/* * 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/CCreatureHandler.h" #include "../../lib/spells/CSpellHandler.h" #include "../../lib/CStopWatch.h" #include "../../lib/mapObjects/CGHeroInstance.h" #include "../../CCallback.h" class VCAI; class CCallback; struct creInfo; using crint3 = const int3 &; using crstring = const std::string &; using dwellingContent = std::pair>; const int ACTUAL_RESOURCE_COUNT = 7; //implementation-dependent extern const double SAFE_ATTACK_CONSTANT; extern thread_local CCallback * cb; extern thread_local VCAI * ai; //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; 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; }; 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; const Creature * cre; int level; }; creInfo infoFromDC(const dwellingContent & dc); template 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 void foreach_tile_pos(CCallback * 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 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 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); } } bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater); bool isBlockedBorderGate(int3 tileToHit); bool isBlockVisitObj(const int3 & pos); bool isWeeklyRevisitable(const CGObjectInstance * obj); bool shouldVisit(HeroPtr h, 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, crint3 tile); bool compareHeroStrength(HeroPtr h1, HeroPtr h2); bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2); bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2); class CDistanceSorter { const CGHeroInstance * hero; public: CDistanceSorter(const CGHeroInstance * hero) : hero(hero) { } bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const; };