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. extern thread_local AIGateway * ai;
  61. enum HeroRole
  62. {
  63. SCOUT = 0,
  64. MAIN = 1
  65. };
  66. //provisional class for AI to store a reference to an owned hero object
  67. //checks if it's valid on access, should be used in place of const CGHeroInstance*
  68. struct DLL_EXPORT HeroPtr
  69. {
  70. const CGHeroInstance * h;
  71. ObjectInstanceID hid;
  72. public:
  73. std::string name;
  74. HeroPtr();
  75. HeroPtr(const CGHeroInstance * H);
  76. ~HeroPtr();
  77. operator bool() const
  78. {
  79. return validAndSet();
  80. }
  81. bool operator<(const HeroPtr & rhs) const;
  82. const CGHeroInstance * operator->() const;
  83. const CGHeroInstance * operator*() const; //not that consistent with -> but all interfaces use CGHeroInstance*, so it's convenient
  84. bool operator==(const HeroPtr & rhs) const;
  85. bool operator!=(const HeroPtr & rhs) const
  86. {
  87. return !(*this == rhs);
  88. }
  89. const CGHeroInstance * get(bool doWeExpectNull = false) const;
  90. const CGHeroInstance * get(CCallback * cb, bool doWeExpectNull = false) const;
  91. bool validAndSet() const;
  92. template<typename Handler> void serialize(Handler & h)
  93. {
  94. h & this->h;
  95. h & hid;
  96. h & name;
  97. }
  98. };
  99. enum BattleState
  100. {
  101. NO_BATTLE,
  102. UPCOMING_BATTLE,
  103. ONGOING_BATTLE,
  104. ENDING_BATTLE
  105. };
  106. // AI lives in a dangerous world. CGObjectInstances under pointer may got deleted/hidden.
  107. // This class stores object id, so we can detect when we lose access to the underlying object.
  108. struct ObjectIdRef
  109. {
  110. ObjectInstanceID id;
  111. const CGObjectInstance * operator->() const;
  112. operator const CGObjectInstance *() const;
  113. operator bool() const;
  114. ObjectIdRef(ObjectInstanceID _id);
  115. ObjectIdRef(const CGObjectInstance * obj);
  116. bool operator<(const ObjectIdRef & rhs) const;
  117. template<typename Handler> void serialize(Handler & h)
  118. {
  119. h & id;
  120. }
  121. };
  122. template<Obj::Type id>
  123. bool objWithID(const CGObjectInstance * obj)
  124. {
  125. return obj->ID == id;
  126. }
  127. struct creInfo
  128. {
  129. int count;
  130. CreatureID creID;
  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, class TCallback>
  152. void foreach_tile_pos(TCallback * 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 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. class CDistanceSorter
  204. {
  205. const CGHeroInstance * hero;
  206. public:
  207. CDistanceSorter(const CGHeroInstance * hero)
  208. : hero(hero)
  209. {
  210. }
  211. bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const;
  212. };
  213. template <class T>
  214. class SharedPool
  215. {
  216. public:
  217. struct External_Deleter
  218. {
  219. explicit External_Deleter(std::weak_ptr<SharedPool<T>* > pool)
  220. : pool(pool)
  221. {
  222. }
  223. void operator()(T * ptr)
  224. {
  225. std::unique_ptr<T> uptr(ptr);
  226. if(auto pool_ptr = pool.lock())
  227. {
  228. (*pool_ptr.get())->add(std::move(uptr));
  229. }
  230. }
  231. private:
  232. std::weak_ptr<SharedPool<T>* > pool;
  233. };
  234. public:
  235. using ptr_type = std::unique_ptr<T, External_Deleter>;
  236. SharedPool(std::function<std::unique_ptr<T>()> elementFactory):
  237. elementFactory(elementFactory), pool(), instance_tracker(new SharedPool<T> *(this))
  238. {}
  239. void add(std::unique_ptr<T> t)
  240. {
  241. boost::lock_guard<boost::mutex> lock(sync);
  242. pool.push_back(std::move(t));
  243. }
  244. ptr_type acquire()
  245. {
  246. boost::lock_guard<boost::mutex> lock(sync);
  247. bool poolIsEmpty = pool.empty();
  248. T * element = poolIsEmpty
  249. ? elementFactory().release()
  250. : pool.back().release();
  251. ptr_type tmp(
  252. element,
  253. External_Deleter(std::weak_ptr<SharedPool<T>*>(instance_tracker)));
  254. if(!poolIsEmpty) pool.pop_back();
  255. return tmp;
  256. }
  257. bool empty() const
  258. {
  259. return pool.empty();
  260. }
  261. size_t size() const
  262. {
  263. return pool.size();
  264. }
  265. private:
  266. std::vector<std::unique_ptr<T>> pool;
  267. std::function<std::unique_ptr<T>()> elementFactory;
  268. std::shared_ptr<SharedPool<T> *> instance_tracker;
  269. boost::mutex sync;
  270. };
  271. }