranslated();
}
void BuildThis::accept(AIGateway * ai)
{
auto b = BuildingID(bid);
if(town)
{
if(cb->canBuildStructure(town, b) == EBuildingState::ALLOWED)
{
logAi->debug("Player %d will build %s in town of %s at %s",
ai->playerID, town->getTown()->buildings.at(b)->getNameTranslated(), town->getNameTranslated(), town->anchorPos().toString());
cb->buildBuilding(town, b);
return;
}
}
throw cannotFulfillGoalException("Cannot build a given structure!");
}
}