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vcmi/AI/VCAI/AIUtility.h
Arseniy Shestakov 10dbbead2d Fix indentation of logging code and around it
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase.
Fixed it everywhere since in most files that is the only code with wrong indentation.
2016-03-12 04:46:21 +03:00

171 lines
4.6 KiB
C++

#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/Connection.h"
#include "../../lib/CStopWatch.h"
/*
* 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
*
*/
class CCallback;
typedef const int3& crint3;
typedef const std::string& crstring;
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 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
const CGHeroInstance *get(bool doWeExpectNull = false) const;
bool validAndSet() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & this->h & hid & 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;
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;
}
};
struct TimeCheck
{
CStopWatch time;
std::string txt;
TimeCheck(crstring TXT) : txt(TXT)
{
}
~TimeCheck()
{
logAi->traceStream() << boost::format("Time of %s was %d ms.") % txt % time.getDiff();
}
};
struct AtScopeExit
{
std::function<void()> foo;
AtScopeExit(const std::function<void()> &FOO) : foo(FOO)
{}
~AtScopeExit()
{
foo();
}
};
class ObjsVector : public std::vector<ObjectIdRef>
{
private:
};
template<int id>
bool objWithID(const CGObjectInstance *obj)
{
return obj->ID == id;
}
std::string strFromInt3(int3 pos);
void foreach_tile_pos(std::function<void(const int3& pos)> foo);
void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3& pos)> foo); // avoid costly retrieval of thread-specific pointer
void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo);
void foreach_neighbour(CCallback * cbp, const int3 &pos, std::function<void(CCallback * cbp, const int3& pos)> foo); // avoid costly retrieval of thread-specific pointer
int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp);
int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir);
void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out);
bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater);
bool isBlockedBorderGate(int3 tileToHit);
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 isSafeToVisit(HeroPtr h, crint3 tile);
bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2, CCallback * cbp);
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 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t);
int3 whereToExplore(HeroPtr h);
class CDistanceSorter
{
const CGHeroInstance * hero;
public:
CDistanceSorter(const CGHeroInstance * hero): hero(hero) {}
bool operator ()(const CGObjectInstance *lhs, const CGObjectInstance *rhs);
};