mirror of
https://github.com/vcmi/vcmi.git
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353 lines
7.9 KiB
C++
353 lines
7.9 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/CObjectHandler.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/CPathfinder.h"
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#include "../../CCallback.h"
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#include <chrono>
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using namespace tbb;
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typedef std::pair<ui32, std::vector<CreatureID>> dwellingContent;
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namespace NKAI
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{
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struct creInfo;
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class Nullkiller;
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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 float SAFE_ATTACK_CONSTANT;
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extern const int GOLD_RESERVE;
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extern boost::thread_specific_ptr<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;
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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(CCallback * cb, 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;
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h & hid;
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h & 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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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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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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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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struct creInfo
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{
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int count;
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CreatureID creID;
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CCreature * cre;
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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>
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void foreach_tile_pos(CCallback * 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.get(); // 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 CGObjectInstance * obj);
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bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj);
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bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations::PlayerRelations objectRelations);
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bool isBlockVisitObj(const int3 & pos);
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bool isWeeklyRevisitable(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(HeroPtr h, uint64_t dangerStrength);
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bool isSafeToVisit(HeroPtr h, const CCreatureSet *, uint64_t dangerStrength);
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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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bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
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bool townHasFreeTavern(const CGTownInstance * town);
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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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template<typename TFunc>
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void pforeachTilePos(const int3 & mapSize, TFunc fn)
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{
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for(int z = 0; z < mapSize.z; ++z)
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{
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parallel_for(blocked_range<size_t>(0, mapSize.x), [&](const blocked_range<size_t>& r)
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{
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int3 pos(0, 0, z);
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for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
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{
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for(pos.y = 0; pos.y < mapSize.y; ++pos.y)
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{
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fn(pos);
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}
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}
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});
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}
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}
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class CDistanceSorter
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{
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const CGHeroInstance * hero;
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public:
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CDistanceSorter(const CGHeroInstance * hero)
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: hero(hero)
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{
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}
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bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const;
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};
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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(), sync(), 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 std::move(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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