mirror of
https://github.com/vcmi/vcmi.git
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307 lines
7.2 KiB
C++
307 lines
7.2 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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// Check windows
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#if _WIN32 || _WIN64
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#if _WIN64
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#define ENVIRONMENT64
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#else
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#define ENVIRONMENT32
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#endif
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#endif
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// Check GCC
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#if __GNUC__
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#if __x86_64__ || __ppc64__
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#define ENVIRONMENT64
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#else
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#define ENVIRONMENT32
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#endif
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#endif
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/*********************** TBB.h ********************/
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#include "tbb/blocked_range.h"
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#include "tbb/concurrent_hash_map.h"
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#include "tbb/concurrent_unordered_map.h"
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#include "tbb/concurrent_unordered_set.h"
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#include "tbb/concurrent_vector.h"
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#include "tbb/parallel_for.h"
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#include "tbb/parallel_invoke.h"
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/*********************** TBB.h ********************/
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#include "../../lib/VCMI_Lib.h"
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#include "../../lib/CBuildingHandler.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/CTownHandler.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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#include <chrono>
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using dwellingContent = std::pair<ui32, std::vector<CreatureID>>;
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namespace NKAI
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{
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struct creInfo;
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class AIGateway;
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class Nullkiller;
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const int GOLD_MINE_PRODUCTION = 1000;
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const int WOOD_ORE_MINE_PRODUCTION = 2;
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const int RESOURCE_MINE_PRODUCTION = 1;
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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 float 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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enum HeroRole
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{
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SCOUT = 0,
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MAIN = 1
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};
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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() const;
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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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const CGHeroInstance * get(const CPlayerSpecificInfoCallback * cb, 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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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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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, class TCallback>
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void foreach_tile_pos(TCallback * 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 isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj);
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bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations);
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bool isBlockVisitObj(const int3 & pos);
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bool isWeeklyRevisitable(const Nullkiller * ai, 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(const CGHeroInstance * h, uint64_t dangerStrength);
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bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet *, uint64_t dangerStrength);
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bool compareHeroStrength(const CGHeroInstance * h1, const CGHeroInstance * 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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bool townHasFreeTavern(const CGTownInstance * town);
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uint64_t getHeroArmyStrengthWithCommander(const CGHeroInstance * hero, const CCreatureSet * heroArmy);
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uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start);
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// todo: move to obj manager
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bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj);
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int getDuplicatingSlots(const CArmedInstance * army);
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template <class T>
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class SharedPool
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{
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public:
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struct External_Deleter
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{
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explicit External_Deleter(std::weak_ptr<SharedPool<T>* > pool)
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: pool(pool)
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{
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}
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void operator()(T * ptr)
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{
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std::unique_ptr<T> uptr(ptr);
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if(auto pool_ptr = pool.lock())
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{
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(*pool_ptr.get())->add(std::move(uptr));
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}
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}
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private:
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std::weak_ptr<SharedPool<T>* > pool;
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};
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public:
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using ptr_type = std::unique_ptr<T, External_Deleter>;
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SharedPool(std::function<std::unique_ptr<T>()> elementFactory):
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elementFactory(elementFactory), pool(), instance_tracker(new SharedPool<T> *(this))
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{}
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void add(std::unique_ptr<T> t)
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{
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boost::lock_guard<boost::mutex> lock(sync);
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pool.push_back(std::move(t));
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}
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ptr_type acquire()
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{
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boost::lock_guard<boost::mutex> lock(sync);
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bool poolIsEmpty = pool.empty();
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T * element = poolIsEmpty
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? elementFactory().release()
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: pool.back().release();
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ptr_type tmp(
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element,
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External_Deleter(std::weak_ptr<SharedPool<T>*>(instance_tracker)));
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if(!poolIsEmpty) pool.pop_back();
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return tmp;
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}
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bool empty() const
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{
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return pool.empty();
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}
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size_t size() const
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{
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return pool.size();
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}
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private:
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std::vector<std::unique_ptr<T>> pool;
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std::function<std::unique_ptr<T>()> elementFactory;
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std::shared_ptr<SharedPool<T> *> instance_tracker;
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boost::mutex sync;
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};
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}
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