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vcmi/AI/Nullkiller2/Goals/Composition.h
Mircea TheHonestCTO f7f09ff325 simplification: remove nullkiller->dangerHitMap->updateHitMap() from RecruitHeroBehavior, BuyArmyBehavior and BuildingBehavior. Now it's called only once before getting into those decomposers;
simplification: remove partialUpdate bool from Nullkiller:updateState as it depends on pathfinderInvalidated anyway;
restructure goal/RecruitHeroBehavior to allow easier testing
2025-08-20 03:08:02 +02:00

45 lines
1.1 KiB
C++

/*
* BuildThis.h, 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
*
*/
#pragma once
#include "CGoal.h"
namespace NK2AI
{
namespace Goals
{
class DLL_EXPORT Composition : public ElementarGoal<Composition>
{
private:
std::vector<TGoalVec> subtasks; // things we want to do now
public:
Composition()
: ElementarGoal(Goals::COMPOSITION), subtasks()
{
}
bool operator==(const Composition & other) const override;
std::string toString() const override;
void accept(AIGateway * aiGw) override;
Composition & addNext(const AbstractGoal & goal);
Composition & addNext(TSubgoal goal);
Composition & addNextSequence(const TGoalVec & taskSequence);
TGoalVec decompose(const Nullkiller * aiNk) const override;
bool isElementar() const override;
int getHeroExchangeCount() const override;
std::vector<ObjectInstanceID> getAffectedObjects() const override;
bool isObjectAffected(ObjectInstanceID id) const override;
};
}
}