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- /*
- * RecruitHero.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 "Goals.h"
- #include "../AIGateway.h"
- #include "../AIUtility.h"
- #include "../../../lib/constants/StringConstants.h"
- namespace NK2AI
- {
- using namespace Goals;
- std::string RecruitHero::toString() const
- {
- if(heroToBuy)
- return "Recruit " + heroToBuy->getNameTranslated() + " at " + town->getNameTranslated();
- else
- return "Recruit hero at " + town->getNameTranslated();
- }
- void RecruitHero::accept(AIGateway * aiGw)
- {
- auto t = town;
- if(!t)
- {
- throw cannotFulfillGoalException("No town to recruit hero!");
- }
- logAi->debug("Trying to recruit a hero in %s at %s", t->getNameTranslated(), t->visitablePos().toString());
- const auto heroes = aiGw->cc->getAvailableHeroes(t);
- if(!heroes.size())
- {
- throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
- }
- auto heroToHire = heroToBuy;
- if(!heroToHire)
- {
- for(auto hero : heroes)
- {
- if(!heroToHire || hero->getTotalStrength() > heroToHire->getTotalStrength())
- heroToHire = hero;
- }
- }
- if(!heroToHire)
- throw cannotFulfillGoalException("No hero to hire!");
- if(t->getVisitingHero())
- {
- aiGw->cc->swapGarrisonHero(t);
- }
- if(t->getVisitingHero())
- throw cannotFulfillGoalException("Town " + t->nodeName() + " is occupied. Cannot recruit hero!");
- aiGw->cc->recruitHero(t, heroToHire);
- {
- // TODO: Mircea: Consider same behavior when a hero is lost? Relevant?
- std::unique_lock lockGuard(aiGw->nullkiller->aiStateMutex);
- aiGw->nullkiller->heroManager->update();
- aiGw->nullkiller->objectClusterizer->reset();
- }
- }
- }
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