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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
- // Check windows
- #if _WIN32 || _WIN64
- #if _WIN64
- #define ENVIRONMENT64
- #else
- #define ENVIRONMENT32
- #endif
- #endif
- // Check GCC
- #if __GNUC__
- #if __x86_64__ || __ppc64__
- #define ENVIRONMENT64
- #else
- #define ENVIRONMENT32
- #endif
- #endif
- /*********************** TBB.h ********************/
- #include "tbb/blocked_range.h"
- #include "tbb/concurrent_hash_map.h"
- #include "tbb/concurrent_unordered_map.h"
- #include "tbb/concurrent_unordered_set.h"
- #include "tbb/concurrent_vector.h"
- #include "tbb/parallel_for.h"
- #include "tbb/parallel_invoke.h"
- /*********************** TBB.h ********************/
- #include "../../lib/VCMI_Lib.h"
- #include "../../lib/CBuildingHandler.h"
- #include "../../lib/CCreatureHandler.h"
- #include "../../lib/CTownHandler.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include "../../lib/CStopWatch.h"
- #include "../../lib/mapObjects/CGHeroInstance.h"
- #include "../../CCallback.h"
- #include <chrono>
- using dwellingContent = std::pair<ui32, std::vector<CreatureID>>;
- namespace NKAI
- {
- struct creInfo;
- class AIGateway;
- class Nullkiller;
- const int GOLD_MINE_PRODUCTION = 1000;
- const int WOOD_ORE_MINE_PRODUCTION = 2;
- const int RESOURCE_MINE_PRODUCTION = 1;
- const int ACTUAL_RESOURCE_COUNT = 7;
- const int ALLOWED_ROAMING_HEROES = 8;
- //implementation-dependent
- extern const float SAFE_ATTACK_CONSTANT;
- extern const int GOLD_RESERVE;
- extern thread_local CCallback * cb;
- enum HeroRole
- {
- SCOUT = 0,
- MAIN = 1
- };
- //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() const;
- 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;
- const CGHeroInstance * get(const CPlayerSpecificInfoCallback * cb, 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;
- };
- template<Obj::Type id>
- bool objWithID(const CGObjectInstance * obj)
- {
- return obj->ID == id;
- }
- struct creInfo
- {
- int count;
- CreatureID creID;
- 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, class TCallback>
- void foreach_tile_pos(TCallback * 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 isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj);
- bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations);
- bool isBlockVisitObj(const int3 & pos);
- bool isWeeklyRevisitable(const Nullkiller * ai, const CGObjectInstance * obj);
- bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
- bool isSafeToVisit(const CGHeroInstance * h, uint64_t dangerStrength);
- bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet *, uint64_t dangerStrength);
- bool compareHeroStrength(const CGHeroInstance * h1, const CGHeroInstance * h2);
- bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
- bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
- bool townHasFreeTavern(const CGTownInstance * town);
- uint64_t getHeroArmyStrengthWithCommander(const CGHeroInstance * hero, const CCreatureSet * heroArmy);
- uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start);
- // todo: move to obj manager
- bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj);
- int getDuplicatingSlots(const CArmedInstance * army);
- template <class T>
- class SharedPool
- {
- public:
- struct External_Deleter
- {
- explicit External_Deleter(std::weak_ptr<SharedPool<T>* > pool)
- : pool(pool)
- {
- }
- void operator()(T * ptr)
- {
- std::unique_ptr<T> uptr(ptr);
- if(auto pool_ptr = pool.lock())
- {
- (*pool_ptr.get())->add(std::move(uptr));
- }
- }
- private:
- std::weak_ptr<SharedPool<T>* > pool;
- };
- public:
- using ptr_type = std::unique_ptr<T, External_Deleter>;
- SharedPool(std::function<std::unique_ptr<T>()> elementFactory):
- elementFactory(elementFactory), pool(), instance_tracker(new SharedPool<T> *(this))
- {}
- void add(std::unique_ptr<T> t)
- {
- boost::lock_guard<boost::mutex> lock(sync);
- pool.push_back(std::move(t));
- }
- ptr_type acquire()
- {
- boost::lock_guard<boost::mutex> lock(sync);
- bool poolIsEmpty = pool.empty();
- T * element = poolIsEmpty
- ? elementFactory().release()
- : pool.back().release();
- ptr_type tmp(
- element,
- External_Deleter(std::weak_ptr<SharedPool<T>*>(instance_tracker)));
- if(!poolIsEmpty) pool.pop_back();
- return tmp;
- }
- bool empty() const
- {
- return pool.empty();
- }
- size_t size() const
- {
- return pool.size();
- }
- private:
- std::vector<std::unique_ptr<T>> pool;
- std::function<std::unique_ptr<T>()> elementFactory;
- std::shared_ptr<SharedPool<T> *> instance_tracker;
- boost::mutex sync;
- };
- }
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