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vcmi/AI/VCAI/Goals/BuildThis.cpp
Ivan Savenko 3dd4fa2528 Reduce usage of pointers to VLC entities
Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.

CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.

VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town

VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
2024-10-10 12:28:08 +00:00

70 lines
1.6 KiB
C++

/*
* BuildThis.cpp, 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
*
*/
#include "StdInc.h"
#include "BuildThis.h"
#include "../VCAI.h"
#include "../AIUtility.h"
#include "../AIhelper.h"
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/mapObjects/CGTownInstance.h"
#include "../../../lib/constants/StringConstants.h"
#include "../../../lib/entities/building/CBuilding.h"
using namespace Goals;
bool BuildThis::operator==(const BuildThis & other) const
{
return town == other.town && bid == other.bid;
}
TSubgoal BuildThis::whatToDoToAchieve()
{
auto b = BuildingID(bid);
// find town if not set
if(!town && hero)
town = hero->visitedTown;
if(!town)
{
for(const CGTownInstance * candidateTown : cb->getTownsInfo())
{
switch(cb->canBuildStructure(candidateTown, b))
{
case EBuildingState::ALLOWED:
town = candidateTown;
break; //TODO: look for prerequisites? this is not our responsibility
default:
continue;
}
}
}
if(town) //we have specific town to build this
{
switch(cb->canBuildStructure(town, b))
{
case EBuildingState::ALLOWED:
case EBuildingState::NO_RESOURCES:
{
auto res = town->getTown()->buildings.at(BuildingID(bid))->resources;
return ai->ah->whatToDo(res, iAmElementar()); //realize immediately or gather resources
}
break;
default:
throw cannotFulfillGoalException("Not possible to build");
}
}
else
throw cannotFulfillGoalException("Cannot find town to build this");
}