AIUtility.h 7.8 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 namespace tbb;
  46. using dwellingContent = std::pair<ui32, std::vector<CreatureID>>;
  47. namespace NKAI
  48. {
  49. struct creInfo;
  50. class AIGateway;
  51. class Nullkiller;
  52. const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
  53. const int ACTUAL_RESOURCE_COUNT = 7;
  54. const int ALLOWED_ROAMING_HEROES = 8;
  55. //implementation-dependent
  56. extern const float SAFE_ATTACK_CONSTANT;
  57. extern const int GOLD_RESERVE;
  58. extern thread_local CCallback * cb;
  59. extern thread_local AIGateway * ai;
  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(CCallback * cb, bool doWeExpectNull = false) const;
  90. bool validAndSet() const;
  91. template<typename Handler> void serialize(Handler & h, const int version)
  92. {
  93. h & this->h;
  94. h & hid;
  95. h & 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, const int version)
  117. {
  118. h & id;
  119. }
  120. };
  121. template<int 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. const Creature * cre;
  131. int level;
  132. };
  133. creInfo infoFromDC(const dwellingContent & dc);
  134. template<class Func>
  135. void foreach_tile_pos(const Func & foo)
  136. {
  137. // some micro-optimizations since this function gets called a LOT
  138. // callback pointer is thread-specific and slow to retrieve -> read map size only once
  139. int3 mapSize = cb->getMapSize();
  140. for(int z = 0; z < mapSize.z; z++)
  141. {
  142. for(int x = 0; x < mapSize.x; x++)
  143. {
  144. for(int y = 0; y < mapSize.y; y++)
  145. {
  146. foo(int3(x, y, z));
  147. }
  148. }
  149. }
  150. }
  151. template<class Func>
  152. void foreach_tile_pos(CCallback * cbp, const Func & foo) // avoid costly retrieval of thread-specific pointer
  153. {
  154. int3 mapSize = cbp->getMapSize();
  155. for(int z = 0; z < mapSize.z; z++)
  156. {
  157. for(int x = 0; x < mapSize.x; x++)
  158. {
  159. for(int y = 0; y < mapSize.y; y++)
  160. {
  161. foo(cbp, int3(x, y, z));
  162. }
  163. }
  164. }
  165. }
  166. template<class Func>
  167. void foreach_neighbour(const int3 & pos, const Func & foo)
  168. {
  169. CCallback * cbp = cb; // avoid costly retrieval of thread-specific pointer
  170. for(const int3 & dir : int3::getDirs())
  171. {
  172. const int3 n = pos + dir;
  173. if(cbp->isInTheMap(n))
  174. foo(pos + dir);
  175. }
  176. }
  177. template<class Func>
  178. void foreach_neighbour(CCallback * cbp, const int3 & pos, const Func & foo) // avoid costly retrieval of thread-specific pointer
  179. {
  180. for(const int3 & dir : int3::getDirs())
  181. {
  182. const int3 n = pos + dir;
  183. if(cbp->isInTheMap(n))
  184. foo(cbp, pos + dir);
  185. }
  186. }
  187. bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
  188. bool isObjectPassable(const CGObjectInstance * obj);
  189. bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj);
  190. bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations::PlayerRelations objectRelations);
  191. bool isBlockVisitObj(const int3 & pos);
  192. bool isWeeklyRevisitable(const CGObjectInstance * obj);
  193. bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
  194. bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength);
  195. bool isSafeToVisit(HeroPtr h, const CCreatureSet *, uint64_t dangerStrength);
  196. bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
  197. bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
  198. bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
  199. bool townHasFreeTavern(const CGTownInstance * town);
  200. uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start);
  201. // todo: move to obj manager
  202. bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj);
  203. template<typename TFunc>
  204. void pforeachTilePos(const int3 & mapSize, TFunc fn)
  205. {
  206. for(int z = 0; z < mapSize.z; ++z)
  207. {
  208. parallel_for(blocked_range<size_t>(0, mapSize.x), [&](const blocked_range<size_t>& r)
  209. {
  210. int3 pos(0, 0, z);
  211. for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
  212. {
  213. for(pos.y = 0; pos.y < mapSize.y; ++pos.y)
  214. {
  215. fn(pos);
  216. }
  217. }
  218. });
  219. }
  220. }
  221. class CDistanceSorter
  222. {
  223. const CGHeroInstance * hero;
  224. public:
  225. CDistanceSorter(const CGHeroInstance * hero)
  226. : hero(hero)
  227. {
  228. }
  229. bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const;
  230. };
  231. template <class T>
  232. class SharedPool
  233. {
  234. public:
  235. struct External_Deleter
  236. {
  237. explicit External_Deleter(std::weak_ptr<SharedPool<T>* > pool)
  238. : pool(pool)
  239. {
  240. }
  241. void operator()(T * ptr)
  242. {
  243. std::unique_ptr<T> uptr(ptr);
  244. if(auto pool_ptr = pool.lock())
  245. {
  246. (*pool_ptr.get())->add(std::move(uptr));
  247. }
  248. }
  249. private:
  250. std::weak_ptr<SharedPool<T>* > pool;
  251. };
  252. public:
  253. using ptr_type = std::unique_ptr<T, External_Deleter>;
  254. SharedPool(std::function<std::unique_ptr<T>()> elementFactory):
  255. elementFactory(elementFactory), pool(), instance_tracker(new SharedPool<T> *(this))
  256. {}
  257. void add(std::unique_ptr<T> t)
  258. {
  259. boost::lock_guard<boost::mutex> lock(sync);
  260. pool.push_back(std::move(t));
  261. }
  262. ptr_type acquire()
  263. {
  264. boost::lock_guard<boost::mutex> lock(sync);
  265. bool poolIsEmpty = pool.empty();
  266. T * element = poolIsEmpty
  267. ? elementFactory().release()
  268. : pool.back().release();
  269. ptr_type tmp(
  270. element,
  271. External_Deleter(std::weak_ptr<SharedPool<T>*>(instance_tracker)));
  272. if(!poolIsEmpty) pool.pop_back();
  273. return tmp;
  274. }
  275. bool empty() const
  276. {
  277. return pool.empty();
  278. }
  279. size_t size() const
  280. {
  281. return pool.size();
  282. }
  283. private:
  284. std::vector<std::unique_ptr<T>> pool;
  285. std::function<std::unique_ptr<T>()> elementFactory;
  286. std::shared_ptr<SharedPool<T> *> instance_tracker;
  287. boost::mutex sync;
  288. };
  289. }