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Small optimization of NKAI pathfinder

This commit is contained in:
Andrii Danylchenko
2022-12-10 10:22:54 +02:00
parent 59c3962e9c
commit 01980f4310
2 changed files with 21 additions and 24 deletions

View File

@ -119,18 +119,6 @@ void AINodeStorage::clear()
turnDistanceLimit[HeroRole::SCOUT] = 255; turnDistanceLimit[HeroRole::SCOUT] = 255;
} }
const AIPathNode * AINodeStorage::getAINode(const CGPathNode * node) const
{
return static_cast<const AIPathNode *>(node);
}
void AINodeStorage::updateAINode(CGPathNode * node, std::function<void(AIPathNode *)> updater)
{
auto aiNode = static_cast<AIPathNode *>(node);
updater(aiNode);
}
boost::optional<AIPathNode *> AINodeStorage::getOrCreateNode( boost::optional<AIPathNode *> AINodeStorage::getOrCreateNode(
const int3 & pos, const int3 & pos,
const EPathfindingLayer layer, const EPathfindingLayer layer,
@ -823,13 +811,6 @@ ExchangeCandidate HeroChainCalculationTask::calculateExchange(
return candidate; return candidate;
} }
const CGHeroInstance * AINodeStorage::getHero(const CGPathNode * node) const
{
auto aiNode = getAINode(node);
return aiNode->actor->hero;
}
const std::set<const CGHeroInstance *> AINodeStorage::getAllHeroes() const const std::set<const CGHeroInstance *> AINodeStorage::getAllHeroes() const
{ {
std::set<const CGHeroInstance *> heroes; std::set<const CGHeroInstance *> heroes;

View File

@ -196,8 +196,24 @@ public:
int movementLeft, int movementLeft,
float cost) const; float cost) const;
const AIPathNode * getAINode(const CGPathNode * node) const; inline const AIPathNode * getAINode(const CGPathNode * node) const
void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater); {
return static_cast<const AIPathNode *>(node);
}
inline void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater)
{
auto aiNode = static_cast<AIPathNode *>(node);
updater(aiNode);
}
inline const CGHeroInstance * getHero(const CGPathNode * node) const
{
auto aiNode = getAINode(node);
return aiNode->actor->hero;
}
bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const; bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
@ -223,18 +239,17 @@ public:
void setTownsAndDwellings( void setTownsAndDwellings(
const std::vector<const CGTownInstance *> & towns, const std::vector<const CGTownInstance *> & towns,
const std::set<const CGObjectInstance *> & visitableObjs); const std::set<const CGObjectInstance *> & visitableObjs);
const CGHeroInstance * getHero(const CGPathNode * node) const;
const std::set<const CGHeroInstance *> getAllHeroes() const; const std::set<const CGHeroInstance *> getAllHeroes() const;
void clear(); void clear();
bool calculateHeroChain(); bool calculateHeroChain();
bool calculateHeroChainFinal(); bool calculateHeroChainFinal();
uint64_t evaluateDanger(const int3 & tile, const CGHeroInstance * hero, bool checkGuards) const inline uint64_t evaluateDanger(const int3 & tile, const CGHeroInstance * hero, bool checkGuards) const
{ {
return dangerEvaluator->evaluateDanger(tile, hero, checkGuards); return dangerEvaluator->evaluateDanger(tile, hero, checkGuards);
} }
uint64_t evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const inline uint64_t evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const
{ {
double ratio = (double)danger / (armyValue * hero->getFightingStrength()); double ratio = (double)danger / (armyValue * hero->getFightingStrength());
@ -243,6 +258,7 @@ public:
STRONG_INLINE STRONG_INLINE
void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility); void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
STRONG_INLINE int getBucket(const ChainActor * actor) const STRONG_INLINE int getBucket(const ChainActor * actor) const
{ {
return ((uintptr_t)actor * 395) % AIPathfinding::BUCKET_COUNT; return ((uintptr_t)actor * 395) % AIPathfinding::BUCKET_COUNT;