QuestAction.cpp 1.6 KB

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  1. /*
  2. * QuestAction.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "QuestAction.h"
  12. #include "../../AIGateway.h"
  13. #include "../../Goals/CompleteQuest.h"
  14. #include "../../../../lib/mapObjects/CQuest.h"
  15. namespace NKAI
  16. {
  17. namespace AIPathfinding
  18. {
  19. bool QuestAction::canAct(const Nullkiller * ai, const AIPathNode * node) const
  20. {
  21. return canAct(ai, node->actor->hero);
  22. }
  23. bool QuestAction::canAct(const Nullkiller * ai, const AIPathNodeInfo & node) const
  24. {
  25. return canAct(ai, node.targetHero);
  26. }
  27. bool QuestAction::canAct(const Nullkiller * ai, const CGHeroInstance * hero) const
  28. {
  29. auto object = questInfo.getObject(ai->cb.get());
  30. auto quest = questInfo.getQuest(ai->cb.get());
  31. if(object->ID == Obj::BORDER_GATE || object->ID == Obj::BORDERGUARD)
  32. {
  33. return dynamic_cast<const IQuestObject *>(object)->checkQuest(hero);
  34. }
  35. auto notActivated = !object->wasVisited(ai->playerID)
  36. && !quest->activeForPlayers.count(hero->getOwner());
  37. return notActivated
  38. || quest->checkQuest(hero);
  39. }
  40. Goals::TSubgoal QuestAction::decompose(const Nullkiller * ai, const CGHeroInstance * hero) const
  41. {
  42. return Goals::sptr(Goals::CompleteQuest(questInfo));
  43. }
  44. void QuestAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
  45. {
  46. ai->moveHeroToTile(questInfo.getObject(ai->myCb.get())->visitablePos(), hero);
  47. }
  48. std::string QuestAction::toString() const
  49. {
  50. return "Complete Quest";
  51. }
  52. }
  53. }