AIUtility.h 7.4 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 "../../CCallback.h"
  44. #include <chrono>
  45. using dwellingContent = std::pair<ui32, std::vector<CreatureID>>;
  46. namespace NKAI
  47. {
  48. struct creInfo;
  49. class AIGateway;
  50. class Nullkiller;
  51. const int GOLD_MINE_PRODUCTION = 1000;
  52. const int WOOD_ORE_MINE_PRODUCTION = 2;
  53. const int RESOURCE_MINE_PRODUCTION = 1;
  54. const int ACTUAL_RESOURCE_COUNT = 7;
  55. const int ALLOWED_ROAMING_HEROES = 8;
  56. //implementation-dependent
  57. extern const float SAFE_ATTACK_CONSTANT;
  58. extern const int GOLD_RESERVE;
  59. extern thread_local CCallback * cb;
  60. enum HeroRole
  61. {
  62. SCOUT = 0,
  63. MAIN = 1
  64. };
  65. //provisional class for AI to store a reference to an owned hero object
  66. //checks if it's valid on access, should be used in place of const CGHeroInstance*
  67. struct DLL_EXPORT HeroPtr
  68. {
  69. const CGHeroInstance * h;
  70. ObjectInstanceID hid;
  71. public:
  72. std::string name;
  73. HeroPtr();
  74. HeroPtr(const CGHeroInstance * H);
  75. ~HeroPtr();
  76. operator bool() const
  77. {
  78. return validAndSet();
  79. }
  80. bool operator<(const HeroPtr & rhs) const;
  81. const CGHeroInstance * operator->() const;
  82. const CGHeroInstance * operator*() const; //not that consistent with -> but all interfaces use CGHeroInstance*, so it's convenient
  83. bool operator==(const HeroPtr & rhs) const;
  84. bool operator!=(const HeroPtr & rhs) const
  85. {
  86. return !(*this == rhs);
  87. }
  88. const CGHeroInstance * get(bool doWeExpectNull = false) const;
  89. const CGHeroInstance * get(const CPlayerSpecificInfoCallback * cb, bool doWeExpectNull = false) const;
  90. bool validAndSet() const;
  91. template<typename Handler> void serialize(Handler & handler)
  92. {
  93. handler & h;
  94. handler & hid;
  95. handler & name;
  96. }
  97. };
  98. enum BattleState
  99. {
  100. NO_BATTLE,
  101. UPCOMING_BATTLE,
  102. ONGOING_BATTLE,
  103. ENDING_BATTLE
  104. };
  105. // AI lives in a dangerous world. CGObjectInstances under pointer may got deleted/hidden.
  106. // This class stores object id, so we can detect when we lose access to the underlying object.
  107. struct ObjectIdRef
  108. {
  109. ObjectInstanceID id;
  110. const CGObjectInstance * operator->() const;
  111. operator const CGObjectInstance *() const;
  112. operator bool() const;
  113. ObjectIdRef(ObjectInstanceID _id);
  114. ObjectIdRef(const CGObjectInstance * obj);
  115. bool operator<(const ObjectIdRef & rhs) const;
  116. template<typename Handler> void serialize(Handler & h)
  117. {
  118. h & id;
  119. }
  120. };
  121. template<Obj::Type id>
  122. bool objWithID(const CGObjectInstance * obj)
  123. {
  124. return obj->ID == id;
  125. }
  126. struct creInfo
  127. {
  128. int count;
  129. CreatureID creID;
  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, class TCallback>
  151. void foreach_tile_pos(TCallback * 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; // 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 Nullkiller * ai, const CGObjectInstance * obj);
  188. bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations);
  189. bool isBlockVisitObj(const int3 & pos);
  190. bool isWeeklyRevisitable(const Nullkiller * ai, const CGObjectInstance * obj);
  191. bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
  192. bool isSafeToVisit(const CGHeroInstance * h, uint64_t dangerStrength);
  193. bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet *, uint64_t dangerStrength);
  194. bool compareHeroStrength(const CGHeroInstance * h1, const CGHeroInstance * h2);
  195. bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
  196. bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
  197. bool townHasFreeTavern(const CGTownInstance * town);
  198. uint64_t getHeroArmyStrengthWithCommander(const CGHeroInstance * hero, const CCreatureSet * heroArmy);
  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. int getDuplicatingSlots(const CArmedInstance * army);
  203. template <class T>
  204. class SharedPool
  205. {
  206. public:
  207. struct External_Deleter
  208. {
  209. explicit External_Deleter(std::weak_ptr<SharedPool<T>* > pool)
  210. : pool(pool)
  211. {
  212. }
  213. void operator()(T * ptr)
  214. {
  215. std::unique_ptr<T> uptr(ptr);
  216. if(auto pool_ptr = pool.lock())
  217. {
  218. (*pool_ptr.get())->add(std::move(uptr));
  219. }
  220. }
  221. private:
  222. std::weak_ptr<SharedPool<T>* > pool;
  223. };
  224. public:
  225. using ptr_type = std::unique_ptr<T, External_Deleter>;
  226. SharedPool(std::function<std::unique_ptr<T>()> elementFactory):
  227. elementFactory(elementFactory), pool(), instance_tracker(new SharedPool<T> *(this))
  228. {}
  229. void add(std::unique_ptr<T> t)
  230. {
  231. boost::lock_guard<boost::mutex> lock(sync);
  232. pool.push_back(std::move(t));
  233. }
  234. ptr_type acquire()
  235. {
  236. boost::lock_guard<boost::mutex> lock(sync);
  237. bool poolIsEmpty = pool.empty();
  238. T * element = poolIsEmpty
  239. ? elementFactory().release()
  240. : pool.back().release();
  241. ptr_type tmp(
  242. element,
  243. External_Deleter(std::weak_ptr<SharedPool<T>*>(instance_tracker)));
  244. if(!poolIsEmpty) pool.pop_back();
  245. return tmp;
  246. }
  247. bool empty() const
  248. {
  249. return pool.empty();
  250. }
  251. size_t size() const
  252. {
  253. return pool.size();
  254. }
  255. private:
  256. std::vector<std::unique_ptr<T>> pool;
  257. std::function<std::unique_ptr<T>()> elementFactory;
  258. std::shared_ptr<SharedPool<T> *> instance_tracker;
  259. boost::mutex sync;
  260. };
  261. }