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62 lines
1.4 KiB
C++
62 lines
1.4 KiB
C++
/*
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* QuestAction.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 "QuestAction.h"
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#include "../../AIGateway.h"
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#include "../../Goals/CompleteQuest.h"
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namespace NKAI
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{
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namespace AIPathfinding
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{
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bool QuestAction::canAct(const Nullkiller * ai, const AIPathNode * node) const
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{
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return canAct(ai, node->actor->hero);
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}
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bool QuestAction::canAct(const Nullkiller * ai, const AIPathNodeInfo & node) const
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{
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return canAct(ai, node.targetHero);
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}
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bool QuestAction::canAct(const Nullkiller * ai, const CGHeroInstance * hero) const
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{
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if(questInfo.obj->ID == Obj::BORDER_GATE || questInfo.obj->ID == Obj::BORDERGUARD)
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{
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return dynamic_cast<const IQuestObject *>(questInfo.obj)->checkQuest(hero);
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}
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auto notActivated = !questInfo.obj->wasVisited(ai->playerID)
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&& !questInfo.quest->activeForPlayers.count(hero->getOwner());
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return notActivated
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|| questInfo.quest->checkQuest(hero);
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}
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Goals::TSubgoal QuestAction::decompose(const Nullkiller * ai, const CGHeroInstance * hero) const
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{
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return Goals::sptr(Goals::CompleteQuest(questInfo));
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}
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void QuestAction::execute(AIGateway * ai, 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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}
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}
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