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mirror of https://github.com/vcmi/vcmi.git synced 2025-04-17 11:56:46 +02:00

Cache SectorMap where possible and update when necessary.

This commit is contained in:
DjWarmonger 2015-10-26 16:38:17 +01:00
parent c9e03405f2
commit 1e36f3cecd
6 changed files with 38 additions and 33 deletions

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@ -359,7 +359,7 @@ int3 whereToExplore(HeroPtr h)
int radius = h->getSightRadious();
int3 hpos = h->visitablePos();
SectorMap sm(h);
SectorMap &sm = ai->getCachedSectorMap(h);
//look for nearby objs -> visit them if they're close enouh
const int DIST_LIMIT = 3;

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@ -302,7 +302,7 @@ Goals::TSubgoal FuzzyHelper::chooseSolution (Goals::TGoalVec vec)
if (vec.empty()) //no possibilities found
return sptr(Goals::Invalid());
cachedSectorMaps.clear();
ai->cachedSectorMaps.clear();
//a trick to switch between heroes less often - calculatePaths is costly
auto sortByHeroes = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
@ -482,7 +482,7 @@ float FuzzyHelper::evaluate (Goals::ClearWayTo & g)
if (!g.hero.h)
throw cannotFulfillGoalException("ClearWayTo called without hero!");
int3 t = getCachedSectorMap(g.hero).firstTileToGet(g.hero, g.tile);
int3 t = ai->getCachedSectorMap(g.hero).firstTileToGet(g.hero, g.tile);
if (t.valid())
{
@ -530,16 +530,4 @@ float FuzzyHelper::evaluate (Goals::AbstractGoal & g)
void FuzzyHelper::setPriority (Goals::TSubgoal & g)
{
g->setpriority(g->accept(this)); //this enforces returned value is set
}
SectorMap& FuzzyHelper::getCachedSectorMap(HeroPtr h)
{
auto it = cachedSectorMaps.find(h);
if (it != cachedSectorMaps.end())
return it->second;
else
{
cachedSectorMaps.insert (std::make_pair(h, SectorMap(h)));
return cachedSectorMaps[h];
}
}
}

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@ -55,7 +55,7 @@ class FuzzyHelper
~EvalVisitTile();
} vt;
std::map <HeroPtr, SectorMap> cachedSectorMaps;
public:
enum RuleBlocks {BANK_DANGER, TACTICAL_ADVANTAGE, VISIT_TILE};
@ -84,7 +84,4 @@ public:
Goals::TSubgoal chooseSolution (Goals::TGoalVec vec);
//shared_ptr<AbstractGoal> chooseSolution (std::vector<shared_ptr<AbstractGoal>> & vec);
//optimization - use one SM for every hero call
SectorMap& getCachedSectorMap (HeroPtr h);
};

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@ -483,7 +483,7 @@ TGoalVec ClearWayTo::getAllPossibleSubgoals()
//if our hero is trapped, make sure we request clearing the way from OUR perspective
SectorMap sm(h);
SectorMap &sm = ai->getCachedSectorMap(h);
int3 tileToHit = sm.firstTileToGet(h, tile);
if (!tileToHit.valid())
@ -633,7 +633,7 @@ TGoalVec Explore::getAllPossibleSubgoals()
for (auto h : heroes)
{
SectorMap sm(h);
SectorMap &sm = ai->getCachedSectorMap(h);
for (auto obj : objs) //double loop, performance risk?
{
@ -963,7 +963,7 @@ TGoalVec Conquer::getAllPossibleSubgoals()
for (auto h : cb->getHeroesInfo())
{
SectorMap sm(h);
SectorMap &sm = ai->getCachedSectorMap(h);
std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects
for (auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero
@ -1093,7 +1093,7 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
}
for(auto h : cb->getHeroesInfo())
{
SectorMap sm(h);
SectorMap &sm = ai->getCachedSectorMap(h);
for (auto obj : objs)
{ //find safe dwelling
auto pos = obj->visitablePos();

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@ -115,6 +115,7 @@ void VCAI::heroMoved(const TryMoveHero & details)
NET_EVENT_HANDLER;
validateObject(details.id); //enemy hero may have left visible area
cachedSectorMaps.clear();
if(details.result == TryMoveHero::TELEPORTATION)
{
@ -296,7 +297,7 @@ void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
addVisitableObj(obj);
clearHeroesUnableToExplore();
clearPathsInfo();
}
void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
@ -382,7 +383,7 @@ void VCAI::newObject(const CGObjectInstance * obj)
if(obj->isVisitable())
addVisitableObj(obj);
clearHeroesUnableToExplore();
cachedSectorMaps.clear();
}
void VCAI::objectRemoved(const CGObjectInstance *obj)
@ -396,6 +397,8 @@ void VCAI::objectRemoved(const CGObjectInstance *obj)
for (auto h : cb->getHeroesInfo())
unreserveObject(h, obj);
cachedSectorMaps.clear(); //invalidate all paths
//TODO
//there are other places where CGObjectinstance ptrs are stored...
//
@ -840,7 +843,7 @@ void VCAI::makeTurnInternal()
bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
{
int3 dst = obj->visitablePos();
SectorMap sm(h);
SectorMap &sm = getCachedSectorMap(h);
logAi->debugStream() << boost::format("%s will try to visit %s at (%s)") % h->name % obj->getObjectName() % strFromInt3(dst);
int3 pos = sm.firstTileToGet(h, dst);
if (!pos.valid()) //rare case when we are already standing on one of potential objects
@ -1378,7 +1381,7 @@ std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
{
validateVisitableObjs();
std::vector<const CGObjectInstance *> possibleDestinations;
SectorMap sm(h);
SectorMap &sm = getCachedSectorMap(h);
for(const CGObjectInstance *obj : visitableObjs)
{
if (isGoodForVisit(obj, h, sm))
@ -1436,7 +1439,7 @@ void VCAI::wander(HeroPtr h)
validateVisitableObjs();
std::vector <ObjectIdRef> dests, tmp;
SectorMap sm(h);
SectorMap &sm = getCachedSectorMap(h);
range::copy(reservedHeroesMap[h], std::back_inserter(tmp)); //also visit our reserved objects - but they are not prioritized to avoid running back and forth
for (auto obj : tmp)
@ -1649,9 +1652,10 @@ bool VCAI::isAbleToExplore (HeroPtr h)
{
return !vstd::contains (heroesUnableToExplore, h);
}
void VCAI::clearHeroesUnableToExplore()
void VCAI::clearPathsInfo()
{
heroesUnableToExplore.clear();
cachedSectorMaps.clear();
}
void VCAI::validateVisitableObjs()
@ -2533,8 +2537,7 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
int3 VCAI::explorationDesperate(HeroPtr h)
{
//logAi->debugStream() << "Looking for an another place for exploration...";
SectorMap sm(h);
SectorMap &sm = getCachedSectorMap(h);
int radius = h->getSightRadious();
std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
@ -2691,6 +2694,7 @@ void VCAI::lostHero(HeroPtr h)
erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
}
erase_if_present(reservedHeroesMap, h);
erase_if_present(cachedSectorMaps, h);
}
void VCAI::answerQuery(QueryID queryID, int selection)
@ -2751,6 +2755,18 @@ TResources VCAI::freeResources() const
return myRes;
}
SectorMap& VCAI::getCachedSectorMap(HeroPtr h)
{
auto it = cachedSectorMaps.find(h);
if (it != cachedSectorMaps.end())
return it->second;
else
{
cachedSectorMaps.insert(std::make_pair(h, SectorMap(h)));
return cachedSectorMaps[h];
}
}
AIStatus::AIStatus()
{
battle = NO_BATTLE;

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@ -161,6 +161,8 @@ public:
std::set<const CGObjectInstance *> alreadyVisited;
std::set<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
std::map <HeroPtr, SectorMap> cachedSectorMaps; //TODO: serialize? not necessary
TResources saving;
AIStatus status;
@ -296,7 +298,7 @@ public:
void markHeroUnableToExplore (HeroPtr h);
void markHeroAbleToExplore (HeroPtr h);
bool isAbleToExplore (HeroPtr h);
void clearHeroesUnableToExplore();
void clearPathsInfo();
void validateObject(const CGObjectInstance *obj); //checks if object is still visible and if not, removes references to it
void validateObject(ObjectIdRef obj); //checks if object is still visible and if not, removes references to it
@ -311,6 +313,8 @@ public:
const CGObjectInstance *getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate);
bool isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies = false) const;
//optimization - use one SM for every hero call
SectorMap& getCachedSectorMap(HeroPtr h);
const CGTownInstance *findTownWithTavern() const;
bool canRecruitAnyHero(const CGTownInstance * t = NULL) const;