| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190 |
- /*
- * 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/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/CObjectHandler.h"
- #include "../../lib/mapObjects/CGHeroInstance.h"
- #include "../../lib/CPathfinder.h"
- class CCallback;
- struct creInfo;
- typedef const int3 & crint3;
- typedef const std::string & crstring;
- typedef std::pair<ui32, std::vector<CreatureID>> dwellingContent;
- const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
- const int ACTUAL_RESOURCE_COUNT = 7;
- const int ALLOWED_ROAMING_HEROES = 8;
- //implementation-dependent
- extern const double SAFE_ATTACK_CONSTANT;
- extern const int GOLD_RESERVE;
- //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;
- const CGHeroInstance * get(bool doWeExpectNull = false) const;
- bool validAndSet() const;
- template<typename Handler> void serialize(Handler & h, const int version)
- {
- h & this->h;
- h & hid;
- h & name;
- }
- };
- 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;
- ObjectIdRef(ObjectInstanceID _id);
- ObjectIdRef(const CGObjectInstance * obj);
- bool operator<(const ObjectIdRef & rhs) const;
- template<typename Handler> void serialize(Handler & h, const int version)
- {
- h & id;
- }
- };
- 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<int id>
- bool objWithID(const CGObjectInstance * obj)
- {
- return obj->ID == id;
- }
- struct creInfo
- {
- int count;
- CreatureID creID;
- CCreature * cre;
- int level;
- };
- creInfo infoFromDC(const dwellingContent & dc);
- void foreach_tile_pos(std::function<void(const int3 & pos)> foo);
- void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3 & pos)> foo); // avoid costly retrieval of thread-specific pointer
- void foreach_neighbour(const int3 & pos, std::function<void(const int3 & pos)> foo);
- void foreach_neighbour(CCallback * cbp, const int3 & pos, std::function<void(CCallback * cbp, const int3 & pos)> foo); // avoid costly retrieval of thread-specific pointer
- int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp, HeroPtr hero);
- void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out);
- 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);
- ui64 evaluateDanger(const CGObjectInstance * obj);
- ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor);
- bool isSafeToVisit(HeroPtr h, crint3 tile);
- bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
- bool compareMovement(HeroPtr lhs, HeroPtr rhs);
- bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
- bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
- bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
- ui64 howManyReinforcementsCanBuy(HeroPtr h, const CGTownInstance * t);
- ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance * t);
- int3 whereToExplore(HeroPtr h);
- class CDistanceSorter
- {
- const CGHeroInstance * hero;
- public:
- CDistanceSorter(const CGHeroInstance * hero)
- : hero(hero)
- {
- }
- bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs);
- };
|