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							- /*
 
-  * AIUtility.h, 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
 
-  *
 
-  */
 
- #pragma once
 
- #include "../../lib/GameLibrary.h"
 
- #include "../../lib/CCreatureHandler.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- #include "../../lib/CStopWatch.h"
 
- #include "../../lib/mapObjects/CGHeroInstance.h"
 
- #include "../../lib/callback/CCallback.h"
 
- class VCAI;
 
- struct creInfo;
 
- using crint3 = const int3 &;
 
- using crstring = const std::string &;
 
- using dwellingContent = std::pair<ui32, std::vector<CreatureID>>;
 
- const int ACTUAL_RESOURCE_COUNT = 7;
 
- //implementation-dependent
 
- extern const double SAFE_ATTACK_CONSTANT;
 
- extern thread_local CCallback * cb;
 
- extern thread_local VCAI * ai;
 
- //provisional class for AI to store a reference to an owned hero object
 
- //checks if it's valid on access, should be used in place of const CGHeroInstance*
 
- struct DLL_EXPORT HeroPtr
 
- {
 
- 	const CGHeroInstance * h;
 
- 	ObjectInstanceID hid;
 
- public:
 
- 	std::string name;
 
- 	HeroPtr();
 
- 	HeroPtr(const CGHeroInstance * H);
 
- 	~HeroPtr();
 
- 	operator bool() const
 
- 	{
 
- 		return validAndSet();
 
- 	}
 
- 	bool operator<(const HeroPtr & rhs) const;
 
- 	const CGHeroInstance * operator->() const;
 
- 	const CGHeroInstance * operator*() const; //not that consistent with -> but all interfaces use CGHeroInstance*, so it's convenient
 
- 	bool operator==(const HeroPtr & rhs) const;
 
- 	bool operator!=(const HeroPtr & rhs) const
 
- 	{
 
- 		return !(*this == rhs);
 
- 	}
 
- 	const CGHeroInstance * get(bool doWeExpectNull = false) const;
 
- 	bool validAndSet() const;
 
- };
 
- enum BattleState
 
- {
 
- 	NO_BATTLE,
 
- 	UPCOMING_BATTLE,
 
- 	ONGOING_BATTLE,
 
- 	ENDING_BATTLE
 
- };
 
- // AI lives in a dangerous world. CGObjectInstances under pointer may got deleted/hidden.
 
- // This class stores object id, so we can detect when we lose access to the underlying object.
 
- struct ObjectIdRef
 
- {
 
- 	ObjectInstanceID id;
 
- 	const CGObjectInstance * operator->() const;
 
- 	operator const CGObjectInstance *() const;
 
- 	operator bool() const;
 
- 	ObjectIdRef(ObjectInstanceID _id);
 
- 	ObjectIdRef(const CGObjectInstance * obj);
 
- 	bool operator<(const ObjectIdRef & rhs) const;
 
- };
 
- struct TimeCheck
 
- {
 
- 	CStopWatch time;
 
- 	std::string txt;
 
- 	TimeCheck(crstring TXT)
 
- 		: txt(TXT)
 
- 	{
 
- 	}
 
- 	~TimeCheck()
 
- 	{
 
- 		logAi->trace("Time of %s was %d ms.", txt, time.getDiff());
 
- 	}
 
- };
 
- //TODO: replace with vstd::
 
- struct AtScopeExit
 
- {
 
- 	std::function<void()> foo;
 
- 	AtScopeExit(const std::function<void()> & FOO)
 
- 		: foo(FOO)
 
- 	{}
 
- 	~AtScopeExit()
 
- 	{
 
- 		foo();
 
- 	}
 
- };
 
- class ObjsVector : public std::vector<ObjectIdRef>
 
- {
 
- };
 
- template<Obj::Type id>
 
- bool objWithID(const CGObjectInstance * obj)
 
- {
 
- 	return obj->ID == id;
 
- }
 
- struct creInfo
 
- {
 
- 	int count;
 
- 	CreatureID creID;
 
- 	const Creature * cre;
 
- 	int level;
 
- };
 
- creInfo infoFromDC(const dwellingContent & dc);
 
- template<class Func>
 
- void foreach_tile_pos(const Func & 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 z = 0; z < mapSize.z; z++)
 
- 	{
 
- 		for(int x = 0; x < mapSize.x; x++)
 
- 		{
 
- 			for(int y = 0; y < mapSize.y; y++)
 
- 			{
 
- 				foo(int3(x, y, z));
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- template<class Func>
 
- void foreach_tile_pos(CCallback * cbp, const Func & foo) // avoid costly retrieval of thread-specific pointer
 
- {
 
- 	int3 mapSize = cbp->getMapSize();
 
- 	for(int z = 0; z < mapSize.z; z++)
 
- 	{
 
- 		for(int x = 0; x < mapSize.x; x++)
 
- 		{
 
- 			for(int y = 0; y < mapSize.y; y++)
 
- 			{
 
- 				foo(cbp, int3(x, y, z));
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- template<class Func>
 
- void foreach_neighbour(const int3 & pos, const Func & foo)
 
- {
 
- 	CCallback * cbp = cb; // 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);
 
- 	}
 
- }
 
- template<class Func>
 
- void foreach_neighbour(CCallback * cbp, const int3 & pos, const Func & foo) // avoid costly retrieval of thread-specific pointer
 
- {
 
- 	for(const int3 & dir : int3::getDirs())
 
- 	{
 
- 		const int3 n = pos + dir;
 
- 		if(cbp->isInTheMap(n))
 
- 			foo(cbp, pos + dir);
 
- 	}
 
- }
 
- bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
 
- bool isBlockedBorderGate(int3 tileToHit);
 
- bool isBlockVisitObj(const int3 & pos);
 
- bool isWeeklyRevisitable(const CGObjectInstance * obj);
 
- bool shouldVisit(HeroPtr h, const CGObjectInstance * obj);
 
- bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
 
- bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength);
 
- bool isSafeToVisit(HeroPtr h, crint3 tile);
 
- bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
 
- bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
 
- bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
 
- class CDistanceSorter
 
- {
 
- 	const CGHeroInstance * hero;
 
- public:
 
- 	CDistanceSorter(const CGHeroInstance * hero)
 
- 		: hero(hero)
 
- 	{
 
- 	}
 
- 	bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const;
 
- };
 
 
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