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vcmi/AI/Nullkiller/AIUtility.cpp
2021-07-26 21:02:50 +03:00

327 lines
6.8 KiB
C++

/*
* AIUtility.cpp, 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
*
*/
#include "StdInc.h"
#include "AIUtility.h"
#include "VCAI.h"
#include "FuzzyHelper.h"
#include "Goals/Goals.h"
#include "../../lib/UnlockGuard.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/mapObjects/CBank.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/mapObjects/CQuest.h"
#include "../../lib/mapping/CMapDefines.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
//extern static const int3 dirs[8];
const CGObjectInstance * ObjectIdRef::operator->() const
{
return cb->getObj(id, false);
}
ObjectIdRef::operator const CGObjectInstance *() const
{
return cb->getObj(id, false);
}
ObjectIdRef::operator bool() const
{
return cb->getObj(id, false);
}
ObjectIdRef::ObjectIdRef(ObjectInstanceID _id)
: id(_id)
{
}
ObjectIdRef::ObjectIdRef(const CGObjectInstance * obj)
: id(obj->id)
{
}
bool ObjectIdRef::operator<(const ObjectIdRef & rhs) const
{
return id < rhs.id;
}
HeroPtr::HeroPtr(const CGHeroInstance * H)
{
if(!H)
{
//init from nullptr should equal to default init
*this = HeroPtr();
return;
}
h = H;
name = h->name;
hid = H->id;
// infosCount[ai->playerID][hid]++;
}
HeroPtr::HeroPtr()
{
h = nullptr;
hid = ObjectInstanceID();
}
HeroPtr::~HeroPtr()
{
// if(hid >= 0)
// infosCount[ai->playerID][hid]--;
}
bool HeroPtr::operator<(const HeroPtr & rhs) const
{
return hid < rhs.hid;
}
const CGHeroInstance * HeroPtr::get(bool doWeExpectNull) const
{
//TODO? check if these all assertions every time we get info about hero affect efficiency
//
//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
assert(doWeExpectNull || h);
if(h)
{
auto obj = cb->getObj(hid);
//const bool owned = obj && obj->tempOwner == ai->playerID;
if(doWeExpectNull && !obj)
{
return nullptr;
}
else
{
assert(obj);
//assert(owned);
}
}
return h;
}
const CGHeroInstance * HeroPtr::operator->() const
{
return get();
}
bool HeroPtr::validAndSet() const
{
return get(true);
}
const CGHeroInstance * HeroPtr::operator*() const
{
return get();
}
bool HeroPtr::operator==(const HeroPtr & rhs) const
{
return h == rhs.get(true);
}
void foreach_tile_pos(std::function<void(const int3 & pos)> 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 i = 0; i < mapSize.x; i++)
{
for(int j = 0; j < mapSize.y; j++)
{
for(int k = 0; k < mapSize.z; k++)
foo(int3(i, j, k));
}
}
}
void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3 & pos)> foo)
{
int3 mapSize = cbp->getMapSize();
for(int i = 0; i < mapSize.x; i++)
{
for(int j = 0; j < mapSize.y; j++)
{
for(int k = 0; k < mapSize.z; k++)
foo(cbp, int3(i, j, k));
}
}
}
void foreach_neighbour(const int3 & pos, std::function<void(const int3 & pos)> foo)
{
CCallback * cbp = cb.get(); // 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);
}
}
void foreach_neighbour(CCallback * cbp, const int3 & pos, std::function<void(CCallback * cbp, const int3 & pos)> foo)
{
for(const int3 & dir : int3::getDirs())
{
const int3 n = pos + dir;
if(cbp->isInTheMap(n))
foo(cbp, pos + dir);
}
}
bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const
{
const CGPathNode * ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos());
const CGPathNode * rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
return ln->cost < rn->cost;
}
bool isSafeToVisit(HeroPtr h, crint3 tile)
{
return isSafeToVisit(h, fh->evaluateDanger(tile, h.get()));
}
bool isSafeToVisit(HeroPtr h, const CCreatureSet * heroArmy, uint64_t dangerStrength)
{
const ui64 heroStrength = h->getFightingStrength() * heroArmy->getArmyStrength();
if(dangerStrength)
{
if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
{
return true;
}
else
{
return false;
}
}
return true; //there's no danger
}
bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength)
{
return isSafeToVisit(h, h.get(), dangerStrength);
}
bool isObjectRemovable(const CGObjectInstance * obj)
{
//FIXME: move logic to object property!
switch (obj->ID)
{
case Obj::MONSTER:
case Obj::RESOURCE:
case Obj::CAMPFIRE:
case Obj::TREASURE_CHEST:
case Obj::ARTIFACT:
case Obj::BORDERGUARD:
case Obj::FLOTSAM:
case Obj::PANDORAS_BOX:
case Obj::OCEAN_BOTTLE:
case Obj::SEA_CHEST:
case Obj::SHIPWRECK_SURVIVOR:
case Obj::SPELL_SCROLL:
return true;
break;
default:
return false;
break;
}
}
bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater)
{
// TODO: Such information should be provided by pathfinder
// Tile must be free or with unoccupied boat
if(!t->blocked)
{
return true;
}
else if(!fromWater) // do not try to board when in water sector
{
if(t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)
return true;
}
return false;
}
bool isBlockedBorderGate(int3 tileToHit) //TODO: is that function needed? should be handled by pathfinder
{
if(cb->getTile(tileToHit)->topVisitableId() != Obj::BORDER_GATE)
return false;
auto gate = dynamic_cast<const CGKeys *>(cb->getTile(tileToHit)->topVisitableObj());
return !gate->passableFor(ai->playerID);
}
bool isBlockVisitObj(const int3 & pos)
{
if(auto obj = cb->getTopObj(pos))
{
if(obj->blockVisit) //we can't stand on that object
return true;
}
return false;
}
creInfo infoFromDC(const dwellingContent & dc)
{
creInfo ci;
ci.count = dc.first;
ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed
if (ci.creID != -1)
{
ci.cre = VLC->creh->creatures[ci.creID];
ci.level = ci.cre->level; //this is cretaure tier, while tryRealize expects dwelling level. Ignore.
}
else
{
ci.cre = nullptr;
ci.level = 0;
}
return ci;
}
bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
{
return h1->getTotalStrength() < h2->getTotalStrength();
}
bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2)
{
return a1->getArmyStrength() < a2->getArmyStrength();
}
bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2)
{
auto art1 = a1->artType;
auto art2 = a2->artType;
if(art1->price == art2->price)
return art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL);
else if(art1->price > art2->price)
return true;
else
return false;
}