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vcmi/AI/VCAI/AIUtility.h

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C
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#pragma once
#include "../../lib/VCMI_Lib.h"
#include "../../lib/CBuildingHandler.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/Connection.h"
#include "../../lib/CStopWatch.h"
/*
* AIUtility.h, 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
*
*/
class CCallback;
typedef const int3& crint3;
typedef const std::string& crstring;
const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
const int ACTUAL_RESOURCE_COUNT = 7;
const int ALLOWED_ROAMING_HEROES = 8;
//implementation-dependent
extern const double SAFE_ATTACK_CONSTANT;
extern const int GOLD_RESERVE;
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//provisional class for AI to store a reference to an owned hero object
//checks if it's valid on access, should be used in place of const CGHeroInstance*
struct HeroPtr
{
const CGHeroInstance *h;
ObjectInstanceID hid;
public:
std::string name;
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HeroPtr();
HeroPtr(const CGHeroInstance *H);
~HeroPtr();
operator bool() const
{
return validAndSet();
}
bool operator<(const HeroPtr &rhs) const;
const CGHeroInstance *operator->() const;
const CGHeroInstance *operator*() const; //not that consistent with -> but all interfaces use CGHeroInstance*, so it's convenient
const CGHeroInstance *get(bool doWeExpectNull = false) const;
bool validAndSet() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & this->h & hid & name;
}
};
enum BattleState
{
NO_BATTLE,
UPCOMING_BATTLE,
ONGOING_BATTLE,
ENDING_BATTLE
};
// AI lives in a dangerous world. CGObjectInstances under pointer may got deleted/hidden.
// This class stores object id, so we can detect when we lose access to the underlying object.
struct ObjectIdRef
{
ObjectInstanceID id;
const CGObjectInstance *operator->() const;
operator const CGObjectInstance *() const;
ObjectIdRef(ObjectInstanceID _id);
ObjectIdRef(const CGObjectInstance *obj);
bool operator<(const ObjectIdRef &rhs) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
}
};
struct TimeCheck
{
CStopWatch time;
std::string txt;
TimeCheck(crstring TXT) : txt(TXT)
{
}
~TimeCheck()
{
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logAi->trace("Time of %s was %d ms.",txt,time.getDiff());
}
};
struct AtScopeExit
{
std::function<void()> foo;
AtScopeExit(const std::function<void()> &FOO) : foo(FOO)
{}
~AtScopeExit()
{
foo();
}
};
class ObjsVector : public std::vector<ObjectIdRef>
{
private:
};
template<int id>
bool objWithID(const CGObjectInstance *obj)
{
return obj->ID == id;
}
std::string strFromInt3(int3 pos);
void foreach_tile_pos(std::function<void(const int3& pos)> foo);
void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3& pos)> foo); // avoid costly retrieval of thread-specific pointer
void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo);
void foreach_neighbour(CCallback * cbp, const int3 &pos, std::function<void(CCallback * cbp, const int3& pos)> foo); // avoid costly retrieval of thread-specific pointer
int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp);
int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir);
void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out);
bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater);
bool isBlockedBorderGate(int3 tileToHit);
bool isWeeklyRevisitable (const CGObjectInstance * obj);
bool shouldVisit (HeroPtr h, const CGObjectInstance * obj);
ui64 evaluateDanger(const CGObjectInstance *obj);
ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor);
bool isSafeToVisit(HeroPtr h, crint3 tile);
bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2, CCallback * cbp);
bool compareMovement(HeroPtr lhs, HeroPtr rhs);
bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2);
bool compareArtifacts(const CArtifactInstance *a1, const CArtifactInstance *a2);
ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t);
int3 whereToExplore(HeroPtr h);
class CDistanceSorter
{
const CGHeroInstance * hero;
public:
CDistanceSorter(const CGHeroInstance * hero): hero(hero) {}
bool operator ()(const CGObjectInstance *lhs, const CGObjectInstance *rhs);
};