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@@ -1,187 +1,187 @@
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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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-#pragma once
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-
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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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-
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-class CCallback;
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-struct creInfo;
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-
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-typedef const int3 & crint3;
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-typedef const std::string & crstring;
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-typedef std::pair<ui32, std::vector<CreatureID>> dwellingContent;
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-
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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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-
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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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-
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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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-
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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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-
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-public:
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- std::string name;
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-
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-
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- HeroPtr();
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- HeroPtr(const CGHeroInstance * H);
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- ~HeroPtr();
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-
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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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-
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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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-
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- const CGHeroInstance * get(bool doWeExpectNull = false) const;
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- bool validAndSet() const;
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-
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-
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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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-
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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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-
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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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-
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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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-
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- ObjectIdRef(ObjectInstanceID _id);
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- ObjectIdRef(const CGObjectInstance * obj);
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-
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- bool operator<(const ObjectIdRef & rhs) const;
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-
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-
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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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-
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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)
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- : txt(TXT)
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- {
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- }
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-
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- ~TimeCheck()
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- {
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- logAi->trace("Time of %s was %d ms.", txt, time.getDiff());
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- }
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-};
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-
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-//TODO: replace with vstd::
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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)
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- : 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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-
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-
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-class ObjsVector : public std::vector<ObjectIdRef>
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-{
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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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-
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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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-
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-void foreach_tile_pos(std::function<void(const int3 & pos)> foo);
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-void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3 & pos)> foo); // avoid costly retrieval of thread-specific pointer
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-void foreach_neighbour(const int3 & pos, std::function<void(const int3 & pos)> foo);
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-void foreach_neighbour(CCallback * cbp, const int3 & pos, std::function<void(CCallback * cbp, const int3 & pos)> foo); // avoid costly retrieval of thread-specific pointer
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-
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-bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
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-bool isBlockedBorderGate(int3 tileToHit);
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-bool isBlockVisitObj(const int3 & pos);
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-
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-bool isWeeklyRevisitable(const CGObjectInstance * obj);
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-bool shouldVisit(HeroPtr h, const CGObjectInstance * obj);
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-
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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, crint3 tile);
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-
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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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-
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-class CDistanceSorter
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-{
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- const CGHeroInstance * hero;
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-
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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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+/*
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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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+
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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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+
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+class CCallback;
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+struct creInfo;
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+
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+typedef const int3 & crint3;
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+typedef const std::string & crstring;
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+typedef std::pair<ui32, std::vector<CreatureID>> dwellingContent;
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+
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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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+
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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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+
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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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+
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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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+
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+public:
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+ std::string name;
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+
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+
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+ HeroPtr();
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+ HeroPtr(const CGHeroInstance * H);
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+ ~HeroPtr();
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+
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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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+
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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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+
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+ const CGHeroInstance * get(bool doWeExpectNull = false) const;
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+ bool validAndSet() const;
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+
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+
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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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+
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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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+
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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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+
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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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+
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+ ObjectIdRef(ObjectInstanceID _id);
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+ ObjectIdRef(const CGObjectInstance * obj);
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+
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+ bool operator<(const ObjectIdRef & rhs) const;
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+
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+
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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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+
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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)
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+ : txt(TXT)
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+ {
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+ }
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+
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+ ~TimeCheck()
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+ {
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+ logAi->trace("Time of %s was %d ms.", txt, time.getDiff());
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+ }
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+};
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+
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+//TODO: replace with vstd::
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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)
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+ : 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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+
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+
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+class ObjsVector : public std::vector<ObjectIdRef>
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+{
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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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+
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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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+
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+void foreach_tile_pos(std::function<void(const int3 & pos)> foo);
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+void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3 & pos)> foo); // avoid costly retrieval of thread-specific pointer
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+void foreach_neighbour(const int3 & pos, std::function<void(const int3 & pos)> foo);
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+void foreach_neighbour(CCallback * cbp, const int3 & pos, std::function<void(CCallback * cbp, const int3 & pos)> foo); // avoid costly retrieval of thread-specific pointer
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+
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+bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
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+bool isBlockedBorderGate(int3 tileToHit);
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+bool isBlockVisitObj(const int3 & pos);
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+
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+bool isWeeklyRevisitable(const CGObjectInstance * obj);
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+bool shouldVisit(HeroPtr h, const CGObjectInstance * obj);
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+
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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, crint3 tile);
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+
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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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+
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+class CDistanceSorter
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+{
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+ const CGHeroInstance * hero;
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+
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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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