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- /*
- * AIMemory.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 "AIMemory.h"
- #include "../../../CCallback.h"
- namespace NKAI
- {
- void AIMemory::removeFromMemory(const CGObjectInstance * obj)
- {
- vstd::erase_if_present(visitableObjs, obj);
- vstd::erase_if_present(alreadyVisited, obj);
- //TODO: Find better way to handle hero boat removal
- if(auto hero = dynamic_cast<const CGHeroInstance *>(obj))
- {
- if(hero->boat)
- {
- vstd::erase_if_present(visitableObjs, hero->boat);
- vstd::erase_if_present(alreadyVisited, hero->boat);
- }
- }
- }
- void AIMemory::removeFromMemory(ObjectIdRef obj)
- {
- auto matchesId = [&](const CGObjectInstance * hlpObj) -> bool
- {
- return hlpObj->id == obj.id;
- };
- vstd::erase_if(visitableObjs, matchesId);
- vstd::erase_if(alreadyVisited, matchesId);
- }
- void AIMemory::addSubterraneanGate(const CGObjectInstance * entrance, const CGObjectInstance * exit)
- {
- knownSubterraneanGates[entrance] = exit;
- knownSubterraneanGates[exit] = entrance;
- logAi->trace(
- "Found a pair of subterranean gates between %s and %s!",
- entrance->visitablePos().toString(),
- exit->visitablePos().toString());
- }
- void AIMemory::addVisitableObject(const CGObjectInstance * obj)
- {
- visitableObjs.insert(obj);
- // All teleport objects seen automatically assigned to appropriate channels
- auto teleportObj = dynamic_cast<const CGTeleport *>(obj);
- if(teleportObj)
- {
- CGTeleport::addToChannel(knownTeleportChannels, teleportObj);
- }
- }
- void AIMemory::markObjectVisited(const CGObjectInstance * obj)
- {
- if(!obj)
- return;
-
- // TODO: maybe this logic belongs to CaptureObjects::shouldVisit
- if(const auto * rewardable = dynamic_cast<const CRewardableObject *>(obj))
- {
- if (rewardable->configuration.getVisitMode() == Rewardable::VISIT_HERO) //we may want to visit it with another hero
- return;
- if (rewardable->configuration.getVisitMode() == Rewardable::VISIT_BONUS) //or another time
- return;
- }
- if(obj->ID == Obj::MONSTER)
- return;
- alreadyVisited.insert(obj);
- }
- void AIMemory::markObjectUnvisited(const CGObjectInstance * obj)
- {
- vstd::erase_if_present(alreadyVisited, obj);
- }
- bool AIMemory::wasVisited(const CGObjectInstance * obj) const
- {
- return vstd::contains(alreadyVisited, obj);
- }
- void AIMemory::removeInvisibleObjects(CCallback * cb)
- {
- auto shouldBeErased = [&](const CGObjectInstance * obj) -> bool
- {
- if(obj)
- return !cb->getObj(obj->id, false); // no verbose output needed as we check object visibility
- else
- return true;
- };
- vstd::erase_if(visitableObjs, shouldBeErased);
- vstd::erase_if(alreadyVisited, shouldBeErased);
- }
- }
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