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vcmi/AI/VCAI/AIUtility.h
2024-11-28 12:11:13 +00:00

224 lines
4.9 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
#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"
class VCAI;
class CCallback;
struct creInfo;
using crint3 = const int3 &;
using crstring = const std::string &;
using dwellingContent = std::pair<ui32, std::vector<CreatureID>>;
const int ACTUAL_RESOURCE_COUNT = 7;
//implementation-dependent
extern const double SAFE_ATTACK_CONSTANT;
extern thread_local CCallback * cb;
extern thread_local VCAI * ai;
//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;
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;
};
struct TimeCheck
{
CStopWatch time;
std::string txt;
TimeCheck(crstring TXT)
: txt(TXT)
{
}
~TimeCheck()
{
logAi->trace("Time of %s was %d ms.", txt, time.getDiff());
}
};
//TODO: replace with vstd::
struct AtScopeExit
{
std::function<void()> foo;
AtScopeExit(const std::function<void()> & FOO)
: foo(FOO)
{}
~AtScopeExit()
{
foo();
}
};
class ObjsVector : public std::vector<ObjectIdRef>
{
};
template<Obj::Type 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; // 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 isBlockedBorderGate(int3 tileToHit);
bool isBlockVisitObj(const int3 & pos);
bool isWeeklyRevisitable(const CGObjectInstance * obj);
bool shouldVisit(HeroPtr h, 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, crint3 tile);
bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
class CDistanceSorter
{
const CGHeroInstance * hero;
public:
CDistanceSorter(const CGHeroInstance * hero)
: hero(hero)
{
}
bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const;
};