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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-10 00:43:59 +02:00
vcmi/AI/Nullkiller/Pathfinding/Actions/BoatActions.h
Alexander Wilms 678cacbd25 Remove more redundant virtual specifiers
`grep -nr "virtual " | grep -v googletest | grep " override" | grep -v overriden > ../redundant_virtual.txt`

```python
import os

with open("../redundant_virtual.txt") as f:
    for line in f:
        print()
        line: str = line.strip()
        print(line)
        tmp = line.split(":",2)
        file = tmp[0].strip()
        code = tmp[-1].strip()
        print(file)
        print(code)
        new_code = code.replace("virtual ", "", 1)
        # https://superuser.com/a/802490/578501
        command = f"export FIND='{code}' && export REPLACE='{new_code}' && ruby -p -i -e \"gsub(ENV['FIND'], ENV['REPLACE'])\" {file}"
        os.system(command)
```
2024-02-13 15:21:30 +01:00

74 lines
1.6 KiB
C++

/*
* BoatActions.h, 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
*
*/
#pragma once
#include "SpecialAction.h"
#include "../../../../lib/mapObjects/MapObjects.h"
namespace NKAI
{
namespace AIPathfinding
{
class VirtualBoatAction : public SpecialAction
{
};
class SummonBoatAction : public VirtualBoatAction
{
public:
void execute(const CGHeroInstance * hero) const override;
virtual void applyOnDestination(
const CGHeroInstance * hero,
CDestinationNodeInfo & destination,
const PathNodeInfo & source,
AIPathNode * dstMode,
const AIPathNode * srcNode) const override;
bool canAct(const AIPathNode * source) const override;
const ChainActor * getActor(const ChainActor * sourceActor) const override;
std::string toString() const override;
private:
int32_t getManaCost(const CGHeroInstance * hero) const;
};
class BuildBoatAction : public VirtualBoatAction
{
private:
const IShipyard * shipyard;
const CPlayerSpecificInfoCallback * cb;
public:
BuildBoatAction(const CPlayerSpecificInfoCallback * cb, const IShipyard * shipyard)
: cb(cb), shipyard(shipyard)
{
}
bool canAct(const AIPathNode * source) const override;
void execute(const CGHeroInstance * hero) const override;
Goals::TSubgoal decompose(const CGHeroInstance * hero) const override;
const ChainActor * getActor(const ChainActor * sourceActor) const override;
std::string toString() const override;
const CGObjectInstance * targetObject() const override;
};
}
}