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							- /*
 
- * ExchangeSwapTownHeroes.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 "ExchangeSwapTownHeroes.h"
 
- #include "ExecuteHeroChain.h"
 
- #include "../AIGateway.h"
 
- #include "../Engine/Nullkiller.h"
 
- namespace NKAI
 
- {
 
- using namespace Goals;
 
- ExchangeSwapTownHeroes::ExchangeSwapTownHeroes(
 
- 	const CGTownInstance * town, 
 
- 	const CGHeroInstance * garrisonHero,
 
- 	HeroLockedReason lockingReason)
 
- 	:ElementarGoal(Goals::EXCHANGE_SWAP_TOWN_HEROES), town(town), garrisonHero(garrisonHero), lockingReason(lockingReason)
 
- {
 
- }
 
- std::string ExchangeSwapTownHeroes::toString() const
 
- {
 
- 	return "Exchange and swap heroes of " + town->getNameTranslated();
 
- }
 
- bool ExchangeSwapTownHeroes::operator==(const ExchangeSwapTownHeroes & other) const
 
- {
 
- 	return town == other.town;
 
- }
 
- void ExchangeSwapTownHeroes::accept(AIGateway * ai)
 
- {
 
- 	if(!garrisonHero)
 
- 	{
 
- 		auto currentGarrisonHero = town->garrisonHero;
 
- 		
 
- 		if(!currentGarrisonHero)
 
- 			throw cannotFulfillGoalException("Invalid configuration. There is no hero in town garrison.");
 
- 		
 
- 		cb->swapGarrisonHero(town);
 
- 		if(currentGarrisonHero.get() != town->visitingHero.get())
 
- 		{
 
- 			logAi->error("VisitingHero is empty, expected %s", currentGarrisonHero->getNameTranslated());
 
- 			return;
 
- 		}
 
- 		ai->buildArmyIn(town);
 
- 		ai->nullkiller->unlockHero(currentGarrisonHero.get());
 
- 		logAi->debug("Extracted hero %s from garrison of %s", currentGarrisonHero->getNameTranslated(), town->getNameTranslated());
 
- 		return;
 
- 	}
 
- 	if(town->visitingHero && town->visitingHero.get() != garrisonHero)
 
- 		cb->swapGarrisonHero(town);
 
- 	ai->makePossibleUpgrades(town);
 
- 	ai->moveHeroToTile(town->visitablePos(), garrisonHero);
 
- 	auto upperArmy = town->getUpperArmy();
 
- 	
 
- 	if(!town->garrisonHero)
 
- 	{
 
- 		while(upperArmy->stacksCount() != 0)
 
- 		{
 
- 			cb->dismissCreature(upperArmy, upperArmy->Slots().begin()->first);
 
- 		}
 
- 	}
 
- 	
 
- 	cb->swapGarrisonHero(town);
 
- 	if(lockingReason != HeroLockedReason::NOT_LOCKED)
 
- 	{
 
- 		ai->nullkiller->lockHero(garrisonHero, lockingReason);
 
- 	}
 
- 	if(town->visitingHero && town->visitingHero != garrisonHero)
 
- 	{
 
- 		ai->nullkiller->unlockHero(town->visitingHero.get());
 
- 		ai->makePossibleUpgrades(town->visitingHero);
 
- 	}
 
- 	logAi->debug("Put hero %s to garrison of %s", garrisonHero->getNameTranslated(), town->getNameTranslated());
 
- }
 
- }
 
 
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