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vcmi/AI/Nullkiller/AIUtility.h

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/*
* 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
*
*/
#pragma once
// Check windows
#if _WIN32 || _WIN64
#if _WIN64
#define ENVIRONMENT64
#else
#define ENVIRONMENT32
#endif
#endif
// Check GCC
#if __GNUC__
#if __x86_64__ || __ppc64__
#define ENVIRONMENT64
#else
#define ENVIRONMENT32
#endif
#endif
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/*********************** TBB.h ********************/
#include "tbb/blocked_range.h"
#include "tbb/concurrent_hash_map.h"
#include "tbb/concurrent_unordered_map.h"
#include "tbb/concurrent_unordered_set.h"
#include "tbb/concurrent_vector.h"
#include "tbb/parallel_for.h"
#include "tbb/parallel_invoke.h"
/*********************** TBB.h ********************/
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#include "../../lib/VCMI_Lib.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/CStopWatch.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../CCallback.h"
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#include <chrono>
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using dwellingContent = std::pair<ui32, std::vector<CreatureID>>;
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namespace NKAI
{
struct creInfo;
class AIGateway;
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class Nullkiller;
const int GOLD_MINE_PRODUCTION = 1000;
const int WOOD_ORE_MINE_PRODUCTION = 2;
const int RESOURCE_MINE_PRODUCTION = 1;
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const int ACTUAL_RESOURCE_COUNT = 7;
extern thread_local CCallback * cb;
enum HeroRole
{
SCOUT = 0,
MAIN = 1
};
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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 DLL_EXPORT HeroPtr
{
const CGHeroInstance * h;
ObjectInstanceID hid;
public:
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std::string name() const;
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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
bool operator==(const HeroPtr & rhs) const;
bool operator!=(const HeroPtr & rhs) const
{
return !(*this == rhs);
}
const CGHeroInstance * get(bool doWeExpectNull = false) const;
const CGHeroInstance * get(const CPlayerSpecificInfoCallback * cb, bool doWeExpectNull = false) const;
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bool validAndSet() const;
};
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;
operator bool() const;
ObjectIdRef(ObjectInstanceID _id);
ObjectIdRef(const CGObjectInstance * obj);
bool operator<(const ObjectIdRef & rhs) const;
};
template<Obj::Type id>
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bool objWithID(const CGObjectInstance * obj)
{
return obj->ID == id;
}
struct creInfo
{
int count;
CreatureID creID;
int level;
};
creInfo infoFromDC(const dwellingContent & dc);
template<class Func>
void foreach_tile_pos(const Func & foo)
{
// some micro-optimizations since this function gets called a LOT
// callback pointer is thread-specific and slow to retrieve -> read map size only once
int3 mapSize = cb->getMapSize();
for(int z = 0; z < mapSize.z; z++)
{
for(int x = 0; x < mapSize.x; x++)
{
for(int y = 0; y < mapSize.y; y++)
{
foo(int3(x, y, z));
}
}
}
}
template<class Func, class TCallback>
void foreach_tile_pos(TCallback * cbp, const Func & foo) // avoid costly retrieval of thread-specific pointer
{
int3 mapSize = cbp->getMapSize();
for(int z = 0; z < mapSize.z; z++)
{
for(int x = 0; x < mapSize.x; x++)
{
for(int y = 0; y < mapSize.y; y++)
{
foo(cbp, int3(x, y, z));
}
}
}
}
template<class Func>
void foreach_neighbour(const int3 & pos, const Func & foo)
{
CCallback * cbp = cb; // avoid costly retrieval of thread-specific pointer
for(const int3 & dir : int3::getDirs())
{
const int3 n = pos + dir;
if(cbp->isInTheMap(n))
foo(pos + dir);
}
}
template<class Func>
void foreach_neighbour(CCallback * cbp, const int3 & pos, const Func & foo) // avoid costly retrieval of thread-specific pointer
{
for(const int3 & dir : int3::getDirs())
{
const int3 n = pos + dir;
if(cbp->isInTheMap(n))
foo(cbp, pos + dir);
}
}
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bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj);
bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations);
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bool isBlockVisitObj(const int3 & pos);
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bool isWeeklyRevisitable(const Nullkiller * ai, const CGObjectInstance * obj);
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bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
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bool isSafeToVisit(const CGHeroInstance * h, uint64_t dangerStrength, float safeAttackRatio);
bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet *, uint64_t dangerStrength, float safeAttackRatio);
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bool compareHeroStrength(const CGHeroInstance * h1, const CGHeroInstance * h2);
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bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
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bool townHasFreeTavern(const CGTownInstance * town);
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uint64_t getHeroArmyStrengthWithCommander(const CGHeroInstance * hero, const CCreatureSet * heroArmy);
uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start);
// todo: move to obj manager
bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj);
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int getDuplicatingSlots(const CArmedInstance * army);
template <class T>
class SharedPool
{
public:
struct External_Deleter
{
explicit External_Deleter(std::weak_ptr<SharedPool<T>* > pool)
: pool(pool)
{
}
void operator()(T * ptr)
{
std::unique_ptr<T> uptr(ptr);
if(auto pool_ptr = pool.lock())
{
(*pool_ptr.get())->add(std::move(uptr));
}
}
private:
std::weak_ptr<SharedPool<T>* > pool;
};
public:
using ptr_type = std::unique_ptr<T, External_Deleter>;
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SharedPool(std::function<std::unique_ptr<T>()> elementFactory):
elementFactory(elementFactory), pool(), instance_tracker(new SharedPool<T> *(this))
{}
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void add(std::unique_ptr<T> t)
{
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boost::lock_guard<boost::mutex> lock(sync);
pool.push_back(std::move(t));
}
ptr_type acquire()
{
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boost::lock_guard<boost::mutex> lock(sync);
bool poolIsEmpty = pool.empty();
T * element = poolIsEmpty
? elementFactory().release()
: pool.back().release();
ptr_type tmp(
element,
External_Deleter(std::weak_ptr<SharedPool<T>*>(instance_tracker)));
if(!poolIsEmpty) pool.pop_back();
return tmp;
}
bool empty() const
{
return pool.empty();
}
size_t size() const
{
return pool.size();
}
private:
std::vector<std::unique_ptr<T>> pool;
std::function<std::unique_ptr<T>()> elementFactory;
std::shared_ptr<SharedPool<T> *> instance_tracker;
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boost::mutex sync;
};
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}