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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(dynamic_cast<const CGVisitableOPH *>(obj)) //we may want to visit it with another hero
 
- 		return;
 
- 	
 
- 	if(dynamic_cast<const CGBonusingObject *>(obj)) //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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