#pragma once #include "../../lib/VCMI_Lib.h" #include "../../lib/CBuildingHandler.h" #include "../../lib/CCreatureHandler.h" #include "../../lib/CTownHandler.h" #include "../../lib/CSpellHandler.h" #include "../../lib/CObjectHandler.h" #include "../../lib/Connection.h" #include "../../lib/CGameState.h" #include "../../lib/mapping/CMap.h" #include "../../lib/NetPacks.h" #include "../../lib/CStopWatch.h" /* * 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 * */ typedef const int3& crint3; typedef const std::string& crstring; const int HERO_GOLD_COST = 2500; 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 double SAFE_ATTACK_CONSTANT; extern const int GOLD_RESERVE; //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 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 const CGHeroInstance *get(bool doWeExpectNull = false) const; bool validAndSet() const; template void serialize(Handler &h, const int version) { h & this->h & hid & 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; 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->traceStream() << boost::format("Time of %s was %d ms.") % txt % time.getDiff(); } }; struct AtScopeExit { std::function foo; AtScopeExit(const std::function &FOO) : foo(FOO) {} ~AtScopeExit() { foo(); } }; class ObjsVector : public std::vector { private: }; template bool objWithID(const CGObjectInstance *obj) { return obj->ID == id; } template bool erase_if_present(Container &c, const Item &item) { auto i = std::find(c.begin(), c.end(), item); if (i != c.end()) { c.erase(i); return true; } return false; } template bool erase_if_present(std::map & c, const Item2 &item) { auto i = c.find(item); if (i != c.end()) { c.erase(i); return true; } return false; } template void erase(Container &c, Pred pred) { c.erase(boost::remove_if(c, pred), c.end()); } template void removeDuplicates(std::vector &vec) { boost::sort(vec); vec.erase(std::unique(vec.begin(), vec.end()), vec.end()); } std::string strFromInt3(int3 pos); 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 int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp); int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir); void getVisibleNeighbours(const std::vector &tiles, std::vector &out); bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater); bool isBlockedBorderGate(int3 tileToHit); bool isReachable(const CGObjectInstance *obj); bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs); bool isWeeklyRevisitable (const CGObjectInstance * obj); bool shouldVisit (HeroPtr h, const CGObjectInstance * obj); ui64 evaluateDanger(const CGObjectInstance *obj); ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor); bool isSafeToVisit(HeroPtr h, crint3 tile); bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2, CCallback * cbp); bool compareMovement(HeroPtr lhs, HeroPtr rhs); bool compareHeroStrength(HeroPtr h1, HeroPtr h2); bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2); ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t); int3 whereToExplore(HeroPtr h);