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;
  53. const int WOOD_ORE_MINE_PRODUCTION = 2;
  54. const int RESOURCE_MINE_PRODUCTION = 1;
  55. const int ACTUAL_RESOURCE_COUNT = 7;
  56. const int ALLOWED_ROAMING_HEROES = 8;
  57. //implementation-dependent
  58. extern const float SAFE_ATTACK_CONSTANT;
  59. extern const int GOLD_RESERVE;
  60. extern thread_local CCallback * cb;
  61. extern thread_local AIGateway * ai;
  62. enum HeroRole
  63. {
  64. SCOUT = 0,
  65. MAIN = 1
  66. };
  67. //provisional class for AI to store a reference to an owned hero object
  68. //checks if it's valid on access, should be used in place of const CGHeroInstance*
  69. struct DLL_EXPORT HeroPtr
  70. {
  71. const CGHeroInstance * h;
  72. ObjectInstanceID hid;
  73. public:
  74. std::string name;
  75. HeroPtr();
  76. HeroPtr(const CGHeroInstance * H);
  77. ~HeroPtr();
  78. operator bool() const
  79. {
  80. return validAndSet();
  81. }
  82. bool operator<(const HeroPtr & rhs) const;
  83. const CGHeroInstance * operator->() const;
  84. const CGHeroInstance * operator*() const; //not that consistent with -> but all interfaces use CGHeroInstance*, so it's convenient
  85. bool operator==(const HeroPtr & rhs) const;
  86. bool operator!=(const HeroPtr & rhs) const
  87. {
  88. return !(*this == rhs);
  89. }
  90. const CGHeroInstance * get(bool doWeExpectNull = false) const;
  91. const CGHeroInstance * get(CCallback * cb, bool doWeExpectNull = false) const;
  92. bool validAndSet() const;
  93. template<typename Handler> void serialize(Handler & h, const int version)
  94. {
  95. h & this->h;
  96. h & hid;
  97. h & name;
  98. }
  99. };
  100. enum BattleState
  101. {
  102. NO_BATTLE,
  103. UPCOMING_BATTLE,
  104. ONGOING_BATTLE,
  105. ENDING_BATTLE
  106. };
  107. // AI lives in a dangerous world. CGObjectInstances under pointer may got deleted/hidden.
  108. // This class stores object id, so we can detect when we lose access to the underlying object.
  109. struct ObjectIdRef
  110. {
  111. ObjectInstanceID id;
  112. const CGObjectInstance * operator->() const;
  113. operator const CGObjectInstance *() const;
  114. operator bool() const;
  115. ObjectIdRef(ObjectInstanceID _id);
  116. ObjectIdRef(const CGObjectInstance * obj);
  117. bool operator<(const ObjectIdRef & rhs) const;
  118. template<typename Handler> void serialize(Handler & h, const int version)
  119. {
  120. h & id;
  121. }
  122. };
  123. template<Obj::Type id>
  124. bool objWithID(const CGObjectInstance * obj)
  125. {
  126. return obj->ID == id;
  127. }
  128. struct creInfo
  129. {
  130. int count;
  131. CreatureID creID;
  132. int level;
  133. };
  134. creInfo infoFromDC(const dwellingContent & dc);
  135. template<class Func>
  136. void foreach_tile_pos(const Func & foo)
  137. {
  138. // some micro-optimizations since this function gets called a LOT
  139. // callback pointer is thread-specific and slow to retrieve -> read map size only once
  140. int3 mapSize = cb->getMapSize();
  141. for(int z = 0; z < mapSize.z; z++)
  142. {
  143. for(int x = 0; x < mapSize.x; x++)
  144. {
  145. for(int y = 0; y < mapSize.y; y++)
  146. {
  147. foo(int3(x, y, z));
  148. }
  149. }
  150. }
  151. }
  152. template<class Func>
  153. void foreach_tile_pos(CCallback * cbp, const Func & foo) // avoid costly retrieval of thread-specific pointer
  154. {
  155. int3 mapSize = cbp->getMapSize();
  156. for(int z = 0; z < mapSize.z; z++)
  157. {
  158. for(int x = 0; x < mapSize.x; x++)
  159. {
  160. for(int y = 0; y < mapSize.y; y++)
  161. {
  162. foo(cbp, int3(x, y, z));
  163. }
  164. }
  165. }
  166. }
  167. template<class Func>
  168. void foreach_neighbour(const int3 & pos, const Func & foo)
  169. {
  170. CCallback * cbp = cb; // avoid costly retrieval of thread-specific pointer
  171. for(const int3 & dir : int3::getDirs())
  172. {
  173. const int3 n = pos + dir;
  174. if(cbp->isInTheMap(n))
  175. foo(pos + dir);
  176. }
  177. }
  178. template<class Func>
  179. void foreach_neighbour(CCallback * cbp, const int3 & pos, const Func & foo) // avoid costly retrieval of thread-specific pointer
  180. {
  181. for(const int3 & dir : int3::getDirs())
  182. {
  183. const int3 n = pos + dir;
  184. if(cbp->isInTheMap(n))
  185. foo(cbp, pos + dir);
  186. }
  187. }
  188. bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
  189. bool isObjectPassable(const CGObjectInstance * obj);
  190. bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj);
  191. bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations);
  192. bool isBlockVisitObj(const int3 & pos);
  193. bool isWeeklyRevisitable(const CGObjectInstance * obj);
  194. bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
  195. bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength);
  196. bool isSafeToVisit(HeroPtr h, const CCreatureSet *, uint64_t dangerStrength);
  197. bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
  198. bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
  199. bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
  200. bool townHasFreeTavern(const CGTownInstance * town);
  201. uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start);
  202. // todo: move to obj manager
  203. bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj);
  204. template<typename TFunc>
  205. void pforeachTilePos(const int3 & mapSize, TFunc fn)
  206. {
  207. for(int z = 0; z < mapSize.z; ++z)
  208. {
  209. parallel_for(blocked_range<size_t>(0, mapSize.x), [&](const blocked_range<size_t>& r)
  210. {
  211. int3 pos(0, 0, z);
  212. for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
  213. {
  214. for(pos.y = 0; pos.y < mapSize.y; ++pos.y)
  215. {
  216. fn(pos);
  217. }
  218. }
  219. });
  220. }
  221. }
  222. class CDistanceSorter
  223. {
  224. const CGHeroInstance * hero;
  225. public:
  226. CDistanceSorter(const CGHeroInstance * hero)
  227. : hero(hero)
  228. {
  229. }
  230. bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const;
  231. };
  232. template <class T>
  233. class SharedPool
  234. {
  235. public:
  236. struct External_Deleter
  237. {
  238. explicit External_Deleter(std::weak_ptr<SharedPool<T>* > pool)
  239. : pool(pool)
  240. {
  241. }
  242. void operator()(T * ptr)
  243. {
  244. std::unique_ptr<T> uptr(ptr);
  245. if(auto pool_ptr = pool.lock())
  246. {
  247. (*pool_ptr.get())->add(std::move(uptr));
  248. }
  249. }
  250. private:
  251. std::weak_ptr<SharedPool<T>* > pool;
  252. };
  253. public:
  254. using ptr_type = std::unique_ptr<T, External_Deleter>;
  255. SharedPool(std::function<std::unique_ptr<T>()> elementFactory):
  256. elementFactory(elementFactory), pool(), instance_tracker(new SharedPool<T> *(this))
  257. {}
  258. void add(std::unique_ptr<T> t)
  259. {
  260. boost::lock_guard<boost::mutex> lock(sync);
  261. pool.push_back(std::move(t));
  262. }
  263. ptr_type acquire()
  264. {
  265. boost::lock_guard<boost::mutex> lock(sync);
  266. bool poolIsEmpty = pool.empty();
  267. T * element = poolIsEmpty
  268. ? elementFactory().release()
  269. : pool.back().release();
  270. ptr_type tmp(
  271. element,
  272. External_Deleter(std::weak_ptr<SharedPool<T>*>(instance_tracker)));
  273. if(!poolIsEmpty) pool.pop_back();
  274. return tmp;
  275. }
  276. bool empty() const
  277. {
  278. return pool.empty();
  279. }
  280. size_t size() const
  281. {
  282. return pool.size();
  283. }
  284. private:
  285. std::vector<std::unique_ptr<T>> pool;
  286. std::function<std::unique_ptr<T>()> elementFactory;
  287. std::shared_ptr<SharedPool<T> *> instance_tracker;
  288. boost::mutex sync;
  289. };
  290. }