/* * 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" 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(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(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(obj)) //we may want to visit it with another hero return; if(dynamic_cast(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); }