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Optimize computation of reachability map
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@ -11,6 +11,7 @@
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#include "BattleExchangeVariant.h"
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#include "BattleEvaluator.h"
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#include "../../lib/CStack.h"
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#include "tbb/parallel_for.h"
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AttackerValue::AttackerValue()
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: value(0),
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@ -518,14 +519,14 @@ ReachabilityData BattleExchangeEvaluator::getExchangeUnits(
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for(auto hex : hexes)
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{
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vstd::concatenate(allReachableUnits, turn == 0 ? reachabilityMap.at(hex) : getOneTurnReachableUnits(turn, hex));
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vstd::concatenate(allReachableUnits, turn == 0 ? reachabilityMap.at(hex.toInt()) : getOneTurnReachableUnits(turn, hex));
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}
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if(!ap.attack.attacker->isTurret())
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{
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for(auto hex : ap.attack.attacker->getHexes())
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{
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auto unitsReachingAttacker = turn == 0 ? reachabilityMap.at(hex) : getOneTurnReachableUnits(turn, hex);
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auto unitsReachingAttacker = turn == 0 ? reachabilityMap.at(hex.toInt()) : getOneTurnReachableUnits(turn, hex);
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for(auto unit : unitsReachingAttacker)
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{
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if(unit->unitSide() != ap.attack.attacker->unitSide())
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@ -799,7 +800,7 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
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if(!u->getPosition().isValid())
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return false; // e.g. tower shooters
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return vstd::contains_if(reachabilityMap.at(u->getPosition()), [&attacker](const battle::Unit * other) -> bool
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return vstd::contains_if(reachabilityMap.at(u->getPosition().toInt()), [&attacker](const battle::Unit * other) -> bool
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{
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return attacker->unitId() == other->unitId();
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});
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@ -886,7 +887,7 @@ bool BattleExchangeEvaluator::canBeHitThisTurn(const AttackPossibility & ap)
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{
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for(auto pos : ap.attack.attacker->getSurroundingHexes())
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{
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for(auto u : reachabilityMap[pos])
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for(auto u : reachabilityMap.at(pos.toInt()))
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{
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if(u->unitSide() != ap.attack.attacker->unitSide())
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{
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@ -916,10 +917,12 @@ void BattleExchangeEvaluator::updateReachabilityMap(std::shared_ptr<HypotheticBa
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}
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}
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}
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for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); ++hex)
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tbb::parallel_for(tbb::blocked_range<size_t>(0, reachabilityMap.size()), [&](const tbb::blocked_range<size_t> & r)
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{
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reachabilityMap[hex] = getOneTurnReachableUnits(0, hex);
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}
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for(auto i = r.begin(); i != r.end(); i++)
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reachabilityMap[i] = getOneTurnReachableUnits(0, BattleHex(i));
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});
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}
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std::vector<const battle::Unit *> BattleExchangeEvaluator::getOneTurnReachableUnits(uint8_t turn, BattleHex hex) const
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@ -1029,7 +1032,7 @@ bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb
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}
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}
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if(!reachable && std::count(reachabilityMap[hex].begin(), reachabilityMap[hex].end(), unit) > 1)
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if(!reachable && std::count(reachabilityMap[hex.toInt()].begin(), reachabilityMap[hex.toInt()].end(), unit) > 1)
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{
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blockingScore += ratio * (enemyUnit ? BLOCKING_OWN_ATTACK_PENALTY : BLOCKING_OWN_MOVE_PENALTY);
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}
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@ -129,7 +129,7 @@ private:
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std::shared_ptr<CBattleInfoCallback> cb;
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std::shared_ptr<Environment> env;
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std::map<uint32_t, ReachabilityInfo> reachabilityCache;
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std::map<BattleHex, std::vector<const battle::Unit *>> reachabilityMap;
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std::array<std::vector<const battle::Unit *>, GameConstants::BFIELD_SIZE> reachabilityMap;
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std::vector<battle::Units> turnOrder;
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float negativeEffectMultiplier;
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int simulationTurnsCount;
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