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vcmi/AI/Nullkiller/Goals/AdventureSpellCast.cpp

78 lines
1.9 KiB
C++

/*
* AdventureSpellCast.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 "AdventureSpellCast.h"
#include "../AIGateway.h"
namespace NKAI
{
using namespace Goals;
bool AdventureSpellCast::operator==(const AdventureSpellCast & other) const
{
return hero == other.hero;
}
void AdventureSpellCast::accept(AIGateway * ai)
{
if(!hero)
throw cannotFulfillGoalException("Invalid hero!");
auto spell = getSpell();
logAi->trace("Decomposing adventure spell cast of %s for hero %s", spell->getNameTranslated(), hero->getNameTranslated());
if(!spell->isAdventure())
throw cannotFulfillGoalException(spell->getNameTranslated() + " is not an adventure spell.");
if(!hero->canCastThisSpell(spell))
throw cannotFulfillGoalException("Hero can not cast " + spell->getNameTranslated());
if(hero->mana < hero->getSpellCost(spell))
throw cannotFulfillGoalException("Hero has not enough mana to cast " + spell->getNameTranslated());
if(town && spellID == SpellID::TOWN_PORTAL)
{
ai->selectedObject = town->id;
if(town->visitingHero && town->tempOwner == ai->playerID && !town->getUpperArmy()->stacksCount())
{
ai->myCb->swapGarrisonHero(town);
}
if(town->visitingHero)
throw cannotFulfillGoalException("The town is already occupied by " + town->visitingHero->getNameTranslated());
}
auto wait = cb->waitTillRealize;
cb->waitTillRealize = true;
cb->castSpell(hero, spellID, tile);
if(town && spellID == SpellID::TOWN_PORTAL)
{
// visit town
ai->moveHeroToTile(town->visitablePos(), hero);
}
cb->waitTillRealize = wait;
throw goalFulfilledException(sptr(*this));
}
std::string AdventureSpellCast::toString() const
{
return "AdventureSpellCast " + spellID.toSpell()->getNameTranslated();
}
}