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vcmi/AI/Nullkiller/AIUtility.h
2023-04-05 22:33:12 +03:00

353 lines
7.9 KiB
C++

/*
* 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/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"
#include "../../CCallback.h"
#include <chrono>
using namespace tbb;
typedef std::pair<ui32, std::vector<CreatureID>> dwellingContent;
namespace NKAI
{
struct creInfo;
class Nullkiller;
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 float SAFE_ATTACK_CONSTANT;
extern const int GOLD_RESERVE;
extern boost::thread_specific_ptr<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;
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(CCallback * cb, bool doWeExpectNull = false) const;
bool validAndSet() const;
template<typename Handler> 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<typename Handler> void serialize(Handler & h, const int version)
{
h & id;
}
};
template<int id>
bool objWithID(const CGObjectInstance * obj)
{
return obj->ID == id;
}
struct creInfo
{
int count;
CreatureID creID;
const Creature * cre;
int level;
};
creInfo infoFromDC(const dwellingContent & dc);
template<class Func>
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<class Func>
void foreach_tile_pos(CCallback * 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<class Func>
void foreach_neighbour(const int3 & pos, const Func & 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);
}
}
template<class Func>
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 CGObjectInstance * obj);
bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj);
bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations::PlayerRelations objectRelations);
bool isBlockVisitObj(const int3 & pos);
bool isWeeklyRevisitable(const CGObjectInstance * obj);
bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength);
bool isSafeToVisit(HeroPtr h, const CCreatureSet *, uint64_t dangerStrength);
bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
bool townHasFreeTavern(const CGTownInstance * town);
uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start);
// todo: move to obj manager
bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj);
template<typename TFunc>
void pforeachTilePos(const int3 & mapSize, TFunc fn)
{
for(int z = 0; z < mapSize.z; ++z)
{
parallel_for(blocked_range<size_t>(0, mapSize.x), [&](const blocked_range<size_t>& r)
{
int3 pos(0, 0, z);
for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
{
for(pos.y = 0; pos.y < mapSize.y; ++pos.y)
{
fn(pos);
}
}
});
}
}
class CDistanceSorter
{
const CGHeroInstance * hero;
public:
CDistanceSorter(const CGHeroInstance * hero)
: hero(hero)
{
}
bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const;
};
template <class T>
class SharedPool
{
public:
struct External_Deleter
{
explicit External_Deleter(std::weak_ptr<SharedPool<T>* > pool)
: pool(pool)
{
}
void operator()(T * ptr)
{
std::unique_ptr<T> uptr(ptr);
if(auto pool_ptr = pool.lock())
{
(*pool_ptr.get())->add(std::move(uptr));
}
}
private:
std::weak_ptr<SharedPool<T>* > pool;
};
public:
using ptr_type = std::unique_ptr<T, External_Deleter>;
SharedPool(std::function<std::unique_ptr<T>()> elementFactory)
: elementFactory(elementFactory), pool(), sync(), instance_tracker(new SharedPool<T>*(this))
{}
void add(std::unique_ptr<T> t)
{
boost::lock_guard<boost::mutex> lock(sync);
pool.push_back(std::move(t));
}
ptr_type acquire()
{
boost::lock_guard<boost::mutex> lock(sync);
bool poolIsEmpty = pool.empty();
T * element = poolIsEmpty
? elementFactory().release()
: pool.back().release();
ptr_type tmp(
element,
External_Deleter(std::weak_ptr<SharedPool<T>*>(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<std::unique_ptr<T>> pool;
std::function<std::unique_ptr<T>()> elementFactory;
std::shared_ptr<SharedPool<T> *> instance_tracker;
boost::mutex sync;
};
}