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- /*
- * AIUtility.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #pragma once
- #include "../../lib/GameLibrary.h"
- #include "../../lib/CCreatureHandler.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include "../../lib/CStopWatch.h"
- #include "../../lib/mapObjects/CGHeroInstance.h"
- #include "../../lib/callback/CCallback.h"
- class VCAI;
- struct creInfo;
- using crint3 = const int3 &;
- using crstring = const std::string &;
- using dwellingContent = std::pair<ui32, std::vector<CreatureID>>;
- const int ACTUAL_RESOURCE_COUNT = 7;
- //implementation-dependent
- extern const double SAFE_ATTACK_CONSTANT;
- extern thread_local CCallback * cb;
- extern thread_local VCAI * ai;
- //provisional class for AI to store a reference to an owned hero object
- //checks if it's valid on access, should be used in place of const CGHeroInstance*
- struct DLL_EXPORT HeroPtr
- {
- const CGHeroInstance * h;
- ObjectInstanceID hid;
- public:
- std::string name;
- HeroPtr();
- HeroPtr(const CGHeroInstance * H);
- ~HeroPtr();
- operator bool() const
- {
- return validAndSet();
- }
- bool operator<(const HeroPtr & rhs) const;
- const CGHeroInstance * operator->() const;
- const CGHeroInstance * operator*() const; //not that consistent with -> but all interfaces use CGHeroInstance*, so it's convenient
- bool operator==(const HeroPtr & rhs) const;
- bool operator!=(const HeroPtr & rhs) const
- {
- return !(*this == rhs);
- }
- const CGHeroInstance * get(bool doWeExpectNull = false) const;
- bool validAndSet() const;
- };
- enum BattleState
- {
- NO_BATTLE,
- UPCOMING_BATTLE,
- ONGOING_BATTLE,
- ENDING_BATTLE
- };
- // AI lives in a dangerous world. CGObjectInstances under pointer may got deleted/hidden.
- // This class stores object id, so we can detect when we lose access to the underlying object.
- struct ObjectIdRef
- {
- ObjectInstanceID id;
- const CGObjectInstance * operator->() const;
- operator const CGObjectInstance *() const;
- operator bool() const;
- ObjectIdRef(ObjectInstanceID _id);
- ObjectIdRef(const CGObjectInstance * obj);
- bool operator<(const ObjectIdRef & rhs) const;
- };
- struct TimeCheck
- {
- CStopWatch time;
- std::string txt;
- TimeCheck(crstring TXT)
- : txt(TXT)
- {
- }
- ~TimeCheck()
- {
- logAi->trace("Time of %s was %d ms.", txt, time.getDiff());
- }
- };
- //TODO: replace with vstd::
- struct AtScopeExit
- {
- std::function<void()> foo;
- AtScopeExit(const std::function<void()> & FOO)
- : foo(FOO)
- {}
- ~AtScopeExit()
- {
- foo();
- }
- };
- class ObjsVector : public std::vector<ObjectIdRef>
- {
- };
- template<Obj::Type id>
- bool objWithID(const CGObjectInstance * obj)
- {
- return obj->ID == id;
- }
- struct creInfo
- {
- int count;
- CreatureID creID;
- const Creature * cre;
- int level;
- };
- creInfo infoFromDC(const dwellingContent & dc);
- template<class Func>
- void foreach_tile_pos(const Func & foo)
- {
- // some micro-optimizations since this function gets called a LOT
- // callback pointer is thread-specific and slow to retrieve -> read map size only once
- int3 mapSize = cb->getMapSize();
- for(int z = 0; z < mapSize.z; z++)
- {
- for(int x = 0; x < mapSize.x; x++)
- {
- for(int y = 0; y < mapSize.y; y++)
- {
- foo(int3(x, y, z));
- }
- }
- }
- }
- template<class Func>
- void foreach_tile_pos(CCallback * cbp, const Func & foo) // avoid costly retrieval of thread-specific pointer
- {
- int3 mapSize = cbp->getMapSize();
- for(int z = 0; z < mapSize.z; z++)
- {
- for(int x = 0; x < mapSize.x; x++)
- {
- for(int y = 0; y < mapSize.y; y++)
- {
- foo(cbp, int3(x, y, z));
- }
- }
- }
- }
- template<class Func>
- void foreach_neighbour(const int3 & pos, const Func & foo)
- {
- CCallback * cbp = cb; // avoid costly retrieval of thread-specific pointer
- for(const int3 & dir : int3::getDirs())
- {
- const int3 n = pos + dir;
- if(cbp->isInTheMap(n))
- foo(pos + dir);
- }
- }
- template<class Func>
- void foreach_neighbour(CCallback * cbp, const int3 & pos, const Func & foo) // avoid costly retrieval of thread-specific pointer
- {
- for(const int3 & dir : int3::getDirs())
- {
- const int3 n = pos + dir;
- if(cbp->isInTheMap(n))
- foo(cbp, pos + dir);
- }
- }
- bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
- bool isBlockedBorderGate(int3 tileToHit);
- bool isBlockVisitObj(const int3 & pos);
- bool isWeeklyRevisitable(const CGObjectInstance * obj);
- bool shouldVisit(HeroPtr h, const CGObjectInstance * obj);
- bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
- bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength);
- bool isSafeToVisit(HeroPtr h, crint3 tile);
- bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
- bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
- bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
- class CDistanceSorter
- {
- const CGHeroInstance * hero;
- public:
- CDistanceSorter(const CGHeroInstance * hero)
- : hero(hero)
- {
- }
- bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const;
- };
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