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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +02:00

consistent renaming of ai into aiGw or aiNk and cbc

This commit is contained in:
Mircea TheHonestCTO
2025-08-16 00:22:18 +02:00
parent 6b6298fa33
commit b8bf8714a1
25 changed files with 85 additions and 85 deletions

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@@ -40,26 +40,26 @@ namespace NK2AI
{ {
//one thread may be turn of AI and another will be handling a side effect for AI2 //one thread may be turn of AI and another will be handling a side effect for AI2
thread_local CCallback * cbc = nullptr; thread_local CCallback * cbcTl = nullptr;
thread_local AIGateway * aiGw = nullptr; thread_local AIGateway * aiGwTl = nullptr;
//helper RAII to manage global ai/cb ptrs //helper RAII to manage global ai/cb ptrs
struct SetGlobalState struct SetGlobalState
{ {
SetGlobalState(AIGateway * gateway) SetGlobalState(AIGateway * gateway)
{ {
assert(!aiGw); assert(!aiGwTl);
assert(!cbc); assert(!cbcTl);
aiGw = gateway; aiGwTl = gateway;
cbc = gateway->cbc.get(); cbcTl = gateway->cbc.get();
} }
~SetGlobalState() ~SetGlobalState()
{ {
//TODO: how to handle rm? shouldn't be called after ai is destroyed, hopefully //TODO: how to handle rm? shouldn't be called after ai is destroyed, hopefully
//TODO: to ensure that, make rm unique_ptr //TODO: to ensure that, make rm unique_ptr
aiGw = nullptr; aiGwTl = nullptr;
cbc = nullptr; cbcTl = nullptr;
} }
}; };
@@ -1337,7 +1337,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
void AIGateway::buildStructure(const CGTownInstance * t, BuildingID building) void AIGateway::buildStructure(const CGTownInstance * t, BuildingID building)
{ {
auto name = t->getTown()->buildings.at(building)->getNameTranslated(); auto name = t->getTown()->buildings.at(building)->getNameTranslated();
logAi->debug("Player %d will build %s in town of %s at %s", aiGw->playerID, name, t->getNameTranslated(), t->anchorPos().toString()); logAi->debug("Player %d will build %s in town of %s at %s", aiGwTl->playerID, name, t->getNameTranslated(), t->anchorPos().toString());
cbc->buildBuilding(t, building); //just do this; cbc->buildBuilding(t, building); //just do this;
} }

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@@ -30,17 +30,17 @@ namespace NK2AI
const CGObjectInstance * ObjectIdRef::operator->() const const CGObjectInstance * ObjectIdRef::operator->() const
{ {
return cbc->getObj(id, false); return cbcTl->getObj(id, false);
} }
ObjectIdRef::operator const CGObjectInstance *() const ObjectIdRef::operator const CGObjectInstance *() const
{ {
return cbc->getObj(id, false); return cbcTl->getObj(id, false);
} }
ObjectIdRef::operator bool() const ObjectIdRef::operator bool() const
{ {
return cbc->getObj(id, false); return cbcTl->getObj(id, false);
} }
ObjectIdRef::ObjectIdRef(ObjectInstanceID _id) ObjectIdRef::ObjectIdRef(ObjectInstanceID _id)
@@ -101,7 +101,7 @@ std::string HeroPtr::name() const
const CGHeroInstance * HeroPtr::get(bool doWeExpectNull) const const CGHeroInstance * HeroPtr::get(bool doWeExpectNull) const
{ {
return get(cbc, doWeExpectNull); return get(cbcTl, doWeExpectNull);
} }
const CGHeroInstance * HeroPtr::get(const CPlayerSpecificInfoCallback * cb, bool doWeExpectNull) const const CGHeroInstance * HeroPtr::get(const CPlayerSpecificInfoCallback * cb, bool doWeExpectNull) const
@@ -203,7 +203,7 @@ bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater)
} }
else if(!fromWater) // do not try to board when in water sector else if(!fromWater) // do not try to board when in water sector
{ {
if(t->visitableObjects.size() == 1 && cbc->getObjInstance(t->topVisitableObj())->ID == Obj::BOAT) if(t->visitableObjects.size() == 1 && cbcTl->getObjInstance(t->topVisitableObj())->ID == Obj::BOAT)
return true; return true;
} }
return false; return false;
@@ -234,7 +234,7 @@ bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, Pla
bool isBlockVisitObj(const int3 & pos) bool isBlockVisitObj(const int3 & pos)
{ {
if(auto obj = cbc->getTopObj(pos)) if(auto obj = cbcTl->getTopObj(pos))
{ {
if(obj->isBlockedVisitable()) //we can't stand on that object if(obj->isBlockedVisitable()) //we can't stand on that object
return true; return true;

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@@ -62,7 +62,7 @@ const int WOOD_ORE_MINE_PRODUCTION = 2;
const int RESOURCE_MINE_PRODUCTION = 1; const int RESOURCE_MINE_PRODUCTION = 1;
const int ACTUAL_RESOURCE_COUNT = 7; const int ACTUAL_RESOURCE_COUNT = 7;
extern thread_local CCallback * cbc; extern thread_local CCallback * cbcTl;
enum HeroRole enum HeroRole
{ {
@@ -148,7 +148,7 @@ void foreach_tile_pos(const Func & foo)
{ {
// some micro-optimizations since this function gets called a LOT // some micro-optimizations since this function gets called a LOT
// callback pointer is thread-specific and slow to retrieve -> read map size only once // callback pointer is thread-specific and slow to retrieve -> read map size only once
int3 mapSize = cbc->getMapSize(); int3 mapSize = cbcTl->getMapSize();
for(int z = 0; z < mapSize.z; z++) for(int z = 0; z < mapSize.z; z++)
{ {
for(int x = 0; x < mapSize.x; x++) for(int x = 0; x < mapSize.x; x++)
@@ -180,7 +180,7 @@ void foreach_tile_pos(TCallback * cbp, const Func & foo) // avoid costly retriev
template<class Func> template<class Func>
void foreach_neighbour(const int3 & pos, const Func & foo) void foreach_neighbour(const int3 & pos, const Func & foo)
{ {
CCallback * cbp = cbc; // avoid costly retrieval of thread-specific pointer CCallback * cbp = cbcTl; // avoid costly retrieval of thread-specific pointer
for(const int3 & dir : int3::getDirs()) for(const int3 & dir : int3::getDirs())
{ {
const int3 n = pos + dir; const int3 n = pos + dir;

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@@ -50,7 +50,7 @@ void BuildAnalyzer::update()
for(const CGTownInstance* town : towns) for(const CGTownInstance* town : towns)
{ {
if(town->built >= cbc->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)) if(town->built >= cbcTl->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP))
continue; // Not much point in trying anything - can't built in this town anymore today continue; // Not much point in trying anything - can't built in this town anymore today
#if NKAI_TRACE_LEVEL >= 1 #if NKAI_TRACE_LEVEL >= 1

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@@ -310,7 +310,7 @@ void ObjectClusterizer::clusterize()
{ {
for(auto id : invalidated) for(auto id : invalidated)
{ {
auto obj = cbc->getObj(id, false); auto obj = cbcTl->getObj(id, false);
if(obj) if(obj)
{ {
@@ -354,7 +354,7 @@ void ObjectClusterizer::clusterize()
for(auto pair : blockedObjects) for(auto pair : blockedObjects)
{ {
auto blocker = cbc->getObj(pair.first); auto blocker = cbcTl->getObj(pair.first);
logAi->trace("Cluster %s %s count: %i", blocker->getObjectName(), blocker->visitablePos().toString(), pair.second->objects.size()); logAi->trace("Cluster %s %s count: %i", blocker->getObjectName(), blocker->visitablePos().toString(), pair.second->objects.size());

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@@ -28,7 +28,7 @@ Goals::TGoalVec BuyArmyBehavior::decompose(const Nullkiller * aiNk) const
{ {
Goals::TGoalVec tasks; Goals::TGoalVec tasks;
auto heroes = cbc->getHeroesInfo(); auto heroes = cbcTl->getHeroesInfo();
if(heroes.empty()) if(heroes.empty())
{ {
@@ -37,11 +37,11 @@ Goals::TGoalVec BuyArmyBehavior::decompose(const Nullkiller * aiNk) const
aiNk->dangerHitMap->updateHitMap(); aiNk->dangerHitMap->updateHitMap();
for(auto town : cbc->getTownsInfo()) for(auto town : cbcTl->getTownsInfo())
{ {
uint8_t closestThreat = aiNk->dangerHitMap->getTileThreat(town->visitablePos()).fastestDanger.turn; uint8_t closestThreat = aiNk->dangerHitMap->getTileThreat(town->visitablePos()).fastestDanger.turn;
if (closestThreat >=2 && aiNk->buildAnalyzer->isGoldPressureOverMax() && !town->hasBuilt(BuildingID::CITY_HALL) && cbc->canBuildStructure(town, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN) if (closestThreat >=2 && aiNk->buildAnalyzer->isGoldPressureOverMax() && !town->hasBuilt(BuildingID::CITY_HALL) && cbcTl->canBuildStructure(town, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
{ {
return tasks; return tasks;
} }

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@@ -51,11 +51,11 @@ Goals::TGoalVec ExplorationBehavior::decompose(const Nullkiller * aiNk) const
case Obj::WHIRLPOOL: case Obj::WHIRLPOOL:
{ {
auto tObj = dynamic_cast<const CGTeleport*>(obj); auto tObj = dynamic_cast<const CGTeleport*>(obj);
for (auto exit : cbc->getTeleportChannelExits(tObj->channel)) for (auto exit : cbcTl->getTeleportChannelExits(tObj->channel))
{ {
if (exit != tObj->id) if (exit != tObj->id)
{ {
if (!cbc->isVisible(cbc->getObjInstance(exit))) if (!cbcTl->isVisible(cbcTl->getObjInstance(exit)))
tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 50)).addNext(CaptureObject(obj)))); tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 50)).addNext(CaptureObject(obj))));
} }
} }

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@@ -314,7 +314,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const Nullkiller * aiNk, const C
&& aiNk->heroManager->canRecruitHero(upgrader) && aiNk->heroManager->canRecruitHero(upgrader)
&& path.turn() < aiNk->settings->getScoutHeroTurnDistanceLimit()) && path.turn() < aiNk->settings->getScoutHeroTurnDistanceLimit())
{ {
for(auto hero : cbc->getAvailableHeroes(upgrader)) for(auto hero : cbcTl->getAvailableHeroes(upgrader))
{ {
auto scoutReinforcement = aiNk->armyManager->howManyReinforcementsCanGet(hero, upgrader); auto scoutReinforcement = aiNk->armyManager->howManyReinforcementsCanGet(hero, upgrader);

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@@ -97,15 +97,15 @@ bool needToRecruitHero(const Nullkiller * aiNk, const CGTownInstance * startupTo
} }
} }
auto basicCount = cbc->getTownsInfo().size() + 2; auto basicCount = cbcTl->getTownsInfo().size() + 2;
auto boost = std::min( auto boost = std::min(
(int)std::floor(std::pow(1 + (cbc->getMapSize().x / 50), 2)), (int)std::floor(std::pow(1 + (cbcTl->getMapSize().x / 50), 2)),
treasureSourcesCount / 2); treasureSourcesCount / 2);
logAi->trace("Treasure sources found %d", treasureSourcesCount); logAi->trace("Treasure sources found %d", treasureSourcesCount);
logAi->trace("Startup allows %d+%d heroes", basicCount, boost); logAi->trace("Startup allows %d+%d heroes", basicCount, boost);
return cbc->getHeroCount(aiNk->playerID, true) < basicCount + boost; return cbcTl->getHeroCount(aiNk->playerID, true) < basicCount + boost;
} }
Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * aiNk) const Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * aiNk) const

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@@ -146,8 +146,8 @@ bool isEquivalentGoals(TSubgoal goal1, TSubgoal goal2)
if(goal1->goalType == Goals::CAPTURE_OBJECT && goal2->goalType == Goals::CAPTURE_OBJECT) if(goal1->goalType == Goals::CAPTURE_OBJECT && goal2->goalType == Goals::CAPTURE_OBJECT)
{ {
auto o1 = cbc->getObj(ObjectInstanceID(goal1->objid)); auto o1 = cbcTl->getObj(ObjectInstanceID(goal1->objid));
auto o2 = cbc->getObj(ObjectInstanceID(goal2->objid)); auto o2 = cbcTl->getObj(ObjectInstanceID(goal2->objid));
return o1->ID == Obj::SHIPYARD && o1->ID == o2->ID; return o1->ID == Obj::SHIPYARD && o1->ID == o2->ID;
} }

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@@ -595,7 +595,7 @@ float RewardEvaluator::evaluateWitchHutSkillScore(const CGObjectInstance * hut,
return role == HeroRole::SCOUT ? 2 : 0; return role == HeroRole::SCOUT ? 2 : 0;
if(hero->getSecSkillLevel(skill) != MasteryLevel::NONE if(hero->getSecSkillLevel(skill) != MasteryLevel::NONE
|| static_cast<int>(hero->secSkills.size()) >= cbc->getSettings().getInteger(EGameSettings::HEROES_SKILL_PER_HERO)) || static_cast<int>(hero->secSkills.size()) >= cbcTl->getSettings().getInteger(EGameSettings::HEROES_SKILL_PER_HERO))
return 0; return 0;
auto score = aiNk->heroManager->evaluateSecSkill(skill, hero); auto score = aiNk->heroManager->evaluateSecSkill(skill, hero);

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@@ -47,7 +47,7 @@ std::string AbstractGoal::toString() const
break; break;
case TRADE: case TRADE:
{ {
auto obj = cbc->getObjInstance(ObjectInstanceID(objid)); auto obj = cbcTl->getObjInstance(ObjectInstanceID(objid));
if (obj) if (obj)
desc = (boost::format("TRADE %d of %s at %s") % value % GameConstants::RESOURCE_NAMES[resID] % obj->getObjectName()).str(); desc = (boost::format("TRADE %d of %s at %s") % value % GameConstants::RESOURCE_NAMES[resID] % obj->getObjectName()).str();
} }

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@@ -59,10 +59,10 @@ void AdventureSpellCast::accept(AIGateway * aiGw)
if (hero->isGarrisoned()) if (hero->isGarrisoned())
aiGw->cbc->swapGarrisonHero(hero->getVisitedTown()); aiGw->cbc->swapGarrisonHero(hero->getVisitedTown());
auto wait = cbc->waitTillRealize; auto wait = cbcTl->waitTillRealize;
cbc->waitTillRealize = true; cbcTl->waitTillRealize = true;
cbc->castSpell(hero, spellID, tile); cbcTl->castSpell(hero, spellID, tile);
if(town && townPortalEffect) if(town && townPortalEffect)
{ {
@@ -70,7 +70,7 @@ void AdventureSpellCast::accept(AIGateway * aiGw)
aiGw->moveHeroToTile(town->visitablePos(), hero); aiGw->moveHeroToTile(town->visitablePos(), hero);
} }
cbc->waitTillRealize = wait; cbcTl->waitTillRealize = wait;
throw goalFulfilledException(sptr(*this)); throw goalFulfilledException(sptr(*this));
} }

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@@ -23,8 +23,8 @@
namespace Nullkiller namespace Nullkiller
{ {
extern boost::thread_specific_ptr<CCallback> cbc; extern thread_local CCallback * cbc;
extern boost::thread_specific_ptr<AIGateway> aiGw; extern thread_local AIGateway * aiGw;
extern FuzzyHelper * fh; extern FuzzyHelper * fh;
using namespace Goals; using namespace Goals;

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@@ -45,12 +45,12 @@ void BuildBoat::accept(AIGateway * aiGw)
TResources boatCost; TResources boatCost;
shipyard->getBoatCost(boatCost); shipyard->getBoatCost(boatCost);
if(!cbc->getResourceAmount().canAfford(boatCost)) if(!cbcTl->getResourceAmount().canAfford(boatCost))
{ {
throw cannotFulfillGoalException("Can not afford boat"); throw cannotFulfillGoalException("Can not afford boat");
} }
if(cbc->getPlayerRelations(aiGw->playerID, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES) if(cbcTl->getPlayerRelations(aiGw->playerID, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
{ {
throw cannotFulfillGoalException("Can not build boat in enemy shipyard"); throw cannotFulfillGoalException("Can not build boat in enemy shipyard");
} }
@@ -65,7 +65,7 @@ void BuildBoat::accept(AIGateway * aiGw)
shipyard->getObject()->visitablePos().toString(), shipyard->getObject()->visitablePos().toString(),
shipyard->bestLocation().toString()); shipyard->bestLocation().toString());
cbc->buildBoat(shipyard); cbcTl->buildBoat(shipyard);
throw goalFulfilledException(sptr(*this)); throw goalFulfilledException(sptr(*this));
} }

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@@ -52,11 +52,11 @@ void BuildThis::accept(AIGateway * aiGw)
if(town) if(town)
{ {
if(cbc->canBuildStructure(town, b) == EBuildingState::ALLOWED) if(cbcTl->canBuildStructure(town, b) == EBuildingState::ALLOWED)
{ {
logAi->debug("Player %d will build %s in town of %s at %s", logAi->debug("Player %d will build %s in town of %s at %s",
aiGw->playerID, town->getTown()->buildings.at(b)->getNameTranslated(), town->getNameTranslated(), town->anchorPos().toString()); aiGw->playerID, town->getTown()->buildings.at(b)->getNameTranslated(), town->getNameTranslated(), town->anchorPos().toString());
cbc->buildBuilding(town, b); cbcTl->buildBuilding(town, b);
return; return;
} }

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@@ -48,7 +48,7 @@ void BuyArmy::accept(AIGateway * aiGw)
for(int i = 0; valueBought < value && i < armyToBuy.size(); i++) for(int i = 0; valueBought < value && i < armyToBuy.size(); i++)
{ {
auto res = cbc->getResourceAmount(); auto res = cbcTl->getResourceAmount();
auto & ci = armyToBuy[i]; auto & ci = armyToBuy[i];
if(objid != CreatureID::NONE && ci.creID.getNum() != objid) if(objid != CreatureID::NONE && ci.creID.getNum() != objid)
@@ -81,12 +81,12 @@ void BuyArmy::accept(AIGateway * aiGw)
} }
if (lowestValueSlot.validSlot()) if (lowestValueSlot.validSlot())
{ {
cbc->dismissCreature(town->getUpperArmy(), lowestValueSlot); cbcTl->dismissCreature(town->getUpperArmy(), lowestValueSlot);
} }
} }
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 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
{ {
cbc->recruitCreatures(town, town->getUpperArmy(), ci.creID, ci.count, ci.level); cbcTl->recruitCreatures(town, town->getUpperArmy(), ci.creID, ci.count, ci.level);
} }
valueBought += ci.count * ci.creID.toCreature()->getAIValue(); valueBought += ci.count * ci.creID.toCreature()->getAIValue();
} }

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@@ -22,7 +22,7 @@ using namespace Goals;
bool isKeyMaster(const QuestInfo & q) bool isKeyMaster(const QuestInfo & q)
{ {
auto object = q.getObject(cbc); auto object = q.getObject(cbcTl);
return object && (object->ID == Obj::BORDER_GATE || object->ID == Obj::BORDERGUARD); return object && (object->ID == Obj::BORDER_GATE || object->ID == Obj::BORDERGUARD);
} }
@@ -39,7 +39,7 @@ TGoalVec CompleteQuest::decompose(const Nullkiller * ai) const
} }
logAi->debug("Trying to realize quest: %s", questToString()); logAi->debug("Trying to realize quest: %s", questToString());
auto quest = q.getQuest(cbc); auto quest = q.getQuest(cbcTl);
if(!quest->mission.artifacts.empty()) if(!quest->mission.artifacts.empty())
return missionArt(ai); return missionArt(ai);
@@ -70,52 +70,52 @@ bool CompleteQuest::operator==(const CompleteQuest & other) const
{ {
if(isKeyMaster(q)) if(isKeyMaster(q))
{ {
return isKeyMaster(other.q) && q.getObject(cbc)->subID == other.q.getObject(cbc)->subID; return isKeyMaster(other.q) && q.getObject(cbcTl)->subID == other.q.getObject(cbcTl)->subID;
} }
else if(isKeyMaster(other.q)) else if(isKeyMaster(other.q))
{ {
return false; return false;
} }
return q.getQuest(cbc) == other.q.getQuest(cbc); return q.getQuest(cbcTl) == other.q.getQuest(cbcTl);
} }
uint64_t CompleteQuest::getHash() const uint64_t CompleteQuest::getHash() const
{ {
if(isKeyMaster(q)) if(isKeyMaster(q))
{ {
return q.getObject(cbc)->subID; return q.getObject(cbcTl)->subID;
} }
return q.getObject(cbc)->id.getNum(); return q.getObject(cbcTl)->id.getNum();
} }
std::string CompleteQuest::questToString() const std::string CompleteQuest::questToString() const
{ {
if(isKeyMaster(q)) if(isKeyMaster(q))
{ {
return "find " + LIBRARY->generaltexth->tentColors[q.getObject(cbc)->subID] + " keymaster tent"; return "find " + LIBRARY->generaltexth->tentColors[q.getObject(cbcTl)->subID] + " keymaster tent";
} }
if(q.getQuest(cbc)->questName == CQuest::missionName(EQuestMission::NONE)) if(q.getQuest(cbcTl)->questName == CQuest::missionName(EQuestMission::NONE))
return "inactive quest"; return "inactive quest";
MetaString ms; MetaString ms;
q.getQuest(cbc)->getRolloverText(cbc, ms, false); q.getQuest(cbcTl)->getRolloverText(cbcTl, ms, false);
return ms.toString(); return ms.toString();
} }
TGoalVec CompleteQuest::tryCompleteQuest(const Nullkiller * aiNk) const TGoalVec CompleteQuest::tryCompleteQuest(const Nullkiller * aiNk) const
{ {
auto paths = aiNk->pathfinder->getPathInfo(q.getObject(cbc)->visitablePos()); auto paths = aiNk->pathfinder->getPathInfo(q.getObject(cbcTl)->visitablePos());
vstd::erase_if(paths, [&](const AIPath & path) -> bool vstd::erase_if(paths, [&](const AIPath & path) -> bool
{ {
return !q.getQuest(cbc)->checkQuest(path.targetHero); return !q.getQuest(cbcTl)->checkQuest(path.targetHero);
}); });
return CaptureObjectsBehavior::getVisitGoals(paths, aiNk, q.getObject(cbc)); return CaptureObjectsBehavior::getVisitGoals(paths, aiNk, q.getObject(cbcTl));
} }
TGoalVec CompleteQuest::missionArt(const Nullkiller * ai) const TGoalVec CompleteQuest::missionArt(const Nullkiller * ai) const
@@ -127,7 +127,7 @@ TGoalVec CompleteQuest::missionArt(const Nullkiller * ai) const
CaptureObjectsBehavior findArts; CaptureObjectsBehavior findArts;
for(auto art : q.getQuest(cbc)->mission.artifacts) for(auto art : q.getQuest(cbcTl)->mission.artifacts)
{ {
solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::ARTIFACT, art.getNum()))); solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::ARTIFACT, art.getNum())));
} }
@@ -150,14 +150,14 @@ TGoalVec CompleteQuest::missionHero(const Nullkiller * ai) const
TGoalVec CompleteQuest::missionArmy(const Nullkiller * aiNk) const TGoalVec CompleteQuest::missionArmy(const Nullkiller * aiNk) const
{ {
auto paths = aiNk->pathfinder->getPathInfo(q.getObject(cbc)->visitablePos()); auto paths = aiNk->pathfinder->getPathInfo(q.getObject(cbcTl)->visitablePos());
vstd::erase_if(paths, [&](const AIPath & path) -> bool vstd::erase_if(paths, [&](const AIPath & path) -> bool
{ {
return !CQuest::checkMissionArmy(q.getQuest(cbc), path.heroArmy); return !CQuest::checkMissionArmy(q.getQuest(cbcTl), path.heroArmy);
}); });
return CaptureObjectsBehavior::getVisitGoals(paths, aiNk, q.getObject(cbc)); return CaptureObjectsBehavior::getVisitGoals(paths, aiNk, q.getObject(cbcTl));
} }
TGoalVec CompleteQuest::missionIncreasePrimaryStat(const Nullkiller * ai) const TGoalVec CompleteQuest::missionIncreasePrimaryStat(const Nullkiller * ai) const
@@ -172,13 +172,13 @@ TGoalVec CompleteQuest::missionLevel(const Nullkiller * ai) const
TGoalVec CompleteQuest::missionKeymaster(const Nullkiller * ai) const TGoalVec CompleteQuest::missionKeymaster(const Nullkiller * ai) const
{ {
if(isObjectPassable(ai, q.getObject(cbc))) if(isObjectPassable(ai, q.getObject(cbcTl)))
{ {
return CaptureObjectsBehavior(q.getObject(cbc)).decompose(ai); return CaptureObjectsBehavior(q.getObject(cbcTl)).decompose(ai);
} }
else else
{ {
return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.getObject(cbc)->subID).decompose(ai); return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.getObject(cbcTl)->subID).decompose(ai);
} }
} }
@@ -190,10 +190,10 @@ TGoalVec CompleteQuest::missionResources(const Nullkiller * ai) const
TGoalVec CompleteQuest::missionDestroyObj(const Nullkiller * aiNk) const TGoalVec CompleteQuest::missionDestroyObj(const Nullkiller * aiNk) const
{ {
auto obj = aiNk->cbc->getObj(q.getQuest(cbc)->killTarget); auto obj = aiNk->cbc->getObj(q.getQuest(cbcTl)->killTarget);
if(!obj) if(!obj)
return CaptureObjectsBehavior(q.getObject(cbc)).decompose(aiNk); return CaptureObjectsBehavior(q.getObject(cbcTl)).decompose(aiNk);
auto relations = aiNk->cbc->getPlayerRelations(aiNk->playerID, obj->tempOwner); auto relations = aiNk->cbc->getPlayerRelations(aiNk->playerID, obj->tempOwner);

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@@ -26,7 +26,7 @@ void DismissHero::accept(AIGateway * aiGw)
if(!hero) if(!hero)
throw cannotFulfillGoalException("Invalid hero!"); throw cannotFulfillGoalException("Invalid hero!");
cbc->dismissHero(hero); cbcTl->dismissHero(hero);
throw goalFulfilledException(sptr(*this)); throw goalFulfilledException(sptr(*this));
} }

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@@ -65,7 +65,7 @@ void ExchangeSwapTownHeroes::accept(AIGateway * aiGw)
if(!currentGarrisonHero) if(!currentGarrisonHero)
throw cannotFulfillGoalException("Invalid configuration. There is no hero in town garrison."); throw cannotFulfillGoalException("Invalid configuration. There is no hero in town garrison.");
cbc->swapGarrisonHero(town); cbcTl->swapGarrisonHero(town);
if(currentGarrisonHero != town->getVisitingHero()) if(currentGarrisonHero != town->getVisitingHero())
{ {
@@ -81,7 +81,7 @@ void ExchangeSwapTownHeroes::accept(AIGateway * aiGw)
} }
if(town->getVisitingHero() && town->getVisitingHero() != getGarrisonHero()) if(town->getVisitingHero() && town->getVisitingHero() != getGarrisonHero())
cbc->swapGarrisonHero(town); cbcTl->swapGarrisonHero(town);
aiGw->makePossibleUpgrades(town); aiGw->makePossibleUpgrades(town);
aiGw->moveHeroToTile(town->visitablePos(), getGarrisonHero()); aiGw->moveHeroToTile(town->visitablePos(), getGarrisonHero());
@@ -94,12 +94,12 @@ void ExchangeSwapTownHeroes::accept(AIGateway * aiGw)
{ {
while (upperArmy->stacksCount() != 0) while (upperArmy->stacksCount() != 0)
{ {
cbc->dismissCreature(upperArmy, upperArmy->Slots().begin()->first); cbcTl->dismissCreature(upperArmy, upperArmy->Slots().begin()->first);
} }
} }
} }
cbc->swapGarrisonHero(town); cbcTl->swapGarrisonHero(town);
if(lockingReason != HeroLockedReason::NOT_LOCKED) if(lockingReason != HeroLockedReason::NOT_LOCKED)
{ {

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@@ -22,8 +22,8 @@
namespace Nullkiller namespace Nullkiller
{ {
extern boost::thread_specific_ptr<CCallback> cbc; extern thread_local CCallback * cbc;
extern boost::thread_specific_ptr<AIGateway> aiGw; extern thread_local AIGateway * aiGw;
extern FuzzyHelper * fh; extern FuzzyHelper * fh;
using namespace Goals; using namespace Goals;

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@@ -38,7 +38,7 @@ void RecruitHero::accept(AIGateway * aiGw)
logAi->debug("Trying to recruit a hero in %s at %s", t->getNameTranslated(), t->visitablePos().toString()); logAi->debug("Trying to recruit a hero in %s at %s", t->getNameTranslated(), t->visitablePos().toString());
auto heroes = cbc->getAvailableHeroes(t); auto heroes = cbcTl->getAvailableHeroes(t);
if(!heroes.size()) if(!heroes.size())
{ {
@@ -61,13 +61,13 @@ void RecruitHero::accept(AIGateway * aiGw)
if(t->getVisitingHero()) if(t->getVisitingHero())
{ {
cbc->swapGarrisonHero(t); cbcTl->swapGarrisonHero(t);
} }
if(t->getVisitingHero()) if(t->getVisitingHero())
throw cannotFulfillGoalException("Town " + t->nodeName() + " is occupied. Cannot recruit hero!"); throw cannotFulfillGoalException("Town " + t->nodeName() + " is occupied. Cannot recruit hero!");
cbc->recruitHero(t, heroToHire); cbcTl->recruitHero(t, heroToHire);
{ {
std::unique_lock lockGuard(aiGw->nullkiller->aiStateMutex); std::unique_lock lockGuard(aiGw->nullkiller->aiStateMutex);

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@@ -86,7 +86,7 @@ void ObjectGraph::removeObject(const CGObjectInstance * obj)
{ {
vstd::erase_if(nodes[obj->visitablePos()].connections, [&](const std::pair<int3, ObjectLink> & link) -> bool vstd::erase_if(nodes[obj->visitablePos()].connections, [&](const std::pair<int3, ObjectLink> & link) -> bool
{ {
auto tile = cbc->getTile(link.first, false); auto tile = cbcTl->getTile(link.first, false);
return tile && tile->isWater(); return tile && tile->isWater();
}); });

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@@ -205,12 +205,12 @@ void ObjectGraphCalculator::calculateConnections(const int3 & pos, std::vector<A
auto obj1 = actorObjectMap[path1.targetHero]; auto obj1 = actorObjectMap[path1.targetHero];
auto obj2 = actorObjectMap[path2.targetHero]; auto obj2 = actorObjectMap[path2.targetHero];
auto tile1 = cbc->getTile(pos1); auto tile1 = cbcTl->getTile(pos1);
auto tile2 = cbc->getTile(pos2); auto tile2 = cbcTl->getTile(pos2);
if(tile2->isWater() && !tile1->isWater()) if(tile2->isWater() && !tile1->isWater())
{ {
if(!cbc->getTile(pos)->isWater()) if(!cbcTl->getTile(pos)->isWater())
continue; continue;
auto startingObjIsBoat = (obj1 && obj1->ID == Obj::BOAT) || target->isVirtualBoat(pos1); 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->pos = objectActor->convertFromVisitablePos(visitablePos);
objectActor->initObj(randomizer); objectActor->initObj(randomizer);
if(cbc->getTile(visitablePos)->isWater()) if(cbcTl->getTile(visitablePos)->isWater())
{ {
objectActor->setBoat(temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get()); objectActor->setBoat(temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get());
} }

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@@ -49,7 +49,7 @@ namespace AIPathfinding
return; return;
// when actor represents moster graph node, we need to let him escape monster // when actor represents moster graph node, we need to let him escape monster
if(cbc->getGuardingCreaturePosition(source.coord) == actor->initialPosition) if(cbcTl->getGuardingCreaturePosition(source.coord) == actor->initialPosition)
return; return;
} }