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vcmi/AI/Nullkiller2/Engine/AIMemory.cpp

128 lines
3.2 KiB
C++

/*
* 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"
namespace NK2AI
{
void AIMemory::removeFromMemory(const CGObjectInstance * obj)
{
vstd::erase_if_present(visitableObjs, obj->id);
vstd::erase_if_present(alreadyVisited, obj->id);
//TODO: Find better way to handle hero boat removal
if(const auto * hero = dynamic_cast<const CGHeroInstance *>(obj))
{
if(hero->inBoat())
{
vstd::erase_if_present(visitableObjs, hero->getBoat()->id);
vstd::erase_if_present(alreadyVisited, hero->getBoat()->id);
}
}
}
void AIMemory::removeFromMemory(const ObjectIdRef obj)
{
auto matchesId = [&](const ObjectInstanceID & objId) -> bool
{
return objId == 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->id);
// All teleport objects seen automatically assigned to appropriate channels
if(const auto teleportObj = dynamic_cast<const CGTeleport *>(obj))
{
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->id);
}
void AIMemory::markObjectUnvisited(const CGObjectInstance * obj)
{
vstd::erase_if_present(alreadyVisited, obj->id);
}
bool AIMemory::wasVisited(const CGObjectInstance * obj) const
{
return vstd::contains(alreadyVisited, obj->id);
}
void AIMemory::removeInvisibleOrDeletedObjects(const CCallback & cb)
{
auto shouldBeErased = [&](const ObjectInstanceID objId) -> bool
{
return !cb.getObj(objId, false);
};
vstd::erase_if(visitableObjs, shouldBeErased);
vstd::erase_if(alreadyVisited, shouldBeErased);
}
std::vector<const CGObjectInstance *> AIMemory::visitableIdsToObjsVector(const CCallback & cb) const
{
auto objs = std::vector<const CGObjectInstance *>();
for(const ObjectInstanceID objId : visitableObjs)
{
if(const auto * obj = cb.getObj(objId, false))
objs.push_back(obj);
}
return objs;
}
std::set<const CGObjectInstance *> AIMemory::visitableIdsToObjsSet(const CCallback & cb) const
{
auto objs = std::set<const CGObjectInstance *>();
for(const ObjectInstanceID objId : visitableObjs)
{
if(const auto * obj = cb.getObj(objId, false))
objs.insert(obj);
}
return objs;
}
}