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cloned Nullkiller into Nullkiller2
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111
AI/Nullkiller2/Engine/AIMemory.cpp
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111
AI/Nullkiller2/Engine/AIMemory.cpp
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/*
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* AIMemory.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "../StdInc.h"
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#include "AIMemory.h"
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namespace NKAI
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{
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void AIMemory::removeFromMemory(const CGObjectInstance * obj)
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{
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vstd::erase_if_present(visitableObjs, obj);
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vstd::erase_if_present(alreadyVisited, obj);
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//TODO: Find better way to handle hero boat removal
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if(auto hero = dynamic_cast<const CGHeroInstance *>(obj))
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{
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if(hero->inBoat())
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{
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vstd::erase_if_present(visitableObjs, hero->getBoat());
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vstd::erase_if_present(alreadyVisited, hero->getBoat());
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}
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}
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}
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void AIMemory::removeFromMemory(ObjectIdRef obj)
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{
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auto matchesId = [&](const CGObjectInstance * hlpObj) -> bool
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{
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return hlpObj->id == obj.id;
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};
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vstd::erase_if(visitableObjs, matchesId);
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vstd::erase_if(alreadyVisited, matchesId);
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}
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void AIMemory::addSubterraneanGate(const CGObjectInstance * entrance, const CGObjectInstance * exit)
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{
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knownSubterraneanGates[entrance] = exit;
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knownSubterraneanGates[exit] = entrance;
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logAi->trace(
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"Found a pair of subterranean gates between %s and %s!",
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entrance->visitablePos().toString(),
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exit->visitablePos().toString());
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}
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void AIMemory::addVisitableObject(const CGObjectInstance * obj)
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{
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visitableObjs.insert(obj);
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// All teleport objects seen automatically assigned to appropriate channels
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auto teleportObj = dynamic_cast<const CGTeleport *>(obj);
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if(teleportObj)
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{
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CGTeleport::addToChannel(knownTeleportChannels, teleportObj);
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}
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}
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void AIMemory::markObjectVisited(const CGObjectInstance * obj)
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{
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if(!obj)
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return;
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// TODO: maybe this logic belongs to CaptureObjects::shouldVisit
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if(const auto * rewardable = dynamic_cast<const CRewardableObject *>(obj))
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{
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if (rewardable->configuration.getVisitMode() == Rewardable::VISIT_HERO) //we may want to visit it with another hero
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return;
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if (rewardable->configuration.getVisitMode() == Rewardable::VISIT_BONUS) //or another time
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return;
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}
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if(obj->ID == Obj::MONSTER)
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return;
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alreadyVisited.insert(obj);
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}
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void AIMemory::markObjectUnvisited(const CGObjectInstance * obj)
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{
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vstd::erase_if_present(alreadyVisited, obj);
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}
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bool AIMemory::wasVisited(const CGObjectInstance * obj) const
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{
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return vstd::contains(alreadyVisited, obj);
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}
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void AIMemory::removeInvisibleObjects(CCallback * cb)
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{
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auto shouldBeErased = [&](const CGObjectInstance * obj) -> bool
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{
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if(obj)
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return !cb->getObj(obj->id, false); // no verbose output needed as we check object visibility
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else
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return true;
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};
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vstd::erase_if(visitableObjs, shouldBeErased);
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vstd::erase_if(alreadyVisited, shouldBeErased);
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}
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}
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