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vcmi/AI/Nullkiller/Pathfinding/Actions/BoatActions.h
2024-03-31 21:11:25 +03:00

89 lines
2.2 KiB
C++

/*
* BoatActions.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 "SpecialAction.h"
#include "../../../../lib/mapObjects/MapObjects.h"
namespace NKAI
{
namespace AIPathfinding
{
class VirtualBoatAction : public SpecialAction
{
};
class SummonBoatAction : public VirtualBoatAction
{
public:
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
virtual void applyOnDestination(
const CGHeroInstance * hero,
CDestinationNodeInfo & destination,
const PathNodeInfo & source,
AIPathNode * dstMode,
const AIPathNode * srcNode) const override;
bool canAct(const Nullkiller * ai, const AIPathNode * source) const override;
const ChainActor * getActor(const ChainActor * sourceActor) const override;
std::string toString() const override;
private:
int32_t getManaCost(const CGHeroInstance * hero) const;
};
class BuildBoatAction : public VirtualBoatAction
{
private:
const IShipyard * shipyard;
const CPlayerSpecificInfoCallback * cb;
public:
BuildBoatAction(const CPlayerSpecificInfoCallback * cb, const IShipyard * shipyard)
: cb(cb), shipyard(shipyard)
{
}
bool canAct(const Nullkiller * ai, const AIPathNode * source) const override;
bool canAct(const Nullkiller * ai, const AIPathNodeInfo & source) const override;
bool canAct(const Nullkiller * ai, const CGHeroInstance * hero, const TResources & reservedResources) const;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
Goals::TSubgoal decompose(const Nullkiller * ai, const CGHeroInstance * hero) const override;
const ChainActor * getActor(const ChainActor * sourceActor) const override;
std::string toString() const override;
const CGObjectInstance * targetObject() const override;
};
class BuildBoatActionFactory : public ISpecialActionFactory
{
ObjectInstanceID shipyard;
public:
BuildBoatActionFactory(ObjectInstanceID shipyard)
:shipyard(shipyard)
{
}
std::shared_ptr<SpecialAction> create(const Nullkiller * ai) override;
};
}
}