AIUtility.h 4.7 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. #include "../../lib/VCMI_Lib.h"
  12. #include "../../lib/CBuildingHandler.h"
  13. #include "../../lib/CCreatureHandler.h"
  14. #include "../../lib/CTownHandler.h"
  15. #include "../../lib/spells/CSpellHandler.h"
  16. #include "../../lib/CStopWatch.h"
  17. #include "../../lib/mapObjects/CObjectHandler.h"
  18. #include "../../lib/mapObjects/CGHeroInstance.h"
  19. class CCallback;
  20. typedef const int3 & crint3;
  21. typedef const std::string & crstring;
  22. const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
  23. const int ACTUAL_RESOURCE_COUNT = 7;
  24. const int ALLOWED_ROAMING_HEROES = 8;
  25. //implementation-dependent
  26. extern const double SAFE_ATTACK_CONSTANT;
  27. extern const int GOLD_RESERVE;
  28. //provisional class for AI to store a reference to an owned hero object
  29. //checks if it's valid on access, should be used in place of const CGHeroInstance*
  30. struct HeroPtr
  31. {
  32. const CGHeroInstance * h;
  33. ObjectInstanceID hid;
  34. public:
  35. std::string name;
  36. HeroPtr();
  37. HeroPtr(const CGHeroInstance * H);
  38. ~HeroPtr();
  39. operator bool() const
  40. {
  41. return validAndSet();
  42. }
  43. bool operator<(const HeroPtr & rhs) const;
  44. const CGHeroInstance * operator->() const;
  45. const CGHeroInstance * operator*() const; //not that consistent with -> but all interfaces use CGHeroInstance*, so it's convenient
  46. const CGHeroInstance * get(bool doWeExpectNull = false) const;
  47. bool validAndSet() const;
  48. template<typename Handler> void serialize(Handler & h, const int version)
  49. {
  50. h & this->h;
  51. h & hid;
  52. h & name;
  53. }
  54. };
  55. enum BattleState
  56. {
  57. NO_BATTLE,
  58. UPCOMING_BATTLE,
  59. ONGOING_BATTLE,
  60. ENDING_BATTLE
  61. };
  62. // AI lives in a dangerous world. CGObjectInstances under pointer may got deleted/hidden.
  63. // This class stores object id, so we can detect when we lose access to the underlying object.
  64. struct ObjectIdRef
  65. {
  66. ObjectInstanceID id;
  67. const CGObjectInstance * operator->() const;
  68. operator const CGObjectInstance *() const;
  69. ObjectIdRef(ObjectInstanceID _id);
  70. ObjectIdRef(const CGObjectInstance * obj);
  71. bool operator<(const ObjectIdRef & rhs) const;
  72. template<typename Handler> void serialize(Handler & h, const int version)
  73. {
  74. h & id;
  75. }
  76. };
  77. struct TimeCheck
  78. {
  79. CStopWatch time;
  80. std::string txt;
  81. TimeCheck(crstring TXT)
  82. : txt(TXT)
  83. {
  84. }
  85. ~TimeCheck()
  86. {
  87. logAi->trace("Time of %s was %d ms.", txt, time.getDiff());
  88. }
  89. };
  90. //TODO: replace with vstd::
  91. struct AtScopeExit
  92. {
  93. std::function<void()> foo;
  94. AtScopeExit(const std::function<void()> & FOO)
  95. : foo(FOO)
  96. {}
  97. ~AtScopeExit()
  98. {
  99. foo();
  100. }
  101. };
  102. class ObjsVector : public std::vector<ObjectIdRef>
  103. {
  104. };
  105. template<int id>
  106. bool objWithID(const CGObjectInstance * obj)
  107. {
  108. return obj->ID == id;
  109. }
  110. void foreach_tile_pos(std::function<void(const int3 & pos)> foo);
  111. void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3 & pos)> foo); // avoid costly retrieval of thread-specific pointer
  112. void foreach_neighbour(const int3 & pos, std::function<void(const int3 & pos)> foo);
  113. void foreach_neighbour(CCallback * cbp, const int3 & pos, std::function<void(CCallback * cbp, const int3 & pos)> foo); // avoid costly retrieval of thread-specific pointer
  114. int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp);
  115. int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir);
  116. void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out);
  117. bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
  118. bool isBlockedBorderGate(int3 tileToHit);
  119. bool isBlockVisitObj(const int3 & pos);
  120. bool isWeeklyRevisitable(const CGObjectInstance * obj);
  121. bool shouldVisit(HeroPtr h, const CGObjectInstance * obj);
  122. ui64 evaluateDanger(const CGObjectInstance * obj);
  123. ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor);
  124. bool isSafeToVisit(HeroPtr h, crint3 tile);
  125. bool boundaryBetweenTwoPoints(int3 pos1, int3 pos2, CCallback * cbp);
  126. bool compareMovement(HeroPtr lhs, HeroPtr rhs);
  127. bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
  128. bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
  129. bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
  130. ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance * t);
  131. int3 whereToExplore(HeroPtr h);
  132. class CDistanceSorter
  133. {
  134. const CGHeroInstance * hero;
  135. public:
  136. CDistanceSorter(const CGHeroInstance * hero)
  137. : hero(hero)
  138. {
  139. }
  140. bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs);
  141. };