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vcmi/AI/Nullkiller/Pathfinding/Actions/BoatActions.h
Andrii Danylchenko eeea01d778 NKAI: namespace
2022-10-04 08:40:14 +03:00

77 lines
1.8 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/mapping/CMap.h"
#include "../../../../lib/mapObjects/MapObjects.h"
namespace NKAI
{
namespace AIPathfinding
{
class VirtualBoatAction : public SpecialAction
{
public:
virtual const ChainActor * getActor(const ChainActor * sourceActor) const = 0;
};
class SummonBoatAction : public VirtualBoatAction
{
public:
virtual 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;
virtual bool canAct(const AIPathNode * source) const override;
virtual const ChainActor * getActor(const ChainActor * sourceActor) const override;
virtual std::string toString() const override;
private:
uint32_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)
{
}
virtual bool canAct(const AIPathNode * source) const override;
virtual void execute(const CGHeroInstance * hero) const override;
virtual Goals::TSubgoal decompose(const CGHeroInstance * hero) const override;
virtual const ChainActor * getActor(const ChainActor * sourceActor) const override;
virtual std::string toString() const override;
virtual const CGObjectInstance * targetObject() const override;
};
}
}