AIUtility.h 7.3 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() const;
  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. }
  96. };
  97. enum BattleState
  98. {
  99. NO_BATTLE,
  100. UPCOMING_BATTLE,
  101. ONGOING_BATTLE,
  102. ENDING_BATTLE
  103. };
  104. // AI lives in a dangerous world. CGObjectInstances under pointer may got deleted/hidden.
  105. // This class stores object id, so we can detect when we lose access to the underlying object.
  106. struct ObjectIdRef
  107. {
  108. ObjectInstanceID id;
  109. const CGObjectInstance * operator->() const;
  110. operator const CGObjectInstance *() const;
  111. operator bool() const;
  112. ObjectIdRef(ObjectInstanceID _id);
  113. ObjectIdRef(const CGObjectInstance * obj);
  114. bool operator<(const ObjectIdRef & rhs) const;
  115. template<typename Handler> void serialize(Handler & h)
  116. {
  117. h & id;
  118. }
  119. };
  120. template<Obj::Type id>
  121. bool objWithID(const CGObjectInstance * obj)
  122. {
  123. return obj->ID == id;
  124. }
  125. struct creInfo
  126. {
  127. int count;
  128. CreatureID creID;
  129. int level;
  130. };
  131. creInfo infoFromDC(const dwellingContent & dc);
  132. template<class Func>
  133. void foreach_tile_pos(const Func & foo)
  134. {
  135. // some micro-optimizations since this function gets called a LOT
  136. // callback pointer is thread-specific and slow to retrieve -> read map size only once
  137. int3 mapSize = cb->getMapSize();
  138. for(int z = 0; z < mapSize.z; z++)
  139. {
  140. for(int x = 0; x < mapSize.x; x++)
  141. {
  142. for(int y = 0; y < mapSize.y; y++)
  143. {
  144. foo(int3(x, y, z));
  145. }
  146. }
  147. }
  148. }
  149. template<class Func, class TCallback>
  150. void foreach_tile_pos(TCallback * cbp, const Func & foo) // avoid costly retrieval of thread-specific pointer
  151. {
  152. int3 mapSize = cbp->getMapSize();
  153. for(int z = 0; z < mapSize.z; z++)
  154. {
  155. for(int x = 0; x < mapSize.x; x++)
  156. {
  157. for(int y = 0; y < mapSize.y; y++)
  158. {
  159. foo(cbp, int3(x, y, z));
  160. }
  161. }
  162. }
  163. }
  164. template<class Func>
  165. void foreach_neighbour(const int3 & pos, const Func & foo)
  166. {
  167. CCallback * cbp = cb; // avoid costly retrieval of thread-specific pointer
  168. for(const int3 & dir : int3::getDirs())
  169. {
  170. const int3 n = pos + dir;
  171. if(cbp->isInTheMap(n))
  172. foo(pos + dir);
  173. }
  174. }
  175. template<class Func>
  176. void foreach_neighbour(CCallback * cbp, const int3 & pos, const Func & foo) // avoid costly retrieval of thread-specific pointer
  177. {
  178. for(const int3 & dir : int3::getDirs())
  179. {
  180. const int3 n = pos + dir;
  181. if(cbp->isInTheMap(n))
  182. foo(cbp, pos + dir);
  183. }
  184. }
  185. bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
  186. bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj);
  187. bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations);
  188. bool isBlockVisitObj(const int3 & pos);
  189. bool isWeeklyRevisitable(const Nullkiller * ai, const CGObjectInstance * obj);
  190. bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
  191. bool isSafeToVisit(const CGHeroInstance * h, uint64_t dangerStrength);
  192. bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet *, uint64_t dangerStrength);
  193. bool compareHeroStrength(const CGHeroInstance * h1, const CGHeroInstance * h2);
  194. bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
  195. bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
  196. bool townHasFreeTavern(const CGTownInstance * town);
  197. uint64_t getHeroArmyStrengthWithCommander(const CGHeroInstance * hero, const CCreatureSet * heroArmy);
  198. uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start);
  199. // todo: move to obj manager
  200. bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj);
  201. int getDuplicatingSlots(const CArmedInstance * army);
  202. template <class T>
  203. class SharedPool
  204. {
  205. public:
  206. struct External_Deleter
  207. {
  208. explicit External_Deleter(std::weak_ptr<SharedPool<T>* > pool)
  209. : pool(pool)
  210. {
  211. }
  212. void operator()(T * ptr)
  213. {
  214. std::unique_ptr<T> uptr(ptr);
  215. if(auto pool_ptr = pool.lock())
  216. {
  217. (*pool_ptr.get())->add(std::move(uptr));
  218. }
  219. }
  220. private:
  221. std::weak_ptr<SharedPool<T>* > pool;
  222. };
  223. public:
  224. using ptr_type = std::unique_ptr<T, External_Deleter>;
  225. SharedPool(std::function<std::unique_ptr<T>()> elementFactory):
  226. elementFactory(elementFactory), pool(), instance_tracker(new SharedPool<T> *(this))
  227. {}
  228. void add(std::unique_ptr<T> t)
  229. {
  230. boost::lock_guard<boost::mutex> lock(sync);
  231. pool.push_back(std::move(t));
  232. }
  233. ptr_type acquire()
  234. {
  235. boost::lock_guard<boost::mutex> lock(sync);
  236. bool poolIsEmpty = pool.empty();
  237. T * element = poolIsEmpty
  238. ? elementFactory().release()
  239. : pool.back().release();
  240. ptr_type tmp(
  241. element,
  242. External_Deleter(std::weak_ptr<SharedPool<T>*>(instance_tracker)));
  243. if(!poolIsEmpty) pool.pop_back();
  244. return tmp;
  245. }
  246. bool empty() const
  247. {
  248. return pool.empty();
  249. }
  250. size_t size() const
  251. {
  252. return pool.size();
  253. }
  254. private:
  255. std::vector<std::unique_ptr<T>> pool;
  256. std::function<std::unique_ptr<T>()> elementFactory;
  257. std::shared_ptr<SharedPool<T> *> instance_tracker;
  258. boost::mutex sync;
  259. };
  260. }