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AI - code styles and remove redundant performance optimization for explore

This commit is contained in:
Andrii Danylchenko
2018-06-24 13:30:17 +03:00
parent 2466489e13
commit 12a3c7ed33
3 changed files with 18 additions and 43 deletions

View File

@@ -430,12 +430,12 @@ bool isBlockVisitObj(const int3 & pos)
return false;
}
bool hasReachableNeighbor(const int3 &pos, const CPathsInfo* paths, CCallback * cbp)
bool hasReachableNeighbor(const int3 &pos, HeroPtr hero, CCallback * cbp)
{
for (crint3 dir : int3::getDirs())
for(crint3 dir : int3::getDirs())
{
int3 tile = pos + dir;
if (cbp->isInTheMap(tile) && paths->getPathInfo(tile)->reachable())
if(cbp->isInTheMap(tile) && cbp->getPathsInfo(hero.get())->getPathInfo(tile)->reachable())
{
return true;
}
@@ -444,17 +444,17 @@ bool hasReachableNeighbor(const int3 &pos, const CPathsInfo* paths, CCallback *
return false;
}
int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp, const CPathsInfo* pathsInfo)
int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp, HeroPtr hero)
{
int ret = 0;
for (int x = pos.x - radious; x <= pos.x + radious; x++)
for(int x = pos.x - radious; x <= pos.x + radious; x++)
{
for (int y = pos.y - radious; y <= pos.y + radious; y++)
for(int y = pos.y - radious; y <= pos.y + radious; y++)
{
int3 npos = int3(x, y, pos.z);
if (cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cbp->isVisible(npos))
if(cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cbp->isVisible(npos))
{
if (hasReachableNeighbor(npos, pathsInfo, cbp))
if(hasReachableNeighbor(npos, hero, cbp))
ret++;
}
}
@@ -463,28 +463,6 @@ int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp,
return ret;
}
bool boundaryBetweenTwoPoints(int3 pos1, int3 pos2, CCallback * cbp) //determines if two points are separated by known barrier
{
int xMin = std::min(pos1.x, pos2.x);
int xMax = std::max(pos1.x, pos2.x);
int yMin = std::min(pos1.y, pos2.y);
int yMax = std::max(pos1.y, pos2.y);
for (int x = xMin; x <= xMax; ++x)
{
for (int y = yMin; y <= yMax; ++y)
{
int3 tile = int3(x, y, pos1.z); //use only on same level, ofc
if (std::abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
{
if (!(cbp->isVisible(tile) && cbp->getTile(tile)->blocked)) //if there's invisible or unblocked tile between, it's good
return false;
}
}
}
return true; //if all are visible and blocked, we're at dead end
}
void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out)
{
for(const int3 & tile : tiles)