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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; 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; 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; return true;
} }
@ -444,17 +444,17 @@ bool hasReachableNeighbor(const int3 &pos, const CPathsInfo* paths, CCallback *
return false; 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; 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); 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++; ret++;
} }
} }
@ -463,28 +463,6 @@ int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp,
return ret; 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) void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out)
{ {
for(const int3 & tile : tiles) for(const int3 & tile : tiles)

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@ -142,7 +142,7 @@ void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const
void foreach_neighbour(const int3 & pos, std::function<void(const int3 & pos)> foo); 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 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, const CPathsInfo * pathsInfo); int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp, HeroPtr hero);
void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out); void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out);
bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater); bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);

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@ -2626,20 +2626,19 @@ void VCAI::buildArmyIn(const CGTownInstance * t)
int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h) int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
{ {
std::map<int3, int> dstToRevealedTiles; std::map<int3, int> dstToRevealedTiles;
auto pathsInfo = cb->getPathsInfo(h.get());
for (crint3 dir : int3::getDirs()) for(crint3 dir : int3::getDirs())
{ {
int3 tile = hpos + dir; int3 tile = hpos + dir;
if (cb->isInTheMap(tile)) if(cb->isInTheMap(tile))
{ {
if (isBlockVisitObj(tile)) if(isBlockVisitObj(tile))
continue; continue;
if (isSafeToVisit(h, tile) && isAccessibleForHero(tile, h)) if(isSafeToVisit(h, tile) && isAccessibleForHero(tile, h))
{ {
auto distance = hpos.dist2d(tile); // diagonal movement opens more tiles but spends more mp auto distance = hpos.dist2d(tile); // diagonal movement opens more tiles but spends more mp
dstToRevealedTiles[tile] = howManyTilesWillBeDiscovered(tile, radius, cb.get(), pathsInfo) / distance; dstToRevealedTiles[tile] = howManyTilesWillBeDiscovered(tile, radius, cb.get(), h) / distance;
} }
} }
} }
@ -2650,7 +2649,7 @@ int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
auto best = dstToRevealedTiles.begin(); auto best = dstToRevealedTiles.begin();
for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++) for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
{ {
const CGPathNode * pn = pathsInfo->getPathInfo(i->first); const CGPathNode * pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
//const TerrainTile *t = cb->getTile(i->first); //const TerrainTile *t = cb->getTile(i->first);
if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE) if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
best = i; best = i;
@ -2667,7 +2666,6 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
int radius = h->getSightRadius(); int radius = h->getSightRadius();
CCallback * cbp = cb.get(); CCallback * cbp = cb.get();
const CGHeroInstance * hero = h.get(); const CGHeroInstance * hero = h.get();
const CPathsInfo * pathsInfo = cbp->getPathsInfo(hero);
std::vector<std::vector<int3>> tiles; //tiles[distance_to_fow] std::vector<std::vector<int3>> tiles; //tiles[distance_to_fow]
tiles.resize(radius); tiles.resize(radius);
@ -2695,8 +2693,8 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
continue; continue;
CGPath path; CGPath path;
pathsInfo->getPath(path, tile); cb->getPathsInfo(hero)->getPath(path, tile);
float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp, pathsInfo) / (path.nodes.size() + 1); //+1 prevents erratic jumps float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp, h) / (path.nodes.size() + 1); //+1 prevents erratic jumps
if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
{ {
@ -2722,7 +2720,6 @@ int3 VCAI::explorationDesperate(HeroPtr h)
tiles.resize(radius); tiles.resize(radius);
CCallback * cbp = cb.get(); CCallback * cbp = cb.get();
const CPathsInfo * pathsInfo = cbp->getPathsInfo(h.get());
foreach_tile_pos([&](const int3 & pos) foreach_tile_pos([&](const int3 & pos)
{ {
@ -2742,7 +2739,7 @@ int3 VCAI::explorationDesperate(HeroPtr h)
{ {
if(cbp->getTile(tile)->blocked) //does it shorten the time? if(cbp->getTile(tile)->blocked) //does it shorten the time?
continue; continue;
if(!howManyTilesWillBeDiscovered(tile, radius, cbp, pathsInfo)) //avoid costly checks of tiles that don't reveal much if(!howManyTilesWillBeDiscovered(tile, radius, cbp, h)) //avoid costly checks of tiles that don't reveal much
continue; continue;
auto t = sm->firstTileToGet(h, tile); auto t = sm->firstTileToGet(h, tile);