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more thread_local removal in NK2, still WIP

Mircea TheHonestCTO 3 months ago
parent
commit
b49ba08a45

+ 1 - 1
AI/Nullkiller2/Analyzers/BuildAnalyzer.cpp

@@ -46,7 +46,7 @@ void BuildAnalyzer::update()
 
 	for(const CGTownInstance * town : towns)
 	{
-		if(town->built >= ccTl->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP))
+		if(town->built >= aiNk->cc->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP))
 			continue; // Not much point in trying anything - can't built in this town anymore today
 
 #if NK2AI_TRACE_LEVEL >= 1

+ 2 - 6
AI/Nullkiller2/Analyzers/ObjectClusterizer.cpp

@@ -310,12 +310,8 @@ void ObjectClusterizer::clusterize()
 	{
 		for(auto id : invalidated)
 		{
-			auto obj = ccTl->getObj(id, false);
-
-			if(obj)
-			{
+			if(auto obj = aiNk->cc->getObj(id, false))
 				objs.push_back(obj);
-			}
 		}
 
 		invalidated.clear();
@@ -353,7 +349,7 @@ void ObjectClusterizer::clusterize()
 
 	for(auto pair : blockedObjects)
 	{
-		auto blocker = ccTl->getObj(pair.first);
+		auto blocker = aiNk->cc->getObj(pair.first);
 
 		logAi->trace("Cluster %s %s count: %i", blocker->getObjectName(), blocker->visitablePos().toString(), pair.second->objects.size());
 

+ 6 - 12
AI/Nullkiller2/Behaviors/BuyArmyBehavior.cpp

@@ -27,29 +27,23 @@ std::string BuyArmyBehavior::toString() const
 Goals::TGoalVec BuyArmyBehavior::decompose(const Nullkiller * aiNk) const
 {
 	Goals::TGoalVec tasks;
-
-	auto heroes = ccTl->getHeroesInfo();
-
+	const auto heroes = aiNk->cc->getHeroesInfo();
 	if(heroes.empty())
-	{
 		return tasks;
-	}
 
 	// Simplification: Moved this call before getting into the decomposer
 	// aiNk->dangerHitMap->updateHitMap();
 
-	for(auto town : ccTl->getTownsInfo())
+	for(const auto town : aiNk->cc->getTownsInfo())
 	{
 		uint8_t closestThreat = aiNk->dangerHitMap->getTileThreat(town->visitablePos()).fastestDanger.turn;
-
-		if (closestThreat >=2 && aiNk->buildAnalyzer->isGoldPressureOverMax() && !town->hasBuilt(BuildingID::CITY_HALL) && ccTl->canBuildStructure(town, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
+		if(closestThreat >= 2 && aiNk->buildAnalyzer->isGoldPressureOverMax() && !town->hasBuilt(BuildingID::CITY_HALL) &&
+		   aiNk->cc->canBuildStructure(town, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
 		{
 			return tasks;
 		}
-		
-		auto townArmyAvailableToBuy = aiNk->armyManager->getArmyAvailableToBuyAsCCreatureSet(
-			town,
-			aiNk->getFreeResources());
+
+		auto townArmyAvailableToBuy = aiNk->armyManager->getArmyAvailableToBuyAsCCreatureSet(town, aiNk->getFreeResources());
 
 		for(const CGHeroInstance * targetHero : heroes)
 		{

+ 3 - 3
AI/Nullkiller2/Behaviors/ExplorationBehavior.cpp

@@ -50,12 +50,12 @@ Goals::TGoalVec ExplorationBehavior::decompose(const Nullkiller * aiNk) const
 			case Obj::SUBTERRANEAN_GATE:
 			case Obj::WHIRLPOOL:
 			{
-				auto tObj = dynamic_cast<const CGTeleport*>(obj);
-				for (auto exit : ccTl->getTeleportChannelExits(tObj->channel))
+				const auto tObj = dynamic_cast<const CGTeleport*>(obj);
+				for (auto exit : aiNk->cc->getTeleportChannelExits(tObj->channel))
 				{
 					if (exit != tObj->id)
 					{
-						if (!ccTl->isVisible(ccTl->getObjInstance(exit)))
+						if (!aiNk->cc->isVisible(aiNk->cc->getObjInstance(exit)))
 							tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 50)).addNext(CaptureObject(obj))));
 					}
 				}

+ 1 - 1
AI/Nullkiller2/Behaviors/GatherArmyBehavior.cpp

@@ -312,7 +312,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const Nullkiller * aiNk, const C
 				&& aiNk->heroManager->canRecruitHero(upgrader)
 				&& path.turn() < aiNk->settings->getScoutHeroTurnDistanceLimit()) // TODO: Mircea: Inspect what this does
 			{
-				for(auto hero : ccTl->getAvailableHeroes(upgrader))
+				for(const auto * const hero : aiNk->cc->getAvailableHeroes(upgrader))
 				{
 					auto scoutReinforcement = aiNk->armyManager->howManyReinforcementsCanGet(hero, upgrader);
 

+ 4 - 4
AI/Nullkiller2/Behaviors/StartupBehavior.cpp

@@ -97,15 +97,15 @@ bool needToRecruitHero(const Nullkiller * aiNk, const CGTownInstance * startupTo
 		}
 	}
 
-	auto basicCount = ccTl->getTownsInfo().size() + 2;
-	auto boost = std::min(
-		(int)std::floor(std::pow(1 + (ccTl->getMapSize().x / 50), 2)),
+	const auto basicCount = aiNk->cc->getTownsInfo().size() + 2;
+	const auto boost = std::min(
+		(int)std::floor(std::pow(1 + aiNk->cc->getMapSize().x / 50, 2)),
 		treasureSourcesCount / 2);
 
 	logAi->trace("Treasure sources found %d", treasureSourcesCount);
 	logAi->trace("Startup allows %d+%d heroes", basicCount, boost);
 
-	return ccTl->getHeroCount(aiNk->playerID, true) < basicCount + boost;
+	return aiNk->cc->getHeroCount(aiNk->playerID, true) < basicCount + boost;
 }
 
 Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * aiNk) const

+ 1 - 1
AI/Nullkiller2/Engine/PriorityEvaluator.cpp

@@ -583,7 +583,7 @@ float RewardEvaluator::evaluateWitchHutSkillScore(const CGObjectInstance * hut,
 		return role == HeroRole::SCOUT ? 2 : 0;
 
 	if(hero->getSecSkillLevel(skill) != MasteryLevel::NONE
-		|| static_cast<int>(hero->secSkills.size()) >= ccTl->getSettings().getInteger(EGameSettings::HEROES_SKILL_PER_HERO))
+		|| static_cast<int>(hero->secSkills.size()) >= aiNk->cc->getSettings().getInteger(EGameSettings::HEROES_SKILL_PER_HERO))
 		return 0;
 
 	auto score = aiNk->heroManager->evaluateSecSkill(skill, hero);

+ 4 - 6
AI/Nullkiller2/Goals/AdventureSpellCast.cpp

@@ -59,10 +59,9 @@ void AdventureSpellCast::accept(AIGateway * aiGw)
 	if (hero->isGarrisoned())
 		aiGw->cc->swapGarrisonHero(hero->getVisitedTown());
 
-	auto wait = ccTl->waitTillRealize;
-
-	ccTl->waitTillRealize = true;
-	ccTl->castSpell(hero, spellID, tile);
+	const auto wait = aiGw->cc->waitTillRealize;
+	aiGw->cc->waitTillRealize = true;
+	aiGw->cc->castSpell(hero, spellID, tile);
 
 	if(town && townPortalEffect)
 	{
@@ -70,8 +69,7 @@ void AdventureSpellCast::accept(AIGateway * aiGw)
 		aiGw->moveHeroToTile(town->visitablePos(), HeroPtr(hero, aiGw->cc));
 	}
 
-	ccTl->waitTillRealize = wait;
-
+	aiGw->cc->waitTillRealize = wait;
 	throw goalFulfilledException(sptr(*this));
 }
 

+ 3 - 3
AI/Nullkiller2/Goals/BuildBoat.cpp

@@ -45,12 +45,12 @@ void BuildBoat::accept(AIGateway * aiGw)
 	TResources boatCost;
 	shipyard->getBoatCost(boatCost);
 
-	if(!ccTl->getResourceAmount().canAfford(boatCost))
+	if(!aiGw->cc->getResourceAmount().canAfford(boatCost))
 	{
 		throw cannotFulfillGoalException("Can not afford boat");
 	}
 
-	if(ccTl->getPlayerRelations(aiGw->playerID, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
+	if(aiGw->cc->getPlayerRelations(aiGw->playerID, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
 	{
 		throw cannotFulfillGoalException("Can not build boat in enemy shipyard");
 	}
@@ -65,7 +65,7 @@ void BuildBoat::accept(AIGateway * aiGw)
 		shipyard->getObject()->visitablePos().toString(),
 		shipyard->bestLocation().toString());
 
-	ccTl->buildBoat(shipyard);
+	aiGw->cc->buildBoat(shipyard);
 
 	throw goalFulfilledException(sptr(*this));
 }

+ 2 - 2
AI/Nullkiller2/Goals/BuildThis.cpp

@@ -52,11 +52,11 @@ void BuildThis::accept(AIGateway * aiGw)
 
 	if(town)
 	{
-		if(ccTl->canBuildStructure(town, b) == EBuildingState::ALLOWED)
+		if(aiGw->cc->canBuildStructure(town, b) == EBuildingState::ALLOWED)
 		{
 			logAi->debug("Player %d will build %s in town of %s at %s",
 				aiGw->playerID, town->getTown()->buildings.at(b)->getNameTranslated(), town->getNameTranslated(), town->anchorPos().toString());
-			ccTl->buildBuilding(town, b);
+			aiGw->cc->buildBuilding(town, b);
 
 			return;
 		}

+ 3 - 3
AI/Nullkiller2/Goals/BuyArmy.cpp

@@ -48,7 +48,7 @@ void BuyArmy::accept(AIGateway * aiGw)
 
 	for(int i = 0; valueBought < value && i < armyToBuy.size(); i++)
 	{
-		auto res = ccTl->getResourceAmount();
+		auto res = aiGw->cc->getResourceAmount();
 		auto & ci = armyToBuy[i];
 
 		if(objid != CreatureID::NONE && ci.creID.getNum() != objid)
@@ -81,12 +81,12 @@ void BuyArmy::accept(AIGateway * aiGw)
 				}
 				if (lowestValueSlot.validSlot())
 				{
-					ccTl->dismissCreature(town->getUpperArmy(), lowestValueSlot);
+					aiGw->cc->dismissCreature(town->getUpperArmy(), lowestValueSlot);
 				}
 			}
 			if (town->getUpperArmy()->stacksCount() < GameConstants::ARMY_SIZE || town->getUpperArmy()->getSlotFor(ci.creID).validSlot()) //It is possible we don't scrap despite we wanted to due to not scrapping stacks that fit our faction
 			{
-				ccTl->recruitCreatures(town, town->getUpperArmy(), ci.creID, ci.count, ci.level);
+				aiGw->cc->recruitCreatures(town, town->getUpperArmy(), ci.creID, ci.count, ci.level);
 			}
 			valueBought += ci.count * ci.creID.toCreature()->getAIValue();
 		}

+ 15 - 16
AI/Nullkiller2/Goals/CompleteQuest.cpp

@@ -22,7 +22,7 @@ using namespace Goals;
 
 bool isKeyMaster(const QuestInfo & q)
 {
-	auto object = q.getObject(ccTl);
+	const auto object = q.getObject(ccTl);
 	return object && (object->ID == Obj::BORDER_GATE || object->ID == Obj::BORDERGUARD);
 }
 
@@ -39,7 +39,7 @@ TGoalVec CompleteQuest::decompose(const Nullkiller * aiNk) const
 	}
 
 	logAi->debug("Trying to realize quest: %s", questToString());
-	auto quest = q.getQuest(ccTl);
+	const auto quest = q.getQuest(aiNk->cc.get());
 
 	if(!quest->mission.artifacts.empty())
 		return missionArt(aiNk);
@@ -108,14 +108,14 @@ std::string CompleteQuest::questToString() const
 
 TGoalVec CompleteQuest::tryCompleteQuest(const Nullkiller * aiNk) const
 {
-	auto paths = aiNk->pathfinder->getPathInfo(q.getObject(ccTl)->visitablePos());
+	auto paths = aiNk->pathfinder->getPathInfo(q.getObject(aiNk->cc.get())->visitablePos());
 
 	vstd::erase_if(paths, [&](const AIPath & path) -> bool
 	{
-		return !q.getQuest(ccTl)->checkQuest(path.targetHero);
+		return !q.getQuest(aiNk->cc.get())->checkQuest(path.targetHero);
 	});
 	
-	return CaptureObjectsBehavior::getVisitGoals(paths, aiNk, q.getObject(ccTl));
+	return CaptureObjectsBehavior::getVisitGoals(paths, aiNk, q.getObject(aiNk->cc.get()));
 }
 
 TGoalVec CompleteQuest::missionArt(const Nullkiller * aiNk) const
@@ -127,7 +127,7 @@ TGoalVec CompleteQuest::missionArt(const Nullkiller * aiNk) const
 
 	CaptureObjectsBehavior findArts;
 
-	for(auto art : q.getQuest(ccTl)->mission.artifacts)
+	for(auto art : q.getQuest(aiNk->cc.get())->mission.artifacts)
 	{
 		solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::ARTIFACT, art.getNum())));
 	}
@@ -150,14 +150,14 @@ TGoalVec CompleteQuest::missionHero(const Nullkiller * aiNk) const
 
 TGoalVec CompleteQuest::missionArmy(const Nullkiller * aiNk) const
 {
-	auto paths = aiNk->pathfinder->getPathInfo(q.getObject(ccTl)->visitablePos());
+	auto paths = aiNk->pathfinder->getPathInfo(q.getObject(aiNk->cc.get())->visitablePos());
 
 	vstd::erase_if(paths, [&](const AIPath & path) -> bool
 	{
-		return !CQuest::checkMissionArmy(q.getQuest(ccTl), path.heroArmy);
+		return !CQuest::checkMissionArmy(q.getQuest(aiNk->cc.get()), path.heroArmy);
 	});
 
-	return CaptureObjectsBehavior::getVisitGoals(paths, aiNk, q.getObject(ccTl));
+	return CaptureObjectsBehavior::getVisitGoals(paths, aiNk, q.getObject(aiNk->cc.get()));
 }
 
 TGoalVec CompleteQuest::missionIncreasePrimaryStat(const Nullkiller * aiNk) const
@@ -172,13 +172,13 @@ TGoalVec CompleteQuest::missionLevel(const Nullkiller * aiNk) const
 
 TGoalVec CompleteQuest::missionKeymaster(const Nullkiller * aiNk) const
 {
-	if(isObjectPassable(aiNk, q.getObject(ccTl)))
+	if(isObjectPassable(aiNk, q.getObject(aiNk->cc.get())))
 	{
-		return CaptureObjectsBehavior(q.getObject(ccTl)).decompose(aiNk);
+		return CaptureObjectsBehavior(q.getObject(aiNk->cc.get())).decompose(aiNk);
 	}
 	else
 	{
-		return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.getObject(ccTl)->subID).decompose(aiNk);
+		return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.getObject(aiNk->cc.get())->subID).decompose(aiNk);
 	}
 }
 
@@ -190,12 +190,11 @@ TGoalVec CompleteQuest::missionResources(const Nullkiller * aiNk) const
 
 TGoalVec CompleteQuest::missionDestroyObj(const Nullkiller * aiNk) const
 {
-	auto obj = aiNk->cc->getObj(q.getQuest(ccTl)->killTarget);
-
+	const auto obj = aiNk->cc->getObj(q.getQuest(aiNk->cc.get())->killTarget);
 	if(!obj)
-		return CaptureObjectsBehavior(q.getObject(ccTl)).decompose(aiNk);
+		return CaptureObjectsBehavior(q.getObject(aiNk->cc.get())).decompose(aiNk);
 
-	auto relations = aiNk->cc->getPlayerRelations(aiNk->playerID, obj->tempOwner);
+	const auto relations = aiNk->cc->getPlayerRelations(aiNk->playerID, obj->tempOwner);
 
 	//if(relations == PlayerRelations::SAME_PLAYER)
 	//{

+ 1 - 2
AI/Nullkiller2/Goals/DismissHero.cpp

@@ -26,8 +26,7 @@ void DismissHero::accept(AIGateway * aiGw)
 	if(!hero)
 		throw cannotFulfillGoalException("Invalid hero!");
 
-	ccTl->dismissHero(hero);
-
+	aiGw->cc->dismissHero(hero);
 	throw goalFulfilledException(sptr(*this));
 }
 

+ 4 - 4
AI/Nullkiller2/Goals/ExchangeSwapTownHeroes.cpp

@@ -65,7 +65,7 @@ void ExchangeSwapTownHeroes::accept(AIGateway * aiGw)
 		if(!currentGarrisonHero)
 			throw cannotFulfillGoalException("Invalid configuration. There is no hero in town garrison.");
 		
-		ccTl->swapGarrisonHero(town);
+		aiGw->cc->swapGarrisonHero(town);
 
 		if(currentGarrisonHero != town->getVisitingHero())
 		{
@@ -81,7 +81,7 @@ void ExchangeSwapTownHeroes::accept(AIGateway * aiGw)
 	}
 
 	if(town->getVisitingHero() && town->getVisitingHero() != getGarrisonHero())
-		ccTl->swapGarrisonHero(town);
+		aiGw->cc->swapGarrisonHero(town);
 
 	aiGw->makePossibleUpgrades(town);
 	aiGw->moveHeroToTile(town->visitablePos(), HeroPtr(getGarrisonHero(), aiGw->cc));
@@ -94,12 +94,12 @@ void ExchangeSwapTownHeroes::accept(AIGateway * aiGw)
 		{
 			while (upperArmy->stacksCount() != 0)
 			{
-				ccTl->dismissCreature(upperArmy, upperArmy->Slots().begin()->first);
+				aiGw->cc->dismissCreature(upperArmy, upperArmy->Slots().begin()->first);
 			}
 		}
 	}
 	
-	ccTl->swapGarrisonHero(town);
+	aiGw->cc->swapGarrisonHero(town);
 
 	if(lockingReason != HeroLockedReason::NOT_LOCKED)
 	{

+ 3 - 5
AI/Nullkiller2/Goals/RecruitHero.cpp

@@ -38,15 +38,13 @@ void RecruitHero::accept(AIGateway * aiGw)
 
 	logAi->debug("Trying to recruit a hero in %s at %s", t->getNameTranslated(), t->visitablePos().toString());
 
-	auto heroes = ccTl->getAvailableHeroes(t);
-
+	const auto heroes = aiGw->cc->getAvailableHeroes(t);
 	if(!heroes.size())
 	{
 		throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
 	}
 
 	auto heroToHire = heroToBuy;
-
 	if(!heroToHire)
 	{
 		for(auto hero : heroes)
@@ -61,13 +59,13 @@ void RecruitHero::accept(AIGateway * aiGw)
 
 	if(t->getVisitingHero())
 	{
-		ccTl->swapGarrisonHero(t);
+		aiGw->cc->swapGarrisonHero(t);
 	}
 
 	if(t->getVisitingHero())
 		throw cannotFulfillGoalException("Town " + t->nodeName() + " is occupied. Cannot recruit hero!");
 
-	ccTl->recruitHero(t, heroToHire);
+	aiGw->cc->recruitHero(t, heroToHire);
 
 	{
 		// TODO: Mircea: Consider same behavior when a hero is lost? Relevant?

+ 1 - 2
AI/Nullkiller2/Pathfinding/ObjectGraph.cpp

@@ -86,8 +86,7 @@ void ObjectGraph::removeObject(const CGObjectInstance * obj)
 	{
 		vstd::erase_if(nodes[obj->visitablePos()].connections, [&](const std::pair<int3, ObjectLink> & link) -> bool
 			{
-				auto tile = ccTl->getTile(link.first, false);
-
+				const auto tile = ccTl->getTile(link.first, false);
 				return tile && tile->isWater();
 			});
 	}

+ 4 - 4
AI/Nullkiller2/Pathfinding/ObjectGraphCalculator.cpp

@@ -205,12 +205,12 @@ void ObjectGraphCalculator::calculateConnections(const int3 & pos, std::vector<A
 			auto obj1 = actorObjectMap[path1.targetHero];
 			auto obj2 = actorObjectMap[path2.targetHero];
 
-			auto tile1 = ccTl->getTile(pos1);
-			auto tile2 = ccTl->getTile(pos2);
+			auto tile1 = aiNk->cc->getTile(pos1);
+			auto tile2 = aiNk->cc->getTile(pos2);
 
 			if(tile2->isWater() && !tile1->isWater())
 			{
-				if(!ccTl->getTile(pos)->isWater())
+				if(!aiNk->cc->getTile(pos)->isWater())
 					continue;
 
 				auto startingObjIsBoat = (obj1 && obj1->ID == Obj::BOAT) || target->isVirtualBoat(pos1);
@@ -295,7 +295,7 @@ void ObjectGraphCalculator::addObjectActor(const CGObjectInstance * obj)
 	objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
 	objectActor->initObj(randomizer);
 
-	if(ccTl->getTile(visitablePos)->isWater())
+	if(aiNk->cc->getTile(visitablePos)->isWater())
 	{
 		objectActor->setBoat(temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get());
 	}