AIUtility.h 7.8 KB

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  1. /*
  2. * AIUtility.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. // Check windows
  12. #if _WIN32 || _WIN64
  13. #if _WIN64
  14. #define ENVIRONMENT64
  15. #else
  16. #define ENVIRONMENT32
  17. #endif
  18. #endif
  19. // Check GCC
  20. #if __GNUC__
  21. #if __x86_64__ || __ppc64__
  22. #define ENVIRONMENT64
  23. #else
  24. #define ENVIRONMENT32
  25. #endif
  26. #endif
  27. /*********************** TBB.h ********************/
  28. #include "tbb/blocked_range.h"
  29. #include "tbb/concurrent_hash_map.h"
  30. #include "tbb/concurrent_unordered_map.h"
  31. #include "tbb/concurrent_unordered_set.h"
  32. #include "tbb/concurrent_vector.h"
  33. #include "tbb/parallel_for.h"
  34. #include "tbb/parallel_invoke.h"
  35. /*********************** TBB.h ********************/
  36. #include "../../lib/VCMI_Lib.h"
  37. #include "../../lib/CBuildingHandler.h"
  38. #include "../../lib/CCreatureHandler.h"
  39. #include "../../lib/CTownHandler.h"
  40. #include "../../lib/spells/CSpellHandler.h"
  41. #include "../../lib/CStopWatch.h"
  42. #include "../../lib/mapObjects/CGHeroInstance.h"
  43. #include "../../CCallback.h"
  44. #include <chrono>
  45. using namespace tbb;
  46. using dwellingContent = std::pair<ui32, std::vector<CreatureID>>;
  47. namespace NKAI
  48. {
  49. struct creInfo;
  50. class Nullkiller;
  51. const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
  52. const int ACTUAL_RESOURCE_COUNT = 7;
  53. const int ALLOWED_ROAMING_HEROES = 8;
  54. //implementation-dependent
  55. extern const float SAFE_ATTACK_CONSTANT;
  56. extern const int GOLD_RESERVE;
  57. extern boost::thread_specific_ptr<CCallback> cb;
  58. enum HeroRole
  59. {
  60. SCOUT = 0,
  61. MAIN = 1
  62. };
  63. //provisional class for AI to store a reference to an owned hero object
  64. //checks if it's valid on access, should be used in place of const CGHeroInstance*
  65. struct DLL_EXPORT HeroPtr
  66. {
  67. const CGHeroInstance * h;
  68. ObjectInstanceID hid;
  69. public:
  70. std::string name;
  71. HeroPtr();
  72. HeroPtr(const CGHeroInstance * H);
  73. ~HeroPtr();
  74. operator bool() const
  75. {
  76. return validAndSet();
  77. }
  78. bool operator<(const HeroPtr & rhs) const;
  79. const CGHeroInstance * operator->() const;
  80. const CGHeroInstance * operator*() const; //not that consistent with -> but all interfaces use CGHeroInstance*, so it's convenient
  81. bool operator==(const HeroPtr & rhs) const;
  82. bool operator!=(const HeroPtr & rhs) const
  83. {
  84. return !(*this == rhs);
  85. }
  86. const CGHeroInstance * get(bool doWeExpectNull = false) const;
  87. const CGHeroInstance * get(CCallback * cb, bool doWeExpectNull = false) const;
  88. bool validAndSet() const;
  89. template<typename Handler> void serialize(Handler & h, const int version)
  90. {
  91. h & this->h;
  92. h & hid;
  93. h & name;
  94. }
  95. };
  96. enum BattleState
  97. {
  98. NO_BATTLE,
  99. UPCOMING_BATTLE,
  100. ONGOING_BATTLE,
  101. ENDING_BATTLE
  102. };
  103. // AI lives in a dangerous world. CGObjectInstances under pointer may got deleted/hidden.
  104. // This class stores object id, so we can detect when we lose access to the underlying object.
  105. struct ObjectIdRef
  106. {
  107. ObjectInstanceID id;
  108. const CGObjectInstance * operator->() const;
  109. operator const CGObjectInstance *() const;
  110. operator bool() const;
  111. ObjectIdRef(ObjectInstanceID _id);
  112. ObjectIdRef(const CGObjectInstance * obj);
  113. bool operator<(const ObjectIdRef & rhs) const;
  114. template<typename Handler> void serialize(Handler & h, const int version)
  115. {
  116. h & id;
  117. }
  118. };
  119. template<int id>
  120. bool objWithID(const CGObjectInstance * obj)
  121. {
  122. return obj->ID == id;
  123. }
  124. struct creInfo
  125. {
  126. int count;
  127. CreatureID creID;
  128. const Creature * cre;
  129. int level;
  130. };
  131. creInfo infoFromDC(const dwellingContent & dc);
  132. template<class Func>
  133. void foreach_tile_pos(const Func & foo)
  134. {
  135. // some micro-optimizations since this function gets called a LOT
  136. // callback pointer is thread-specific and slow to retrieve -> read map size only once
  137. int3 mapSize = cb->getMapSize();
  138. for(int z = 0; z < mapSize.z; z++)
  139. {
  140. for(int x = 0; x < mapSize.x; x++)
  141. {
  142. for(int y = 0; y < mapSize.y; y++)
  143. {
  144. foo(int3(x, y, z));
  145. }
  146. }
  147. }
  148. }
  149. template<class Func>
  150. void foreach_tile_pos(CCallback * cbp, const Func & foo) // avoid costly retrieval of thread-specific pointer
  151. {
  152. int3 mapSize = cbp->getMapSize();
  153. for(int z = 0; z < mapSize.z; z++)
  154. {
  155. for(int x = 0; x < mapSize.x; x++)
  156. {
  157. for(int y = 0; y < mapSize.y; y++)
  158. {
  159. foo(cbp, int3(x, y, z));
  160. }
  161. }
  162. }
  163. }
  164. template<class Func>
  165. void foreach_neighbour(const int3 & pos, const Func & foo)
  166. {
  167. CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer
  168. for(const int3 & dir : int3::getDirs())
  169. {
  170. const int3 n = pos + dir;
  171. if(cbp->isInTheMap(n))
  172. foo(pos + dir);
  173. }
  174. }
  175. template<class Func>
  176. void foreach_neighbour(CCallback * cbp, const int3 & pos, const Func & foo) // avoid costly retrieval of thread-specific pointer
  177. {
  178. for(const int3 & dir : int3::getDirs())
  179. {
  180. const int3 n = pos + dir;
  181. if(cbp->isInTheMap(n))
  182. foo(cbp, pos + dir);
  183. }
  184. }
  185. bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
  186. bool isObjectPassable(const CGObjectInstance * obj);
  187. bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj);
  188. bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations::PlayerRelations objectRelations);
  189. bool isBlockVisitObj(const int3 & pos);
  190. bool isWeeklyRevisitable(const CGObjectInstance * obj);
  191. bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
  192. bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength);
  193. bool isSafeToVisit(HeroPtr h, const CCreatureSet *, uint64_t dangerStrength);
  194. bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
  195. bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
  196. bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
  197. bool townHasFreeTavern(const CGTownInstance * town);
  198. uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start);
  199. // todo: move to obj manager
  200. bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj);
  201. template<typename TFunc>
  202. void pforeachTilePos(const int3 & mapSize, TFunc fn)
  203. {
  204. for(int z = 0; z < mapSize.z; ++z)
  205. {
  206. parallel_for(blocked_range<size_t>(0, mapSize.x), [&](const blocked_range<size_t>& r)
  207. {
  208. int3 pos(0, 0, z);
  209. for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
  210. {
  211. for(pos.y = 0; pos.y < mapSize.y; ++pos.y)
  212. {
  213. fn(pos);
  214. }
  215. }
  216. });
  217. }
  218. }
  219. class CDistanceSorter
  220. {
  221. const CGHeroInstance * hero;
  222. public:
  223. CDistanceSorter(const CGHeroInstance * hero)
  224. : hero(hero)
  225. {
  226. }
  227. bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const;
  228. };
  229. template <class T>
  230. class SharedPool
  231. {
  232. public:
  233. struct External_Deleter
  234. {
  235. explicit External_Deleter(std::weak_ptr<SharedPool<T>* > pool)
  236. : pool(pool)
  237. {
  238. }
  239. void operator()(T * ptr)
  240. {
  241. std::unique_ptr<T> uptr(ptr);
  242. if(auto pool_ptr = pool.lock())
  243. {
  244. (*pool_ptr.get())->add(std::move(uptr));
  245. }
  246. }
  247. private:
  248. std::weak_ptr<SharedPool<T>* > pool;
  249. };
  250. public:
  251. using ptr_type = std::unique_ptr<T, External_Deleter>;
  252. SharedPool(std::function<std::unique_ptr<T>()> elementFactory):
  253. elementFactory(elementFactory), pool(), instance_tracker(new SharedPool<T> *(this))
  254. {}
  255. void add(std::unique_ptr<T> t)
  256. {
  257. boost::lock_guard<boost::mutex> lock(sync);
  258. pool.push_back(std::move(t));
  259. }
  260. ptr_type acquire()
  261. {
  262. boost::lock_guard<boost::mutex> lock(sync);
  263. bool poolIsEmpty = pool.empty();
  264. T * element = poolIsEmpty
  265. ? elementFactory().release()
  266. : pool.back().release();
  267. ptr_type tmp(
  268. element,
  269. External_Deleter(std::weak_ptr<SharedPool<T>*>(instance_tracker)));
  270. if(!poolIsEmpty) pool.pop_back();
  271. return tmp;
  272. }
  273. bool empty() const
  274. {
  275. return pool.empty();
  276. }
  277. size_t size() const
  278. {
  279. return pool.size();
  280. }
  281. private:
  282. std::vector<std::unique_ptr<T>> pool;
  283. std::function<std::unique_ptr<T>()> elementFactory;
  284. std::shared_ptr<SharedPool<T> *> instance_tracker;
  285. boost::mutex sync;
  286. };
  287. }