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 "../../lib/CPathfinder.h"
  44. #include "../../CCallback.h"
  45. #include <chrono>
  46. using namespace tbb;
  47. using dwellingContent = std::pair<ui32, std::vector<CreatureID>>;
  48. namespace NKAI
  49. {
  50. struct creInfo;
  51. class Nullkiller;
  52. const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
  53. const int ACTUAL_RESOURCE_COUNT = 7;
  54. const int ALLOWED_ROAMING_HEROES = 8;
  55. //implementation-dependent
  56. extern const float SAFE_ATTACK_CONSTANT;
  57. extern const int GOLD_RESERVE;
  58. extern boost::thread_specific_ptr<CCallback> cb;
  59. enum HeroRole
  60. {
  61. SCOUT = 0,
  62. MAIN = 1
  63. };
  64. //provisional class for AI to store a reference to an owned hero object
  65. //checks if it's valid on access, should be used in place of const CGHeroInstance*
  66. struct DLL_EXPORT HeroPtr
  67. {
  68. const CGHeroInstance * h;
  69. ObjectInstanceID hid;
  70. public:
  71. std::string name;
  72. HeroPtr();
  73. HeroPtr(const CGHeroInstance * H);
  74. ~HeroPtr();
  75. operator bool() const
  76. {
  77. return validAndSet();
  78. }
  79. bool operator<(const HeroPtr & rhs) const;
  80. const CGHeroInstance * operator->() const;
  81. const CGHeroInstance * operator*() const; //not that consistent with -> but all interfaces use CGHeroInstance*, so it's convenient
  82. bool operator==(const HeroPtr & rhs) const;
  83. bool operator!=(const HeroPtr & rhs) const
  84. {
  85. return !(*this == rhs);
  86. }
  87. const CGHeroInstance * get(bool doWeExpectNull = false) const;
  88. const CGHeroInstance * get(CCallback * cb, bool doWeExpectNull = false) const;
  89. bool validAndSet() const;
  90. template<typename Handler> void serialize(Handler & h, const int version)
  91. {
  92. h & this->h;
  93. h & hid;
  94. h & name;
  95. }
  96. };
  97. enum BattleState
  98. {
  99. NO_BATTLE,
  100. UPCOMING_BATTLE,
  101. ONGOING_BATTLE,
  102. ENDING_BATTLE
  103. };
  104. // AI lives in a dangerous world. CGObjectInstances under pointer may got deleted/hidden.
  105. // This class stores object id, so we can detect when we lose access to the underlying object.
  106. struct ObjectIdRef
  107. {
  108. ObjectInstanceID id;
  109. const CGObjectInstance * operator->() const;
  110. operator const CGObjectInstance *() const;
  111. operator bool() const;
  112. ObjectIdRef(ObjectInstanceID _id);
  113. ObjectIdRef(const CGObjectInstance * obj);
  114. bool operator<(const ObjectIdRef & rhs) const;
  115. template<typename Handler> void serialize(Handler & h, const int version)
  116. {
  117. h & id;
  118. }
  119. };
  120. template<int id>
  121. bool objWithID(const CGObjectInstance * obj)
  122. {
  123. return obj->ID == id;
  124. }
  125. struct creInfo
  126. {
  127. int count;
  128. CreatureID creID;
  129. const Creature * cre;
  130. int level;
  131. };
  132. creInfo infoFromDC(const dwellingContent & dc);
  133. template<class Func>
  134. void foreach_tile_pos(const Func & foo)
  135. {
  136. // some micro-optimizations since this function gets called a LOT
  137. // callback pointer is thread-specific and slow to retrieve -> read map size only once
  138. int3 mapSize = cb->getMapSize();
  139. for(int z = 0; z < mapSize.z; z++)
  140. {
  141. for(int x = 0; x < mapSize.x; x++)
  142. {
  143. for(int y = 0; y < mapSize.y; y++)
  144. {
  145. foo(int3(x, y, z));
  146. }
  147. }
  148. }
  149. }
  150. template<class Func>
  151. void foreach_tile_pos(CCallback * cbp, const Func & foo) // avoid costly retrieval of thread-specific pointer
  152. {
  153. int3 mapSize = cbp->getMapSize();
  154. for(int z = 0; z < mapSize.z; z++)
  155. {
  156. for(int x = 0; x < mapSize.x; x++)
  157. {
  158. for(int y = 0; y < mapSize.y; y++)
  159. {
  160. foo(cbp, int3(x, y, z));
  161. }
  162. }
  163. }
  164. }
  165. template<class Func>
  166. void foreach_neighbour(const int3 & pos, const Func & foo)
  167. {
  168. CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer
  169. for(const int3 & dir : int3::getDirs())
  170. {
  171. const int3 n = pos + dir;
  172. if(cbp->isInTheMap(n))
  173. foo(pos + dir);
  174. }
  175. }
  176. template<class Func>
  177. void foreach_neighbour(CCallback * cbp, const int3 & pos, const Func & foo) // avoid costly retrieval of thread-specific pointer
  178. {
  179. for(const int3 & dir : int3::getDirs())
  180. {
  181. const int3 n = pos + dir;
  182. if(cbp->isInTheMap(n))
  183. foo(cbp, pos + dir);
  184. }
  185. }
  186. bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
  187. bool isObjectPassable(const CGObjectInstance * obj);
  188. bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj);
  189. bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations::PlayerRelations objectRelations);
  190. bool isBlockVisitObj(const int3 & pos);
  191. bool isWeeklyRevisitable(const CGObjectInstance * obj);
  192. bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
  193. bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength);
  194. bool isSafeToVisit(HeroPtr h, const CCreatureSet *, uint64_t dangerStrength);
  195. bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
  196. bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
  197. bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
  198. bool townHasFreeTavern(const CGTownInstance * town);
  199. uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start);
  200. // todo: move to obj manager
  201. bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj);
  202. template<typename TFunc>
  203. void pforeachTilePos(const int3 & mapSize, TFunc fn)
  204. {
  205. for(int z = 0; z < mapSize.z; ++z)
  206. {
  207. parallel_for(blocked_range<size_t>(0, mapSize.x), [&](const blocked_range<size_t>& r)
  208. {
  209. int3 pos(0, 0, z);
  210. for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
  211. {
  212. for(pos.y = 0; pos.y < mapSize.y; ++pos.y)
  213. {
  214. fn(pos);
  215. }
  216. }
  217. });
  218. }
  219. }
  220. class CDistanceSorter
  221. {
  222. const CGHeroInstance * hero;
  223. public:
  224. CDistanceSorter(const CGHeroInstance * hero)
  225. : hero(hero)
  226. {
  227. }
  228. bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const;
  229. };
  230. template <class T>
  231. class SharedPool
  232. {
  233. public:
  234. struct External_Deleter
  235. {
  236. explicit External_Deleter(std::weak_ptr<SharedPool<T>* > pool)
  237. : pool(pool)
  238. {
  239. }
  240. void operator()(T * ptr)
  241. {
  242. std::unique_ptr<T> uptr(ptr);
  243. if(auto pool_ptr = pool.lock())
  244. {
  245. (*pool_ptr.get())->add(std::move(uptr));
  246. }
  247. }
  248. private:
  249. std::weak_ptr<SharedPool<T>* > pool;
  250. };
  251. public:
  252. using ptr_type = std::unique_ptr<T, External_Deleter>;
  253. SharedPool(std::function<std::unique_ptr<T>()> elementFactory):
  254. elementFactory(elementFactory), pool(), instance_tracker(new SharedPool<T> *(this))
  255. {}
  256. void add(std::unique_ptr<T> t)
  257. {
  258. boost::lock_guard<boost::mutex> lock(sync);
  259. pool.push_back(std::move(t));
  260. }
  261. ptr_type acquire()
  262. {
  263. boost::lock_guard<boost::mutex> lock(sync);
  264. bool poolIsEmpty = pool.empty();
  265. T * element = poolIsEmpty
  266. ? elementFactory().release()
  267. : pool.back().release();
  268. ptr_type tmp(
  269. element,
  270. External_Deleter(std::weak_ptr<SharedPool<T>*>(instance_tracker)));
  271. if(!poolIsEmpty) pool.pop_back();
  272. return tmp;
  273. }
  274. bool empty() const
  275. {
  276. return pool.empty();
  277. }
  278. size_t size() const
  279. {
  280. return pool.size();
  281. }
  282. private:
  283. std::vector<std::unique_ptr<T>> pool;
  284. std::function<std::unique_ptr<T>()> elementFactory;
  285. std::shared_ptr<SharedPool<T> *> instance_tracker;
  286. boost::mutex sync;
  287. };
  288. }