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vcmi/AI/VCAI/AIUtility.h
2018-07-26 12:14:29 +02:00

189 lines
5.0 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/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"
class CCallback;
struct creInfo;
typedef const int3 & crint3;
typedef const std::string & crstring;
typedef std::pair<ui32, std::vector<CreatureID>> dwellingContent;
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 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;
const CGHeroInstance * get(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;
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->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<int id>
bool objWithID(const CGObjectInstance * obj)
{
return obj->ID == id;
}
struct creInfo
{
int count;
CreatureID creID;
CCreature * cre;
int level;
};
creInfo infoFromDC(const dwellingContent & dc);
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, HeroPtr hero);
void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out);
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);
ui64 evaluateDanger(const CGObjectInstance * obj);
ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor);
bool isSafeToVisit(HeroPtr h, crint3 tile);
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 howManyReinforcementsCanBuy(HeroPtr h, const CGTownInstance * t);
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);
};