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vcmi/AI/VCAI/AIUtility.h
DjWarmonger 9950bc6ec3 First part of AI refactoring. Trying to split AI into three distinct parts:
- Core with callback handling and processing
- Logic (goal decomposition)
- Utility and helper functions based on simple mechanics

Also, Goals will now be organized in object-oriented fashion.
2013-10-18 20:17:25 +00:00

201 lines
5.0 KiB
C++

#pragma once
#include "../../lib/VCMI_Lib.h"
#include "../../lib/CBuildingHandler.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/CSpellHandler.h"
#include "../../lib/CObjectHandler.h"
#include "../../lib/Connection.h"
#include "../../lib/CGameState.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/NetPacks.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
*
*/
//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*
typedef const int3& crint3;
typedef const std::string& crstring;
const int HERO_GOLD_COST = 2500;
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;
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->debugStream() << 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;
}
template <typename Container, typename Item>
bool erase_if_present(Container &c, const Item &item)
{
auto i = std::find(c.begin(), c.end(), item);
if (i != c.end())
{
c.erase(i);
return true;
}
return false;
}
template <typename V, typename Item, typename Item2>
bool erase_if_present(std::map<Item,V> & c, const Item2 &item)
{
auto i = c.find(item);
if (i != c.end())
{
c.erase(i);
return true;
}
return false;
}
template <typename Container, typename Pred>
void erase(Container &c, Pred pred)
{
c.erase(boost::remove_if(c, pred), c.end());
}
template<typename T>
void removeDuplicates(std::vector<T> &vec)
{
boost::sort(vec);
vec.erase(std::unique(vec.begin(), vec.end()), vec.end());
}
std::string strFromInt3(int3 pos);
void foreach_tile_pos(std::function<void(const int3& pos)> foo);
void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo);
int howManyTilesWillBeDiscovered(const int3 &pos, int radious);
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 isBlockedBorderGate(int3 tileToHit);
bool isReachable(const CGObjectInstance *obj);
bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs);
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);
bool compareMovement(HeroPtr lhs, HeroPtr rhs);
bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2);
ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t);
int3 whereToExplore(HeroPtr h);