/* * 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 #include "../../lib/VCMI_Lib.h" #include "../../lib/CBuildingHandler.h" #include "../../lib/CCreatureHandler.h" #include "../../lib/CTownHandler.h" #include "../../lib/spells/CSpellHandler.h" #include "../../lib/CStopWatch.h" #include "../../lib/mapObjects/CObjectHandler.h" #include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/CPathfinder.h" #include using namespace tbb; class CCallback; class Nullkiller; struct creInfo; typedef const int3 & crint3; typedef const std::string & crstring; typedef std::pair> dwellingContent; 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 float SAFE_ATTACK_CONSTANT; extern const int GOLD_RESERVE; enum HeroRole { SCOUT = 0, MAIN = 1 }; //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: std::string name; 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(CCallback * cb, bool doWeExpectNull = false) const; bool validAndSet() const; template void serialize(Handler & h, const int version) { h & this->h; h & hid; h & 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; operator bool() const; ObjectIdRef(ObjectInstanceID _id); ObjectIdRef(const CGObjectInstance * obj); bool operator<(const ObjectIdRef & rhs) const; template void serialize(Handler & h, const int version) { h & id; } }; struct TimeCheck { CStopWatch time; std::string txt; TimeCheck(crstring TXT) : txt(TXT) { } ~TimeCheck() { logAi->trace("Time of %s was %d ms.", txt, time.getDiff()); } }; //TODO: replace with vstd:: struct AtScopeExit { std::function foo; AtScopeExit(const std::function & FOO) : foo(FOO) {} ~AtScopeExit() { foo(); } }; class ObjsVector : public std::vector { }; template bool objWithID(const CGObjectInstance * obj) { return obj->ID == id; } struct creInfo { int count; CreatureID creID; CCreature * cre; int level; }; creInfo infoFromDC(const dwellingContent & dc); void foreach_tile_pos(std::function foo); void foreach_tile_pos(CCallback * cbp, std::function foo); // avoid costly retrieval of thread-specific pointer void foreach_neighbour(const int3 & pos, std::function foo); void foreach_neighbour(CCallback * cbp, const int3 & pos, std::function foo); // avoid costly retrieval of thread-specific pointer bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater); bool isObjectPassable(const CGObjectInstance * obj); bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj); bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations::PlayerRelations objectRelations); bool isBlockVisitObj(const int3 & pos); bool isWeeklyRevisitable(const CGObjectInstance * obj); bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property! bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength); bool isSafeToVisit(HeroPtr h, const CCreatureSet *, uint64_t dangerStrength); bool compareHeroStrength(HeroPtr h1, HeroPtr h2); bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2); bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2); uint64_t timeElapsed(boost::chrono::time_point start); // todo: move to obj manager bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj); template void pforeachTilePos(crint3 mapSize, TFunc fn) { parallel_for(blocked_range(0, mapSize.x), [&](const blocked_range& r) { int3 pos; for(pos.x = r.begin(); pos.x != r.end(); ++pos.x) { for(pos.y = 0; pos.y < mapSize.y; ++pos.y) { for(pos.z = 0; pos.z < mapSize.z; ++pos.z) { fn(pos); } } } }); } class CDistanceSorter { const CGHeroInstance * hero; public: CDistanceSorter(const CGHeroInstance * hero) : hero(hero) { } bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const; }; template class SharedPool { public: struct External_Deleter { explicit External_Deleter(std::weak_ptr* > pool) : pool(pool) { } void operator()(T * ptr) { std::unique_ptr uptr(ptr); if(auto pool_ptr = pool.lock()) { (*pool_ptr.get())->add(std::move(uptr)); } } private: std::weak_ptr* > pool; }; public: using ptr_type = std::unique_ptr; SharedPool(std::function()> elementFactory) : elementFactory(elementFactory), pool(), sync(), instance_tracker(new SharedPool*(this)) {} void add(std::unique_ptr t) { std::lock_guard lock(sync); pool.push_back(std::move(t)); } ptr_type acquire() { std::lock_guard lock(sync); bool poolIsEmpty = pool.empty(); T * element = poolIsEmpty ? elementFactory().release() : pool.back().release(); ptr_type tmp( element, External_Deleter(std::weak_ptr*>(instance_tracker))); if(!poolIsEmpty) pool.pop_back(); return std::move(tmp); } bool empty() const { return pool.empty(); } size_t size() const { return pool.size(); } private: std::vector> pool; std::function()> elementFactory; std::shared_ptr *> instance_tracker; std::mutex sync; };