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vcmi/AI/VCAI/Goals/AdventureSpellCast.cpp
Ivan Savenko 47c1803c42 Finalization of refactoring:
- Entity interface now has getNameTranslated & getNameTextID methods
- Entity interface no longer has getName method
- removed (most) usages of normalizeIndentifier workaround method
- all moddable objects have identifier in form of mod:name
- all moddable object register strings in form of mod.type.name
2023-01-20 15:18:36 +02:00

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2.2 KiB
C++

/*
* AdventureSpellCast.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 "AdventureSpellCast.h"
#include "../VCAI.h"
#include "../FuzzyHelper.h"
#include "../AIhelper.h"
#include "../../../lib/mapping/CMap.h" //for victory conditions
#include "../../../lib/CPathfinder.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
bool AdventureSpellCast::operator==(const AdventureSpellCast & other) const
{
return hero.h == other.hero.h;
}
TSubgoal AdventureSpellCast::whatToDoToAchieve()
{
if(!hero.validAndSet())
throw cannotFulfillGoalException("Invalid hero!");
auto spell = getSpell();
logAi->trace("Decomposing adventure spell cast of %s for hero %s", spell->getNameTranslated(), hero->getNameTranslated());
if(!spell->isAdventure())
throw cannotFulfillGoalException(spell->getNameTranslated() + " is not an adventure spell.");
if(!hero->canCastThisSpell(spell))
throw cannotFulfillGoalException("Hero can not cast " + spell->getNameTranslated());
if(hero->mana < hero->getSpellCost(spell))
throw cannotFulfillGoalException("Hero has not enough mana to cast " + spell->getNameTranslated());
if(spellID == SpellID::TOWN_PORTAL && town && town->visitingHero)
throw cannotFulfillGoalException("The town is already occupied by " + town->visitingHero->getNameTranslated());
return iAmElementar();
}
void AdventureSpellCast::accept(VCAI * ai)
{
if(town && spellID == SpellID::TOWN_PORTAL)
{
ai->selectedObject = town->id;
}
auto wait = cb->waitTillRealize;
cb->waitTillRealize = true;
cb->castSpell(hero.h, spellID, tile);
if(town && spellID == SpellID::TOWN_PORTAL)
{
// visit town
ai->moveHeroToTile(town->visitablePos(), hero);
}
cb->waitTillRealize = wait;
throw goalFulfilledException(sptr(*this));
}
std::string AdventureSpellCast::name() const
{
return "AdventureSpellCast " + getSpell()->getNameTranslated();
}
std::string AdventureSpellCast::completeMessage() const
{
return "Spell cast successfully " + getSpell()->getNameTranslated();
}