| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312 | /* * AIUtility.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "AIUtility.h"#include "VCAI.h"#include "FuzzyHelper.h"#include "Goals/Goals.h"#include "../../lib/UnlockGuard.h"#include "../../lib/CConfigHandler.h"#include "../../lib/CHeroHandler.h"#include "../../lib/mapObjects/CBank.h"#include "../../lib/mapObjects/CGTownInstance.h"#include "../../lib/mapObjects/CQuest.h"#include "../../lib/mapping/CMapDefines.h"extern boost::thread_specific_ptr<CCallback> cb;extern boost::thread_specific_ptr<VCAI> ai;extern FuzzyHelper * fh;//extern static const int3 dirs[8];const CGObjectInstance * ObjectIdRef::operator->() const{	return cb->getObj(id, false);}ObjectIdRef::operator const CGObjectInstance *() const{	return cb->getObj(id, false);}ObjectIdRef::operator bool() const{	return cb->getObj(id, false);}ObjectIdRef::ObjectIdRef(ObjectInstanceID _id)	: id(_id){}ObjectIdRef::ObjectIdRef(const CGObjectInstance * obj)	: id(obj->id){}bool ObjectIdRef::operator<(const ObjectIdRef & rhs) const{	return id < rhs.id;}HeroPtr::HeroPtr(const CGHeroInstance * H){	if(!H)	{		//init from nullptr should equal to default init		*this = HeroPtr();		return;	}	h = H;	name = h->name;	hid = H->id;//	infosCount[ai->playerID][hid]++;}HeroPtr::HeroPtr(){	h = nullptr;	hid = ObjectInstanceID();}HeroPtr::~HeroPtr(){//	if(hid >= 0)//		infosCount[ai->playerID][hid]--;}bool HeroPtr::operator<(const HeroPtr & rhs) const{	return hid < rhs.hid;}const CGHeroInstance * HeroPtr::get(bool doWeExpectNull) const{	//TODO? check if these all assertions every time we get info about hero affect efficiency	//	//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)	assert(doWeExpectNull || h);	if(h)	{		auto obj = cb->getObj(hid);		const bool owned = obj && obj->tempOwner == ai->playerID;		if(doWeExpectNull && !owned)		{			return nullptr;		}		else		{			assert(obj);			assert(owned);		}	}	return h;}const CGHeroInstance * HeroPtr::operator->() const{	return get();}bool HeroPtr::validAndSet() const{	return get(true);}const CGHeroInstance * HeroPtr::operator*() const{	return get();}bool HeroPtr::operator==(const HeroPtr & rhs) const{	return h == rhs.get(true);}void foreach_tile_pos(std::function<void(const int3 & pos)> foo){	// some micro-optimizations since this function gets called a LOT	// callback pointer is thread-specific and slow to retrieve -> read map size only once	int3 mapSize = cb->getMapSize();	for(int i = 0; i < mapSize.x; i++)	{		for(int j = 0; j < mapSize.y; j++)		{			for(int k = 0; k < mapSize.z; k++)				foo(int3(i, j, k));		}	}}void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3 & pos)> foo){	int3 mapSize = cbp->getMapSize();	for(int i = 0; i < mapSize.x; i++)	{		for(int j = 0; j < mapSize.y; j++)		{			for(int k = 0; k < mapSize.z; k++)				foo(cbp, int3(i, j, k));		}	}}void foreach_neighbour(const int3 & pos, std::function<void(const int3 & pos)> foo){	CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer	for(const int3 & dir : int3::getDirs())	{		const int3 n = pos + dir;		if(cbp->isInTheMap(n))			foo(pos + dir);	}}void foreach_neighbour(CCallback * cbp, const int3 & pos, std::function<void(CCallback * cbp, const int3 & pos)> foo){	for(const int3 & dir : int3::getDirs())	{		const int3 n = pos + dir;		if(cbp->isInTheMap(n))			foo(cbp, pos + dir);	}}bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const{	const CGPathNode * ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos());	const CGPathNode * rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());	return ln->getCost() < rn->getCost();}bool isSafeToVisit(HeroPtr h, crint3 tile){	return isSafeToVisit(h, fh->evaluateDanger(tile, h.get()));}bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength){	const ui64 heroStrength = h->getTotalStrength();	if(dangerStrength)	{		return heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength;	}	return true; //there's no danger}bool isObjectRemovable(const CGObjectInstance * obj){	//FIXME: move logic to object property!	switch (obj->ID)	{	case Obj::MONSTER:	case Obj::RESOURCE:	case Obj::CAMPFIRE:	case Obj::TREASURE_CHEST:	case Obj::ARTIFACT:	case Obj::BORDERGUARD:	case Obj::FLOTSAM:	case Obj::PANDORAS_BOX:	case Obj::OCEAN_BOTTLE:	case Obj::SEA_CHEST:	case Obj::SHIPWRECK_SURVIVOR:	case Obj::SPELL_SCROLL:		return true;		break;	default:		return false;		break;	}}bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater){	// TODO: Such information should be provided by pathfinder	// Tile must be free or with unoccupied boat	if(!t->blocked)	{		return true;	}	else if(!fromWater) // do not try to board when in water sector	{		if(t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)			return true;	}	return false;}bool isBlockedBorderGate(int3 tileToHit) //TODO: is that function needed? should be handled by pathfinder{	if(cb->getTile(tileToHit)->topVisitableId() != Obj::BORDER_GATE)		return false;	auto gate = dynamic_cast<const CGKeys *>(cb->getTile(tileToHit)->topVisitableObj());	return !gate->passableFor(ai->playerID);}bool isBlockVisitObj(const int3 & pos){	if(auto obj = cb->getTopObj(pos))	{		if(obj->blockVisit) //we can't stand on that object			return true;	}	return false;}creInfo infoFromDC(const dwellingContent & dc){	creInfo ci;	ci.count = dc.first;	ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed	if (ci.creID != -1)	{		ci.cre = VLC->creh->creatures[ci.creID];		ci.level = ci.cre->level; //this is cretaure tier, while tryRealize expects dwelling level. Ignore.	}	else	{		ci.cre = nullptr;		ci.level = 0;	}	return ci;}bool compareHeroStrength(HeroPtr h1, HeroPtr h2){	return h1->getTotalStrength() < h2->getTotalStrength();}bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2){	return a1->getArmyStrength() < a2->getArmyStrength();}bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2){	auto art1 = a1->artType;	auto art2 = a2->artType;	if(art1->price == art2->price)		return art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL);	else		return art1->price > art2->price;}
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