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