/* * 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" class CCallback; 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 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 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; 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 int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp, HeroPtr hero); void getVisibleNeighbours(const std::vector & tiles, std::vector & out); 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); ui64 evaluateDanger(const CGObjectInstance * obj); ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor); 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 compareMovement(HeroPtr lhs, HeroPtr rhs); bool compareHeroStrength(HeroPtr h1, HeroPtr h2); bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2); bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2); ui64 howManyReinforcementsCanBuy(HeroPtr h, const CGDwelling * t); ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance * t); int3 whereToExplore(HeroPtr h); uint32_t distanceToTile(const CGHeroInstance * hero, int3 pos); class CDistanceSorter { const CGHeroInstance * hero; public: CDistanceSorter(const CGHeroInstance * hero) : hero(hero) { } bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const; };