/* * 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 // Check windows #if _WIN32 || _WIN64 #if _WIN64 #define ENVIRONMENT64 #else #define ENVIRONMENT32 #endif #endif // Check GCC #if __GNUC__ #if __x86_64__ || __ppc64__ #define ENVIRONMENT64 #else #define ENVIRONMENT32 #endif #endif /*********************** TBB.h ********************/ #include "tbb/blocked_range.h" #include "tbb/concurrent_hash_map.h" #include "tbb/concurrent_unordered_map.h" #include "tbb/concurrent_unordered_set.h" #include "tbb/concurrent_vector.h" #include "tbb/parallel_for.h" #include "tbb/parallel_invoke.h" /*********************** TBB.h ********************/ #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" #include using dwellingContent = std::pair>; namespace NKAI { struct creInfo; class AIGateway; class Nullkiller; const int GOLD_MINE_PRODUCTION = 1000; const int WOOD_ORE_MINE_PRODUCTION = 2; const int RESOURCE_MINE_PRODUCTION = 1; const int ACTUAL_RESOURCE_COUNT = 7; extern thread_local CCallback * cb; 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() const; 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(const CPlayerSpecificInfoCallback * cb, 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; }; template bool objWithID(const CGObjectInstance * obj) { return obj->ID == id; } struct creInfo { int count; CreatureID creID; 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(TCallback * 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 isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj); bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations); bool isBlockVisitObj(const int3 & pos); bool isWeeklyRevisitable(const Nullkiller * ai, const CGObjectInstance * obj); bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property! bool isSafeToVisit(const CGHeroInstance * h, uint64_t dangerStrength, float safeAttackRatio); bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet *, uint64_t dangerStrength, float safeAttackRatio); bool compareHeroStrength(const CGHeroInstance * h1, const CGHeroInstance * h2); bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2); bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2); bool townHasFreeTavern(const CGTownInstance * town); uint64_t getHeroArmyStrengthWithCommander(const CGHeroInstance * hero, const CCreatureSet * heroArmy); uint64_t timeElapsed(std::chrono::time_point start); // todo: move to obj manager bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj); int getDuplicatingSlots(const CArmedInstance * army); 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(), instance_tracker(new SharedPool *(this)) {} void add(std::unique_ptr t) { boost::lock_guard lock(sync); pool.push_back(std::move(t)); } ptr_type acquire() { boost::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 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; boost::mutex sync; }; }