AIUtility.h 7.1 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/GameLibrary.h"
  37. #include "../../lib/CCreatureHandler.h"
  38. #include "../../lib/spells/CSpellHandler.h"
  39. #include "../../lib/CStopWatch.h"
  40. #include "../../lib/mapObjects/CGHeroInstance.h"
  41. #include "../../lib/callback/CCallback.h"
  42. #include <chrono>
  43. using dwellingContent = std::pair<ui32, std::vector<CreatureID>>;
  44. namespace NKAI
  45. {
  46. struct creInfo;
  47. class AIGateway;
  48. class Nullkiller;
  49. const int GOLD_MINE_PRODUCTION = 1000;
  50. const int WOOD_ORE_MINE_PRODUCTION = 2;
  51. const int RESOURCE_MINE_PRODUCTION = 1;
  52. const int ACTUAL_RESOURCE_COUNT = 7;
  53. extern thread_local CCallback * cb;
  54. enum HeroRole
  55. {
  56. SCOUT = 0,
  57. MAIN = 1
  58. };
  59. //provisional class for AI to store a reference to an owned hero object
  60. //checks if it's valid on access, should be used in place of const CGHeroInstance*
  61. struct DLL_EXPORT HeroPtr
  62. {
  63. const CGHeroInstance * h;
  64. ObjectInstanceID hid;
  65. public:
  66. std::string name() const;
  67. HeroPtr();
  68. HeroPtr(const CGHeroInstance * H);
  69. ~HeroPtr();
  70. operator bool() const
  71. {
  72. return validAndSet();
  73. }
  74. bool operator<(const HeroPtr & rhs) const;
  75. const CGHeroInstance * operator->() const;
  76. const CGHeroInstance * operator*() const; //not that consistent with -> but all interfaces use CGHeroInstance*, so it's convenient
  77. bool operator==(const HeroPtr & rhs) const;
  78. bool operator!=(const HeroPtr & rhs) const
  79. {
  80. return !(*this == rhs);
  81. }
  82. const CGHeroInstance * get(bool doWeExpectNull = false) const;
  83. const CGHeroInstance * get(const CPlayerSpecificInfoCallback * cb, bool doWeExpectNull = false) const;
  84. bool validAndSet() const;
  85. };
  86. enum BattleState
  87. {
  88. NO_BATTLE,
  89. UPCOMING_BATTLE,
  90. ONGOING_BATTLE,
  91. ENDING_BATTLE
  92. };
  93. // AI lives in a dangerous world. CGObjectInstances under pointer may got deleted/hidden.
  94. // This class stores object id, so we can detect when we lose access to the underlying object.
  95. struct ObjectIdRef
  96. {
  97. ObjectInstanceID id;
  98. const CGObjectInstance * operator->() const;
  99. operator const CGObjectInstance *() const;
  100. operator bool() const;
  101. ObjectIdRef(ObjectInstanceID _id);
  102. ObjectIdRef(const CGObjectInstance * obj);
  103. bool operator<(const ObjectIdRef & rhs) const;
  104. };
  105. template<Obj::Type id>
  106. bool objWithID(const CGObjectInstance * obj)
  107. {
  108. return obj->ID == id;
  109. }
  110. struct creInfo
  111. {
  112. int count;
  113. CreatureID creID;
  114. int level;
  115. };
  116. creInfo infoFromDC(const dwellingContent & dc);
  117. template<class Func>
  118. void foreach_tile_pos(const Func & foo)
  119. {
  120. // some micro-optimizations since this function gets called a LOT
  121. // callback pointer is thread-specific and slow to retrieve -> read map size only once
  122. int3 mapSize = cb->getMapSize();
  123. for(int z = 0; z < mapSize.z; z++)
  124. {
  125. for(int x = 0; x < mapSize.x; x++)
  126. {
  127. for(int y = 0; y < mapSize.y; y++)
  128. {
  129. foo(int3(x, y, z));
  130. }
  131. }
  132. }
  133. }
  134. template<class Func, class TCallback>
  135. void foreach_tile_pos(TCallback * cbp, const Func & foo) // avoid costly retrieval of thread-specific pointer
  136. {
  137. int3 mapSize = cbp->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(cbp, int3(x, y, z));
  145. }
  146. }
  147. }
  148. }
  149. template<class Func>
  150. void foreach_neighbour(const int3 & pos, const Func & foo)
  151. {
  152. CCallback * cbp = cb; // avoid costly retrieval of thread-specific pointer
  153. for(const int3 & dir : int3::getDirs())
  154. {
  155. const int3 n = pos + dir;
  156. if(cbp->isInTheMap(n))
  157. foo(pos + dir);
  158. }
  159. }
  160. template<class Func>
  161. void foreach_neighbour(CCallback * cbp, const int3 & pos, const Func & foo) // avoid costly retrieval of thread-specific pointer
  162. {
  163. for(const int3 & dir : int3::getDirs())
  164. {
  165. const int3 n = pos + dir;
  166. if(cbp->isInTheMap(n))
  167. foo(cbp, pos + dir);
  168. }
  169. }
  170. bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
  171. bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj);
  172. bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations);
  173. bool isBlockVisitObj(const int3 & pos);
  174. bool isWeeklyRevisitable(const Nullkiller * ai, const CGObjectInstance * obj);
  175. bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
  176. bool isSafeToVisit(const CGHeroInstance * h, uint64_t dangerStrength, float safeAttackRatio);
  177. bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet *, uint64_t dangerStrength, float safeAttackRatio);
  178. bool compareHeroStrength(const CGHeroInstance * h1, const CGHeroInstance * h2);
  179. bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
  180. int64_t getArtifactScoreForHero(const CGHeroInstance * hero, const CArtifactInstance * artifact);
  181. int64_t getPotentialArtifactScore(const CArtifact * art);
  182. bool townHasFreeTavern(const CGTownInstance * town);
  183. uint64_t getHeroArmyStrengthWithCommander(const CGHeroInstance * hero, const CCreatureSet * heroArmy, int fortLevel = 0);
  184. uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start);
  185. // todo: move to obj manager
  186. bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj);
  187. int getDuplicatingSlots(const CArmedInstance * army);
  188. template <class T>
  189. class SharedPool
  190. {
  191. public:
  192. struct External_Deleter
  193. {
  194. explicit External_Deleter(std::weak_ptr<SharedPool<T>* > pool)
  195. : pool(pool)
  196. {
  197. }
  198. void operator()(T * ptr)
  199. {
  200. std::unique_ptr<T> uptr(ptr);
  201. if(auto pool_ptr = pool.lock())
  202. {
  203. (*pool_ptr.get())->add(std::move(uptr));
  204. }
  205. }
  206. private:
  207. std::weak_ptr<SharedPool<T>* > pool;
  208. };
  209. public:
  210. using ptr_type = std::unique_ptr<T, External_Deleter>;
  211. SharedPool(std::function<std::unique_ptr<T>()> elementFactory):
  212. elementFactory(elementFactory), pool(), instance_tracker(new SharedPool<T> *(this))
  213. {}
  214. void add(std::unique_ptr<T> t)
  215. {
  216. std::lock_guard<std::mutex> lock(sync);
  217. pool.push_back(std::move(t));
  218. }
  219. ptr_type acquire()
  220. {
  221. std::lock_guard<std::mutex> lock(sync);
  222. bool poolIsEmpty = pool.empty();
  223. T * element = poolIsEmpty
  224. ? elementFactory().release()
  225. : pool.back().release();
  226. ptr_type tmp(
  227. element,
  228. External_Deleter(std::weak_ptr<SharedPool<T>*>(instance_tracker)));
  229. if(!poolIsEmpty) pool.pop_back();
  230. return tmp;
  231. }
  232. bool empty() const
  233. {
  234. return pool.empty();
  235. }
  236. size_t size() const
  237. {
  238. return pool.size();
  239. }
  240. private:
  241. std::vector<std::unique_ptr<T>> pool;
  242. std::function<std::unique_ptr<T>()> elementFactory;
  243. std::shared_ptr<SharedPool<T> *> instance_tracker;
  244. std::mutex sync;
  245. };
  246. }