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52 lines
1.2 KiB
C++
52 lines
1.2 KiB
C++
/*
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* BattleAction.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleAction.h"
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#include "../../VCAI.h"
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#include "../../Behaviors/CompleteQuestBehavior.h"
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#include "../../../../lib/mapping/CMap.h" //for victory conditions
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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namespace AIPathfinding
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{
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void BattleAction::execute(const CGHeroInstance * hero) const
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{
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ai->moveHeroToTile(targetTile, hero);
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}
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std::string BattleAction::toString() const
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{
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return "Battle at " + targetTile.toString();
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}
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bool QuestAction::canAct(const AIPathNode * node) const
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{
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QuestInfo q = questInfo;
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return q.quest->checkQuest(node->actor->hero);
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}
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Goals::TSubgoal QuestAction::decompose(const CGHeroInstance * hero) const
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{
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return Goals::sptr(Goals::Invalid());
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}
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void QuestAction::execute(const CGHeroInstance * hero) const
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{
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ai->moveHeroToTile(questInfo.obj->visitablePos(), hero);
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}
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std::string QuestAction::toString() const
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{
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return "Complete Quest";
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}
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} |