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9950bc6ec3
- 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.
201 lines
5.0 KiB
C++
201 lines
5.0 KiB
C++
#pragma once
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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/CSpellHandler.h"
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#include "../../lib/CObjectHandler.h"
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#include "../../lib/Connection.h"
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#include "../../lib/CGameState.h"
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#include "../../lib/mapping/CMap.h"
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#include "../../lib/NetPacks.h"
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#include "../../lib/CStopWatch.h"
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/*
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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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//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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typedef const int3& crint3;
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typedef const std::string& crstring;
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const int HERO_GOLD_COST = 2500;
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const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, 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 double SAFE_ATTACK_CONSTANT;
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extern const int GOLD_RESERVE;
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struct 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;
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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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const CGHeroInstance *get(bool doWeExpectNull = false) const;
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bool validAndSet() const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & this->h & hid & name;
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}
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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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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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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id;
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}
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};
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struct TimeCheck
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{
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CStopWatch time;
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std::string txt;
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TimeCheck(crstring TXT) : txt(TXT)
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{
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}
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~TimeCheck()
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{
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logAi->debugStream() << boost::format("Time of %s was %d ms.") % txt % time.getDiff();
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}
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};
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struct AtScopeExit
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{
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std::function<void()> foo;
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AtScopeExit(const std::function<void()> &FOO) : foo(FOO)
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{}
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~AtScopeExit()
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{
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foo();
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}
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};
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class ObjsVector : public std::vector<ObjectIdRef>
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{
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private:
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};
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template<int 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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template <typename Container, typename Item>
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bool erase_if_present(Container &c, const Item &item)
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{
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auto i = std::find(c.begin(), c.end(), item);
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if (i != c.end())
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{
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c.erase(i);
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return true;
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}
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return false;
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}
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template <typename V, typename Item, typename Item2>
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bool erase_if_present(std::map<Item,V> & c, const Item2 &item)
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{
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auto i = c.find(item);
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if (i != c.end())
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{
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c.erase(i);
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return true;
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}
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return false;
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}
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template <typename Container, typename Pred>
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void erase(Container &c, Pred pred)
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{
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c.erase(boost::remove_if(c, pred), c.end());
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}
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template<typename T>
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void removeDuplicates(std::vector<T> &vec)
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{
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boost::sort(vec);
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vec.erase(std::unique(vec.begin(), vec.end()), vec.end());
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}
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std::string strFromInt3(int3 pos);
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void foreach_tile_pos(std::function<void(const int3& pos)> foo);
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void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo);
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int howManyTilesWillBeDiscovered(const int3 &pos, int radious);
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int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir);
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void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out);
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bool canBeEmbarkmentPoint(const TerrainTile *t);
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bool isBlockedBorderGate(int3 tileToHit);
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bool isReachable(const CGObjectInstance *obj);
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bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs);
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bool isWeeklyRevisitable (const CGObjectInstance * obj);
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bool shouldVisit (HeroPtr h, const CGObjectInstance * obj);
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ui64 evaluateDanger(const CGObjectInstance *obj);
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ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor);
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bool isSafeToVisit(HeroPtr h, crint3 tile);
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bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2);
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bool compareMovement(HeroPtr lhs, HeroPtr rhs);
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bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
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bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2);
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ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t);
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int3 whereToExplore(HeroPtr h); |