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							- /*
 
- * AdventureSpellCast.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 "AdventureSpellCast.h"
 
- #include "../AIGateway.h"
 
- namespace NKAI
 
- {
 
- using namespace Goals;
 
- bool AdventureSpellCast::operator==(const AdventureSpellCast & other) const
 
- {
 
- 	return hero.h == other.hero.h;
 
- }
 
- void AdventureSpellCast::accept(AIGateway * ai)
 
- {
 
- 	if(!hero.validAndSet())
 
- 		throw cannotFulfillGoalException("Invalid hero!");
 
- 	auto spell = getSpell();
 
- 	logAi->trace("Decomposing adventure spell cast of %s for hero %s", spell->getNameTranslated(), hero->getNameTranslated());
 
- 	if(!spell->isAdventure())
 
- 		throw cannotFulfillGoalException(spell->getNameTranslated() + " is not an adventure spell.");
 
- 	if(!hero->canCastThisSpell(spell))
 
- 		throw cannotFulfillGoalException("Hero can not cast " + spell->getNameTranslated());
 
- 	if(hero->mana < hero->getSpellCost(spell))
 
- 		throw cannotFulfillGoalException("Hero has not enough mana to cast " + spell->getNameTranslated());
 
- 	if(spellID == SpellID::TOWN_PORTAL && town && town->visitingHero)
 
- 		throw cannotFulfillGoalException("The town is already occupied by " + town->visitingHero->getNameTranslated());
 
- 	if(town && spellID == SpellID::TOWN_PORTAL)
 
- 	{
 
- 		ai->selectedObject = town->id;
 
- 	}
 
- 	auto wait = cb->waitTillRealize;
 
- 	cb->waitTillRealize = true;
 
- 	cb->castSpell(hero.h, spellID, tile);
 
- 	if(town && spellID == SpellID::TOWN_PORTAL)
 
- 	{
 
- 		// visit town
 
- 		ai->moveHeroToTile(town->visitablePos(), hero);
 
- 	}
 
- 	cb->waitTillRealize = wait;
 
- 	throw goalFulfilledException(sptr(*this));
 
- }
 
- std::string AdventureSpellCast::toString() const
 
- {
 
- 	return "AdventureSpellCast " + spellID.toSpell()->getNameTranslated();
 
- }
 
- }
 
 
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