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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/VCMI_Lib.h"
 
- #include "../../lib/CBuildingHandler.h"
 
- #include "../../lib/CCreatureHandler.h"
 
- #include "../../lib/CTownHandler.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- #include "../../lib/CStopWatch.h"
 
- #include "../../lib/mapObjects/CObjectHandler.h"
 
- #include "../../lib/mapObjects/CGHeroInstance.h"
 
- class CCallback;
 
- typedef const int3& crint3;
 
- typedef const std::string& crstring;
 
- const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
 
- const int ACTUAL_RESOURCE_COUNT = 7;
 
- const int ALLOWED_ROAMING_HEROES = 8;
 
- //implementation-dependent
 
- extern const double SAFE_ATTACK_CONSTANT;
 
- extern const int GOLD_RESERVE;
 
- //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 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
 
- 	const CGHeroInstance *get(bool doWeExpectNull = false) const;
 
- 	bool validAndSet() const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & this->h & hid & name;
 
- 	}
 
- };
 
- 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;
 
- 	ObjectIdRef(ObjectInstanceID _id);
 
- 	ObjectIdRef(const CGObjectInstance *obj);
 
- 	bool operator<(const ObjectIdRef &rhs) const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & id;
 
- 	}
 
- };
 
- 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>
 
- {
 
- private:
 
- };
 
- template<int id>
 
- bool objWithID(const CGObjectInstance *obj)
 
- {
 
- 	return obj->ID == id;
 
- }
 
- std::string strFromInt3(int3 pos);//todo: remove
 
- void foreach_tile_pos(std::function<void(const int3& pos)> foo);
 
- void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3& pos)> foo); // avoid costly retrieval of thread-specific pointer
 
- void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo);
 
- void foreach_neighbour(CCallback * cbp, const int3 &pos, std::function<void(CCallback * cbp, const int3& pos)> foo); // avoid costly retrieval of thread-specific pointer
 
- int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp);
 
- int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir);
 
- void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out);
 
- 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);
 
- ui64 evaluateDanger(const CGObjectInstance *obj);
 
- ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor);
 
- bool isSafeToVisit(HeroPtr h, crint3 tile);
 
- bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2, CCallback * cbp);
 
- bool compareMovement(HeroPtr lhs, HeroPtr rhs);
 
- bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
 
- bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2);
 
- bool compareArtifacts(const CArtifactInstance *a1, const CArtifactInstance *a2);
 
- ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t);
 
- int3 whereToExplore(HeroPtr h);
 
- class CDistanceSorter
 
- {
 
- 	const CGHeroInstance * hero;
 
- public:
 
- 	CDistanceSorter(const CGHeroInstance * hero): hero(hero) {}
 
- 	bool operator ()(const CGObjectInstance *lhs, const CGObjectInstance *rhs);
 
- };
 
 
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