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54 lines
1.4 KiB
C++
54 lines
1.4 KiB
C++
/*
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* CompleteQuestBehavior.h, 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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#pragma once
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#include "../AIUtility.h"
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#include "../../../CCallback.h"
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#include "../Goals/CGoal.h"
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#include "../../../lib/gameState/QuestInfo.h"
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namespace NKAI
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{
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namespace Goals
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{
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class CompleteQuest : public CGoal<CompleteQuest>
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{
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private:
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QuestInfo q;
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public:
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CompleteQuest(const QuestInfo & quest)
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:CGoal(COMPLETE_QUEST), q(quest)
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{
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}
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Goals::TGoalVec decompose(const Nullkiller * ai) const override;
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std::string toString() const override;
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bool hasHash() const override { return true; }
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uint64_t getHash() const override;
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bool operator==(const CompleteQuest & other) const override;
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private:
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TGoalVec tryCompleteQuest(const Nullkiller * ai) const;
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TGoalVec missionArt(const Nullkiller * ai) const;
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TGoalVec missionHero(const Nullkiller * ai) const;
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TGoalVec missionArmy(const Nullkiller * ai) const;
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TGoalVec missionResources(const Nullkiller * ai) const;
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TGoalVec missionDestroyObj(const Nullkiller * ai) const;
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TGoalVec missionIncreasePrimaryStat(const Nullkiller * ai) const;
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TGoalVec missionLevel(const Nullkiller * ai) const;
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TGoalVec missionKeymaster(const Nullkiller * ai) const;
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std::string questToString() const;
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};
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}
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}
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