AIUtility.h 7.1 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/CCreatureHandler.h"
  38. #include "../../lib/spells/CSpellHandler.h"
  39. #include "../../lib/CStopWatch.h"
  40. #include "../../lib/mapObjects/CGHeroInstance.h"
  41. #include "../../CCallback.h"
  42. #include <chrono>
  43. using dwellingContent = std::pair<ui32, std::vector<CreatureID>>;
  44. namespace NKAI
  45. {
  46. struct creInfo;
  47. class AIGateway;
  48. class Nullkiller;
  49. const int GOLD_MINE_PRODUCTION = 1000;
  50. const int WOOD_ORE_MINE_PRODUCTION = 2;
  51. const int 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 thread_local 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() const;
  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(const CPlayerSpecificInfoCallback * cb, bool doWeExpectNull = false) const;
  88. bool validAndSet() const;
  89. };
  90. enum BattleState
  91. {
  92. NO_BATTLE,
  93. UPCOMING_BATTLE,
  94. ONGOING_BATTLE,
  95. ENDING_BATTLE
  96. };
  97. // AI lives in a dangerous world. CGObjectInstances under pointer may got deleted/hidden.
  98. // This class stores object id, so we can detect when we lose access to the underlying object.
  99. struct ObjectIdRef
  100. {
  101. ObjectInstanceID id;
  102. const CGObjectInstance * operator->() const;
  103. operator const CGObjectInstance *() const;
  104. operator bool() const;
  105. ObjectIdRef(ObjectInstanceID _id);
  106. ObjectIdRef(const CGObjectInstance * obj);
  107. bool operator<(const ObjectIdRef & rhs) const;
  108. };
  109. template<Obj::Type id>
  110. bool objWithID(const CGObjectInstance * obj)
  111. {
  112. return obj->ID == id;
  113. }
  114. struct creInfo
  115. {
  116. int count;
  117. CreatureID creID;
  118. int level;
  119. };
  120. creInfo infoFromDC(const dwellingContent & dc);
  121. template<class Func>
  122. void foreach_tile_pos(const Func & foo)
  123. {
  124. // some micro-optimizations since this function gets called a LOT
  125. // callback pointer is thread-specific and slow to retrieve -> read map size only once
  126. int3 mapSize = cb->getMapSize();
  127. for(int z = 0; z < mapSize.z; z++)
  128. {
  129. for(int x = 0; x < mapSize.x; x++)
  130. {
  131. for(int y = 0; y < mapSize.y; y++)
  132. {
  133. foo(int3(x, y, z));
  134. }
  135. }
  136. }
  137. }
  138. template<class Func, class TCallback>
  139. void foreach_tile_pos(TCallback * cbp, const Func & foo) // avoid costly retrieval of thread-specific pointer
  140. {
  141. int3 mapSize = cbp->getMapSize();
  142. for(int z = 0; z < mapSize.z; z++)
  143. {
  144. for(int x = 0; x < mapSize.x; x++)
  145. {
  146. for(int y = 0; y < mapSize.y; y++)
  147. {
  148. foo(cbp, int3(x, y, z));
  149. }
  150. }
  151. }
  152. }
  153. template<class Func>
  154. void foreach_neighbour(const int3 & pos, const Func & foo)
  155. {
  156. CCallback * cbp = cb; // avoid costly retrieval of thread-specific pointer
  157. for(const int3 & dir : int3::getDirs())
  158. {
  159. const int3 n = pos + dir;
  160. if(cbp->isInTheMap(n))
  161. foo(pos + dir);
  162. }
  163. }
  164. template<class Func>
  165. void foreach_neighbour(CCallback * cbp, const int3 & pos, const Func & foo) // avoid costly retrieval of thread-specific pointer
  166. {
  167. for(const int3 & dir : int3::getDirs())
  168. {
  169. const int3 n = pos + dir;
  170. if(cbp->isInTheMap(n))
  171. foo(cbp, pos + dir);
  172. }
  173. }
  174. bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
  175. bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj);
  176. bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations);
  177. bool isBlockVisitObj(const int3 & pos);
  178. bool isWeeklyRevisitable(const Nullkiller * ai, const CGObjectInstance * obj);
  179. bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
  180. bool isSafeToVisit(const CGHeroInstance * h, uint64_t dangerStrength);
  181. bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet *, uint64_t dangerStrength);
  182. bool compareHeroStrength(const CGHeroInstance * h1, const CGHeroInstance * h2);
  183. bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
  184. bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
  185. bool townHasFreeTavern(const CGTownInstance * town);
  186. uint64_t getHeroArmyStrengthWithCommander(const CGHeroInstance * hero, const CCreatureSet * heroArmy);
  187. uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start);
  188. // todo: move to obj manager
  189. bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj);
  190. int getDuplicatingSlots(const CArmedInstance * army);
  191. template <class T>
  192. class SharedPool
  193. {
  194. public:
  195. struct External_Deleter
  196. {
  197. explicit External_Deleter(std::weak_ptr<SharedPool<T>* > pool)
  198. : pool(pool)
  199. {
  200. }
  201. void operator()(T * ptr)
  202. {
  203. std::unique_ptr<T> uptr(ptr);
  204. if(auto pool_ptr = pool.lock())
  205. {
  206. (*pool_ptr.get())->add(std::move(uptr));
  207. }
  208. }
  209. private:
  210. std::weak_ptr<SharedPool<T>* > pool;
  211. };
  212. public:
  213. using ptr_type = std::unique_ptr<T, External_Deleter>;
  214. SharedPool(std::function<std::unique_ptr<T>()> elementFactory):
  215. elementFactory(elementFactory), pool(), instance_tracker(new SharedPool<T> *(this))
  216. {}
  217. void add(std::unique_ptr<T> t)
  218. {
  219. boost::lock_guard<boost::mutex> lock(sync);
  220. pool.push_back(std::move(t));
  221. }
  222. ptr_type acquire()
  223. {
  224. boost::lock_guard<boost::mutex> lock(sync);
  225. bool poolIsEmpty = pool.empty();
  226. T * element = poolIsEmpty
  227. ? elementFactory().release()
  228. : pool.back().release();
  229. ptr_type tmp(
  230. element,
  231. External_Deleter(std::weak_ptr<SharedPool<T>*>(instance_tracker)));
  232. if(!poolIsEmpty) pool.pop_back();
  233. return tmp;
  234. }
  235. bool empty() const
  236. {
  237. return pool.empty();
  238. }
  239. size_t size() const
  240. {
  241. return pool.size();
  242. }
  243. private:
  244. std::vector<std::unique_ptr<T>> pool;
  245. std::function<std::unique_ptr<T>()> elementFactory;
  246. std::shared_ptr<SharedPool<T> *> instance_tracker;
  247. boost::mutex sync;
  248. };
  249. }