mirror of
https://github.com/vcmi/vcmi.git
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226 lines
5.0 KiB
C++
226 lines
5.0 KiB
C++
/*
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* AIUtility.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../../lib/VCMI_Lib.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/CStopWatch.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../CCallback.h"
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class VCAI;
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class CCallback;
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struct creInfo;
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using crint3 = const int3 &;
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using crstring = const std::string &;
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using dwellingContent = std::pair<ui32, std::vector<CreatureID>>;
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const int ACTUAL_RESOURCE_COUNT = 7;
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const int ALLOWED_ROAMING_HEROES = 8;
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//implementation-dependent
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extern const double SAFE_ATTACK_CONSTANT;
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extern const int GOLD_RESERVE;
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extern thread_local CCallback * cb;
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extern thread_local VCAI * ai;
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//provisional class for AI to store a reference to an owned hero object
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//checks if it's valid on access, should be used in place of const CGHeroInstance*
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struct DLL_EXPORT HeroPtr
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{
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const CGHeroInstance * h;
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ObjectInstanceID hid;
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public:
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std::string name;
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HeroPtr();
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HeroPtr(const CGHeroInstance * H);
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~HeroPtr();
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operator bool() const
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{
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return validAndSet();
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}
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bool operator<(const HeroPtr & rhs) const;
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const CGHeroInstance * operator->() const;
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const CGHeroInstance * operator*() const; //not that consistent with -> but all interfaces use CGHeroInstance*, so it's convenient
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bool operator==(const HeroPtr & rhs) const;
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bool operator!=(const HeroPtr & rhs) const
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{
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return !(*this == rhs);
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}
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const CGHeroInstance * get(bool doWeExpectNull = false) const;
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bool validAndSet() const;
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};
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enum BattleState
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{
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NO_BATTLE,
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UPCOMING_BATTLE,
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ONGOING_BATTLE,
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ENDING_BATTLE
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};
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// AI lives in a dangerous world. CGObjectInstances under pointer may got deleted/hidden.
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// This class stores object id, so we can detect when we lose access to the underlying object.
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struct ObjectIdRef
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{
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ObjectInstanceID id;
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const CGObjectInstance * operator->() const;
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operator const CGObjectInstance *() const;
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operator bool() const;
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ObjectIdRef(ObjectInstanceID _id);
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ObjectIdRef(const CGObjectInstance * obj);
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bool operator<(const ObjectIdRef & rhs) const;
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};
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struct TimeCheck
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{
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CStopWatch time;
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std::string txt;
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TimeCheck(crstring TXT)
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: txt(TXT)
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{
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}
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~TimeCheck()
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{
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logAi->trace("Time of %s was %d ms.", txt, time.getDiff());
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}
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};
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//TODO: replace with vstd::
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struct AtScopeExit
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{
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std::function<void()> foo;
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AtScopeExit(const std::function<void()> & FOO)
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: foo(FOO)
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{}
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~AtScopeExit()
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{
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foo();
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}
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};
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class ObjsVector : public std::vector<ObjectIdRef>
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{
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};
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template<Obj::Type id>
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bool objWithID(const CGObjectInstance * obj)
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{
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return obj->ID == id;
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}
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struct creInfo
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{
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int count;
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CreatureID creID;
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const Creature * cre;
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int level;
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};
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creInfo infoFromDC(const dwellingContent & dc);
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template<class Func>
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void foreach_tile_pos(const Func & foo)
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{
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// some micro-optimizations since this function gets called a LOT
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// callback pointer is thread-specific and slow to retrieve -> read map size only once
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int3 mapSize = cb->getMapSize();
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for(int z = 0; z < mapSize.z; z++)
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{
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for(int x = 0; x < mapSize.x; x++)
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{
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for(int y = 0; y < mapSize.y; y++)
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{
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foo(int3(x, y, z));
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}
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}
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}
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}
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template<class Func>
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void foreach_tile_pos(CCallback * cbp, const Func & foo) // avoid costly retrieval of thread-specific pointer
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{
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int3 mapSize = cbp->getMapSize();
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for(int z = 0; z < mapSize.z; z++)
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{
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for(int x = 0; x < mapSize.x; x++)
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{
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for(int y = 0; y < mapSize.y; y++)
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{
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foo(cbp, int3(x, y, z));
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}
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}
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}
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}
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template<class Func>
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void foreach_neighbour(const int3 & pos, const Func & foo)
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{
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CCallback * cbp = cb; // avoid costly retrieval of thread-specific pointer
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for(const int3 & dir : int3::getDirs())
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{
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const int3 n = pos + dir;
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if(cbp->isInTheMap(n))
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foo(pos + dir);
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}
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}
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template<class Func>
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void foreach_neighbour(CCallback * cbp, const int3 & pos, const Func & foo) // avoid costly retrieval of thread-specific pointer
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{
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for(const int3 & dir : int3::getDirs())
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{
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const int3 n = pos + dir;
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if(cbp->isInTheMap(n))
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foo(cbp, pos + dir);
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}
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}
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bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
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bool isBlockedBorderGate(int3 tileToHit);
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bool isBlockVisitObj(const int3 & pos);
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bool isWeeklyRevisitable(const CGObjectInstance * obj);
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bool shouldVisit(HeroPtr h, const CGObjectInstance * obj);
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bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
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bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength);
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bool isSafeToVisit(HeroPtr h, crint3 tile);
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bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
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bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
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bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
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class CDistanceSorter
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{
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const CGHeroInstance * hero;
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public:
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CDistanceSorter(const CGHeroInstance * hero)
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: hero(hero)
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{
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}
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bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const;
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};
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