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Optimize computation of reachability map

This commit is contained in:
Ivan Savenko 2025-01-10 15:38:28 +00:00
parent 3b35c679ce
commit 2d5b5d94e7
2 changed files with 12 additions and 9 deletions

View File

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

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@ -129,7 +129,7 @@ private:
std::shared_ptr<CBattleInfoCallback> cb; std::shared_ptr<CBattleInfoCallback> cb;
std::shared_ptr<Environment> env; std::shared_ptr<Environment> env;
std::map<uint32_t, ReachabilityInfo> reachabilityCache; std::map<uint32_t, ReachabilityInfo> reachabilityCache;
std::map<BattleHex, std::vector<const battle::Unit *>> reachabilityMap; std::array<std::vector<const battle::Unit *>, GameConstants::BFIELD_SIZE> reachabilityMap;
std::vector<battle::Units> turnOrder; std::vector<battle::Units> turnOrder;
float negativeEffectMultiplier; float negativeEffectMultiplier;
int simulationTurnsCount; int simulationTurnsCount;