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vcmi/AI/Nullkiller/Goals/BuildBoat.cpp

79 lines
1.7 KiB
C++

/*
* BuildBoat.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 "BuildBoat.h"
#include "../AIGateway.h"
#include "../Behaviors/CaptureObjectsBehavior.h"
namespace NKAI
{
using namespace Goals;
bool BuildBoat::operator==(const BuildBoat & other) const
{
return shipyard == other.shipyard;
}
//
//TSubgoal BuildBoat::decomposeSingle() const
//{
// if(cb->getPlayerRelations(ai->playerID, shipyard->o->tempOwner) == PlayerRelations::ENEMIES)
// {
// return sptr(CaptureObjectsBehavior(shipyard->o));
// }
//
// if(shipyard->shipyardStatus() != IShipyard::GOOD)
// {
// throw cannotFulfillGoalException("Shipyard is busy.");
// }
//
// TResources boatCost;
// shipyard->getBoatCost(boatCost);
//
// return iAmElementar();
//}
void BuildBoat::accept(AIGateway * ai)
{
TResources boatCost;
shipyard->getBoatCost(boatCost);
if(!cb->getResourceAmount().canAfford(boatCost))
{
throw cannotFulfillGoalException("Can not afford boat");
}
if(cb->getPlayerRelations(ai->playerID, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
{
throw cannotFulfillGoalException("Can not build boat in enemy shipyard");
}
if(shipyard->shipyardStatus() != IShipyard::GOOD)
{
throw cannotFulfillGoalException("Shipyard is busy.");
}
logAi->trace(
"Building boat at shipyard located at %s, estimated boat position %s",
shipyard->getObject()->visitablePos().toString(),
shipyard->bestLocation().toString());
cb->buildBoat(shipyard);
throw goalFulfilledException(sptr(*this));
}
std::string BuildBoat::toString() const
{
return "BuildBoat";
}
}