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- /*
- * 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";
- }
- }
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