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- /*
- * QuestAction.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 "QuestAction.h"
- #include "../../AIGateway.h"
- #include "../../Goals/CompleteQuest.h"
- #include "../../../../lib/mapObjects/CQuest.h"
- namespace NKAI
- {
- namespace AIPathfinding
- {
- bool QuestAction::canAct(const Nullkiller * ai, const AIPathNode * node) const
- {
- return canAct(ai, node->actor->hero);
- }
- bool QuestAction::canAct(const Nullkiller * ai, const AIPathNodeInfo & node) const
- {
- return canAct(ai, node.targetHero);
- }
- bool QuestAction::canAct(const Nullkiller * ai, const CGHeroInstance * hero) const
- {
- auto object = questInfo.getObject(ai->cb.get());
- auto quest = questInfo.getQuest(ai->cb.get());
- if(object->ID == Obj::BORDER_GATE || object->ID == Obj::BORDERGUARD)
- {
- return dynamic_cast<const IQuestObject *>(object)->checkQuest(hero);
- }
- auto notActivated = !object->wasVisited(ai->playerID)
- && !quest->activeForPlayers.count(hero->getOwner());
-
- return notActivated
- || quest->checkQuest(hero);
- }
- Goals::TSubgoal QuestAction::decompose(const Nullkiller * ai, const CGHeroInstance * hero) const
- {
- return Goals::sptr(Goals::CompleteQuest(questInfo));
- }
- void QuestAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
- {
- ai->moveHeroToTile(questInfo.getObject(ai->myCb.get())->visitablePos(), hero);
- }
- std::string QuestAction::toString() const
- {
- return "Complete Quest";
- }
- }
- }
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