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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 "../VCAI.h"
- #include "../../../lib/mapping/CMap.h" //for victory conditions
- #include "../../../lib/CPathfinder.h"
- #include "../Engine/Nullkiller.h"
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<VCAI> ai;
- 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->name;
- }
- bool ExchangeSwapTownHeroes::operator==(const ExchangeSwapTownHeroes & other) const
- {
- return town == other.town;
- }
- void ExchangeSwapTownHeroes::accept(VCAI * ai)
- {
- if(!garrisonHero)
- {
- if(!town->garrisonHero)
- throw cannotFulfillGoalException("Invalid configuration. There is no hero in town garrison.");
-
- cb->swapGarrisonHero(town);
- ai->buildArmyIn(town);
- ai->nullkiller->unlockHero(town->visitingHero.get());
- logAi->debug("Extracted hero %s from garrison of %s", town->visitingHero->name, town->name);
- 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 && upperArmy->stacksCount() != 0)
- {
- // dismiss creatures we are not able to pick to be able to hide in garrison
- if(upperArmy->getArmyStrength() < 500
- && town->fortLevel() >= CGTownInstance::CITADEL)
- {
- for(auto slot : upperArmy->Slots())
- {
- cb->dismissCreature(upperArmy, slot.first);
- }
- cb->swapGarrisonHero(town);
- }
- }
- else
- {
- cb->swapGarrisonHero(town); // selected hero left in garrison with strongest army
- }
- 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->name, town->name);
- }
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