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https://github.com/vcmi/vcmi.git
synced 2025-11-25 22:42:04 +02:00
more thread_local removal in NK2, still WIP
This commit is contained in:
@@ -46,7 +46,7 @@ void BuildAnalyzer::update()
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for(const CGTownInstance * town : towns)
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{
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if(town->built >= ccTl->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP))
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if(town->built >= aiNk->cc->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP))
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continue; // Not much point in trying anything - can't built in this town anymore today
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#if NK2AI_TRACE_LEVEL >= 1
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@@ -310,12 +310,8 @@ void ObjectClusterizer::clusterize()
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{
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for(auto id : invalidated)
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{
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auto obj = ccTl->getObj(id, false);
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if(obj)
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{
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if(auto obj = aiNk->cc->getObj(id, false))
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objs.push_back(obj);
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}
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}
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invalidated.clear();
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@@ -353,7 +349,7 @@ void ObjectClusterizer::clusterize()
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for(auto pair : blockedObjects)
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{
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auto blocker = ccTl->getObj(pair.first);
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auto blocker = aiNk->cc->getObj(pair.first);
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logAi->trace("Cluster %s %s count: %i", blocker->getObjectName(), blocker->visitablePos().toString(), pair.second->objects.size());
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@@ -27,29 +27,23 @@ std::string BuyArmyBehavior::toString() const
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Goals::TGoalVec BuyArmyBehavior::decompose(const Nullkiller * aiNk) const
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{
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Goals::TGoalVec tasks;
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auto heroes = ccTl->getHeroesInfo();
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const auto heroes = aiNk->cc->getHeroesInfo();
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if(heroes.empty())
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{
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return tasks;
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}
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// Simplification: Moved this call before getting into the decomposer
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// aiNk->dangerHitMap->updateHitMap();
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for(auto town : ccTl->getTownsInfo())
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for(const auto town : aiNk->cc->getTownsInfo())
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{
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uint8_t closestThreat = aiNk->dangerHitMap->getTileThreat(town->visitablePos()).fastestDanger.turn;
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if (closestThreat >=2 && aiNk->buildAnalyzer->isGoldPressureOverMax() && !town->hasBuilt(BuildingID::CITY_HALL) && ccTl->canBuildStructure(town, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
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if(closestThreat >= 2 && aiNk->buildAnalyzer->isGoldPressureOverMax() && !town->hasBuilt(BuildingID::CITY_HALL) &&
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aiNk->cc->canBuildStructure(town, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
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{
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return tasks;
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}
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auto townArmyAvailableToBuy = aiNk->armyManager->getArmyAvailableToBuyAsCCreatureSet(
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town,
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aiNk->getFreeResources());
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auto townArmyAvailableToBuy = aiNk->armyManager->getArmyAvailableToBuyAsCCreatureSet(town, aiNk->getFreeResources());
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for(const CGHeroInstance * targetHero : heroes)
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{
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@@ -50,12 +50,12 @@ Goals::TGoalVec ExplorationBehavior::decompose(const Nullkiller * aiNk) const
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case Obj::SUBTERRANEAN_GATE:
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case Obj::WHIRLPOOL:
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{
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auto tObj = dynamic_cast<const CGTeleport*>(obj);
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for (auto exit : ccTl->getTeleportChannelExits(tObj->channel))
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const auto tObj = dynamic_cast<const CGTeleport*>(obj);
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for (auto exit : aiNk->cc->getTeleportChannelExits(tObj->channel))
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{
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if (exit != tObj->id)
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{
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if (!ccTl->isVisible(ccTl->getObjInstance(exit)))
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if (!aiNk->cc->isVisible(aiNk->cc->getObjInstance(exit)))
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tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 50)).addNext(CaptureObject(obj))));
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}
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}
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@@ -312,7 +312,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const Nullkiller * aiNk, const C
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&& aiNk->heroManager->canRecruitHero(upgrader)
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&& path.turn() < aiNk->settings->getScoutHeroTurnDistanceLimit()) // TODO: Mircea: Inspect what this does
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{
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for(auto hero : ccTl->getAvailableHeroes(upgrader))
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for(const auto * const hero : aiNk->cc->getAvailableHeroes(upgrader))
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{
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auto scoutReinforcement = aiNk->armyManager->howManyReinforcementsCanGet(hero, upgrader);
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@@ -97,15 +97,15 @@ bool needToRecruitHero(const Nullkiller * aiNk, const CGTownInstance * startupTo
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}
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}
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auto basicCount = ccTl->getTownsInfo().size() + 2;
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auto boost = std::min(
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(int)std::floor(std::pow(1 + (ccTl->getMapSize().x / 50), 2)),
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const auto basicCount = aiNk->cc->getTownsInfo().size() + 2;
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const auto boost = std::min(
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(int)std::floor(std::pow(1 + aiNk->cc->getMapSize().x / 50, 2)),
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treasureSourcesCount / 2);
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logAi->trace("Treasure sources found %d", treasureSourcesCount);
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logAi->trace("Startup allows %d+%d heroes", basicCount, boost);
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return ccTl->getHeroCount(aiNk->playerID, true) < basicCount + boost;
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return aiNk->cc->getHeroCount(aiNk->playerID, true) < basicCount + boost;
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}
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Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * aiNk) const
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@@ -583,7 +583,7 @@ float RewardEvaluator::evaluateWitchHutSkillScore(const CGObjectInstance * hut,
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return role == HeroRole::SCOUT ? 2 : 0;
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if(hero->getSecSkillLevel(skill) != MasteryLevel::NONE
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|| static_cast<int>(hero->secSkills.size()) >= ccTl->getSettings().getInteger(EGameSettings::HEROES_SKILL_PER_HERO))
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|| static_cast<int>(hero->secSkills.size()) >= aiNk->cc->getSettings().getInteger(EGameSettings::HEROES_SKILL_PER_HERO))
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return 0;
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auto score = aiNk->heroManager->evaluateSecSkill(skill, hero);
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@@ -59,10 +59,9 @@ void AdventureSpellCast::accept(AIGateway * aiGw)
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if (hero->isGarrisoned())
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aiGw->cc->swapGarrisonHero(hero->getVisitedTown());
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auto wait = ccTl->waitTillRealize;
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ccTl->waitTillRealize = true;
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ccTl->castSpell(hero, spellID, tile);
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const auto wait = aiGw->cc->waitTillRealize;
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aiGw->cc->waitTillRealize = true;
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aiGw->cc->castSpell(hero, spellID, tile);
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if(town && townPortalEffect)
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{
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@@ -70,8 +69,7 @@ void AdventureSpellCast::accept(AIGateway * aiGw)
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aiGw->moveHeroToTile(town->visitablePos(), HeroPtr(hero, aiGw->cc));
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}
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ccTl->waitTillRealize = wait;
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aiGw->cc->waitTillRealize = wait;
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throw goalFulfilledException(sptr(*this));
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}
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@@ -45,12 +45,12 @@ void BuildBoat::accept(AIGateway * aiGw)
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TResources boatCost;
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shipyard->getBoatCost(boatCost);
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if(!ccTl->getResourceAmount().canAfford(boatCost))
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if(!aiGw->cc->getResourceAmount().canAfford(boatCost))
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{
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throw cannotFulfillGoalException("Can not afford boat");
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}
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if(ccTl->getPlayerRelations(aiGw->playerID, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
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if(aiGw->cc->getPlayerRelations(aiGw->playerID, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
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{
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throw cannotFulfillGoalException("Can not build boat in enemy shipyard");
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}
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@@ -65,7 +65,7 @@ void BuildBoat::accept(AIGateway * aiGw)
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shipyard->getObject()->visitablePos().toString(),
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shipyard->bestLocation().toString());
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ccTl->buildBoat(shipyard);
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aiGw->cc->buildBoat(shipyard);
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throw goalFulfilledException(sptr(*this));
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}
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@@ -52,11 +52,11 @@ void BuildThis::accept(AIGateway * aiGw)
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if(town)
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{
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if(ccTl->canBuildStructure(town, b) == EBuildingState::ALLOWED)
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if(aiGw->cc->canBuildStructure(town, b) == EBuildingState::ALLOWED)
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{
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logAi->debug("Player %d will build %s in town of %s at %s",
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aiGw->playerID, town->getTown()->buildings.at(b)->getNameTranslated(), town->getNameTranslated(), town->anchorPos().toString());
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ccTl->buildBuilding(town, b);
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aiGw->cc->buildBuilding(town, b);
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return;
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}
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@@ -48,7 +48,7 @@ void BuyArmy::accept(AIGateway * aiGw)
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for(int i = 0; valueBought < value && i < armyToBuy.size(); i++)
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{
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auto res = ccTl->getResourceAmount();
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auto res = aiGw->cc->getResourceAmount();
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auto & ci = armyToBuy[i];
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if(objid != CreatureID::NONE && ci.creID.getNum() != objid)
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@@ -81,12 +81,12 @@ void BuyArmy::accept(AIGateway * aiGw)
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}
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if (lowestValueSlot.validSlot())
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{
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ccTl->dismissCreature(town->getUpperArmy(), lowestValueSlot);
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aiGw->cc->dismissCreature(town->getUpperArmy(), lowestValueSlot);
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}
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}
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if (town->getUpperArmy()->stacksCount() < GameConstants::ARMY_SIZE || town->getUpperArmy()->getSlotFor(ci.creID).validSlot()) //It is possible we don't scrap despite we wanted to due to not scrapping stacks that fit our faction
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{
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ccTl->recruitCreatures(town, town->getUpperArmy(), ci.creID, ci.count, ci.level);
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aiGw->cc->recruitCreatures(town, town->getUpperArmy(), ci.creID, ci.count, ci.level);
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}
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valueBought += ci.count * ci.creID.toCreature()->getAIValue();
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}
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@@ -22,7 +22,7 @@ using namespace Goals;
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bool isKeyMaster(const QuestInfo & q)
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{
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auto object = q.getObject(ccTl);
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const auto object = q.getObject(ccTl);
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return object && (object->ID == Obj::BORDER_GATE || object->ID == Obj::BORDERGUARD);
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}
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@@ -39,7 +39,7 @@ TGoalVec CompleteQuest::decompose(const Nullkiller * aiNk) const
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}
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logAi->debug("Trying to realize quest: %s", questToString());
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auto quest = q.getQuest(ccTl);
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const auto quest = q.getQuest(aiNk->cc.get());
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if(!quest->mission.artifacts.empty())
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return missionArt(aiNk);
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@@ -108,14 +108,14 @@ std::string CompleteQuest::questToString() const
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TGoalVec CompleteQuest::tryCompleteQuest(const Nullkiller * aiNk) const
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{
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auto paths = aiNk->pathfinder->getPathInfo(q.getObject(ccTl)->visitablePos());
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auto paths = aiNk->pathfinder->getPathInfo(q.getObject(aiNk->cc.get())->visitablePos());
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vstd::erase_if(paths, [&](const AIPath & path) -> bool
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{
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return !q.getQuest(ccTl)->checkQuest(path.targetHero);
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return !q.getQuest(aiNk->cc.get())->checkQuest(path.targetHero);
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});
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return CaptureObjectsBehavior::getVisitGoals(paths, aiNk, q.getObject(ccTl));
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return CaptureObjectsBehavior::getVisitGoals(paths, aiNk, q.getObject(aiNk->cc.get()));
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}
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TGoalVec CompleteQuest::missionArt(const Nullkiller * aiNk) const
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@@ -127,7 +127,7 @@ TGoalVec CompleteQuest::missionArt(const Nullkiller * aiNk) const
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CaptureObjectsBehavior findArts;
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for(auto art : q.getQuest(ccTl)->mission.artifacts)
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for(auto art : q.getQuest(aiNk->cc.get())->mission.artifacts)
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{
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solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::ARTIFACT, art.getNum())));
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}
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@@ -150,14 +150,14 @@ TGoalVec CompleteQuest::missionHero(const Nullkiller * aiNk) const
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TGoalVec CompleteQuest::missionArmy(const Nullkiller * aiNk) const
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{
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auto paths = aiNk->pathfinder->getPathInfo(q.getObject(ccTl)->visitablePos());
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auto paths = aiNk->pathfinder->getPathInfo(q.getObject(aiNk->cc.get())->visitablePos());
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vstd::erase_if(paths, [&](const AIPath & path) -> bool
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{
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return !CQuest::checkMissionArmy(q.getQuest(ccTl), path.heroArmy);
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return !CQuest::checkMissionArmy(q.getQuest(aiNk->cc.get()), path.heroArmy);
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});
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return CaptureObjectsBehavior::getVisitGoals(paths, aiNk, q.getObject(ccTl));
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return CaptureObjectsBehavior::getVisitGoals(paths, aiNk, q.getObject(aiNk->cc.get()));
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}
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TGoalVec CompleteQuest::missionIncreasePrimaryStat(const Nullkiller * aiNk) const
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@@ -172,13 +172,13 @@ TGoalVec CompleteQuest::missionLevel(const Nullkiller * aiNk) const
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TGoalVec CompleteQuest::missionKeymaster(const Nullkiller * aiNk) const
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{
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if(isObjectPassable(aiNk, q.getObject(ccTl)))
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if(isObjectPassable(aiNk, q.getObject(aiNk->cc.get())))
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{
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return CaptureObjectsBehavior(q.getObject(ccTl)).decompose(aiNk);
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return CaptureObjectsBehavior(q.getObject(aiNk->cc.get())).decompose(aiNk);
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}
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else
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{
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return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.getObject(ccTl)->subID).decompose(aiNk);
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return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.getObject(aiNk->cc.get())->subID).decompose(aiNk);
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}
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}
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@@ -190,12 +190,11 @@ TGoalVec CompleteQuest::missionResources(const Nullkiller * aiNk) const
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TGoalVec CompleteQuest::missionDestroyObj(const Nullkiller * aiNk) const
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{
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auto obj = aiNk->cc->getObj(q.getQuest(ccTl)->killTarget);
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const auto obj = aiNk->cc->getObj(q.getQuest(aiNk->cc.get())->killTarget);
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if(!obj)
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return CaptureObjectsBehavior(q.getObject(ccTl)).decompose(aiNk);
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return CaptureObjectsBehavior(q.getObject(aiNk->cc.get())).decompose(aiNk);
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auto relations = aiNk->cc->getPlayerRelations(aiNk->playerID, obj->tempOwner);
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const auto relations = aiNk->cc->getPlayerRelations(aiNk->playerID, obj->tempOwner);
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//if(relations == PlayerRelations::SAME_PLAYER)
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//{
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@@ -26,8 +26,7 @@ void DismissHero::accept(AIGateway * aiGw)
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if(!hero)
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throw cannotFulfillGoalException("Invalid hero!");
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ccTl->dismissHero(hero);
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aiGw->cc->dismissHero(hero);
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throw goalFulfilledException(sptr(*this));
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}
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@@ -65,7 +65,7 @@ void ExchangeSwapTownHeroes::accept(AIGateway * aiGw)
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if(!currentGarrisonHero)
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throw cannotFulfillGoalException("Invalid configuration. There is no hero in town garrison.");
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ccTl->swapGarrisonHero(town);
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aiGw->cc->swapGarrisonHero(town);
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if(currentGarrisonHero != town->getVisitingHero())
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{
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@@ -81,7 +81,7 @@ void ExchangeSwapTownHeroes::accept(AIGateway * aiGw)
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}
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if(town->getVisitingHero() && town->getVisitingHero() != getGarrisonHero())
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ccTl->swapGarrisonHero(town);
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aiGw->cc->swapGarrisonHero(town);
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aiGw->makePossibleUpgrades(town);
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aiGw->moveHeroToTile(town->visitablePos(), HeroPtr(getGarrisonHero(), aiGw->cc));
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@@ -94,12 +94,12 @@ void ExchangeSwapTownHeroes::accept(AIGateway * aiGw)
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{
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while (upperArmy->stacksCount() != 0)
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{
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ccTl->dismissCreature(upperArmy, upperArmy->Slots().begin()->first);
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aiGw->cc->dismissCreature(upperArmy, upperArmy->Slots().begin()->first);
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}
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}
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}
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ccTl->swapGarrisonHero(town);
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aiGw->cc->swapGarrisonHero(town);
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if(lockingReason != HeroLockedReason::NOT_LOCKED)
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{
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@@ -38,15 +38,13 @@ void RecruitHero::accept(AIGateway * aiGw)
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logAi->debug("Trying to recruit a hero in %s at %s", t->getNameTranslated(), t->visitablePos().toString());
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auto heroes = ccTl->getAvailableHeroes(t);
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const auto heroes = aiGw->cc->getAvailableHeroes(t);
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if(!heroes.size())
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{
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throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
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}
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auto heroToHire = heroToBuy;
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if(!heroToHire)
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{
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for(auto hero : heroes)
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@@ -61,13 +59,13 @@ void RecruitHero::accept(AIGateway * aiGw)
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if(t->getVisitingHero())
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{
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ccTl->swapGarrisonHero(t);
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aiGw->cc->swapGarrisonHero(t);
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}
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if(t->getVisitingHero())
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throw cannotFulfillGoalException("Town " + t->nodeName() + " is occupied. Cannot recruit hero!");
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ccTl->recruitHero(t, heroToHire);
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aiGw->cc->recruitHero(t, heroToHire);
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{
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// TODO: Mircea: Consider same behavior when a hero is lost? Relevant?
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@@ -86,8 +86,7 @@ void ObjectGraph::removeObject(const CGObjectInstance * obj)
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{
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vstd::erase_if(nodes[obj->visitablePos()].connections, [&](const std::pair<int3, ObjectLink> & link) -> bool
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{
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auto tile = ccTl->getTile(link.first, false);
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const auto tile = ccTl->getTile(link.first, false);
|
||||
return tile && tile->isWater();
|
||||
});
|
||||
}
|
||||
|
||||
@@ -205,12 +205,12 @@ void ObjectGraphCalculator::calculateConnections(const int3 & pos, std::vector<A
|
||||
auto obj1 = actorObjectMap[path1.targetHero];
|
||||
auto obj2 = actorObjectMap[path2.targetHero];
|
||||
|
||||
auto tile1 = ccTl->getTile(pos1);
|
||||
auto tile2 = ccTl->getTile(pos2);
|
||||
auto tile1 = aiNk->cc->getTile(pos1);
|
||||
auto tile2 = aiNk->cc->getTile(pos2);
|
||||
|
||||
if(tile2->isWater() && !tile1->isWater())
|
||||
{
|
||||
if(!ccTl->getTile(pos)->isWater())
|
||||
if(!aiNk->cc->getTile(pos)->isWater())
|
||||
continue;
|
||||
|
||||
auto startingObjIsBoat = (obj1 && obj1->ID == Obj::BOAT) || target->isVirtualBoat(pos1);
|
||||
@@ -295,7 +295,7 @@ void ObjectGraphCalculator::addObjectActor(const CGObjectInstance * obj)
|
||||
objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
|
||||
objectActor->initObj(randomizer);
|
||||
|
||||
if(ccTl->getTile(visitablePos)->isWater())
|
||||
if(aiNk->cc->getTile(visitablePos)->isWater())
|
||||
{
|
||||
objectActor->setBoat(temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get());
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user