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https://github.com/vcmi/vcmi.git
synced 2025-08-13 19:54:17 +02:00
Replaced AI vectors by sets for both performance and safety.
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@@ -284,8 +284,8 @@ bool GetObj::fulfillsMe (TSubgoal goal)
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if (obj && obj->visitablePos() == goal->tile) //object could be removed
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return true;
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}
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else
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return false;
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return false;
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}
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std::string VisitHero::completeMessage() const
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@@ -410,7 +410,7 @@ void VCAI::heroCreated(const CGHeroInstance* h)
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{
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LOG_TRACE(logAi);
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if (h->visitedTown)
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townVisitsThisWeek[HeroPtr(h)].push_back(h->visitedTown);
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townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
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NET_EVENT_HANDLER;
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}
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@@ -647,11 +647,8 @@ void VCAI::makeTurn()
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{
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if (isWeeklyRevisitable(obj))
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{
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if (!vstd::contains(visitableObjs, obj))
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visitableObjs.push_back(obj);
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auto o = std::find (alreadyVisited.begin(), alreadyVisited.end(), obj);
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if (o != alreadyVisited.end())
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alreadyVisited.erase(o);
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visitableObjs.insert(obj); //set doesn't need duplicate check
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erase_if_present (alreadyVisited, obj);
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}
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}
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}
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@@ -689,8 +686,9 @@ void VCAI::makeTurnInternal()
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}
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cb->setSelection(hero.first.get());
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boost::sort (hero.second, isCloser);
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for (auto obj : hero.second)
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std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
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boost::sort (vec, isCloser);
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for (auto obj : vec)
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{
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if(!obj || !obj->defInfo || !cb->getObj(obj->id))
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{
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@@ -770,7 +768,7 @@ void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
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moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
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if (h->visitedTown) //we are inside, not just attacking
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{
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townVisitsThisWeek[h].push_back(h->visitedTown);
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townVisitsThisWeek[h].insert(h->visitedTown);
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if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
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h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
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cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
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@@ -1302,7 +1300,7 @@ void VCAI::wander(HeroPtr h)
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if(h->visitedTown)
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{
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townVisitsThisWeek[h].push_back(h->visitedTown);
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townVisitsThisWeek[h].insert(h->visitedTown);
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buildArmyIn(h->visitedTown);
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break;
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}
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@@ -1380,13 +1378,13 @@ void VCAI::markObjectVisited (const CGObjectInstance *obj)
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dynamic_cast<const CGBonusingObject *>(obj) || //or another time
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(obj->ID == Obj::MONSTER))
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return;
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alreadyVisited.push_back(obj);
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alreadyVisited.insert(obj);
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}
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void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
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{
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reservedObjs.push_back(obj);
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reservedHeroesMap[h].push_back(obj);
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reservedObjs.insert(obj);
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reservedHeroesMap[h].insert(obj);
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logAi->debugStream() << "reserved object id=" << obj->id << "; address=" << (intptr_t)obj << "; name=" << obj->getHoverText();
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}
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@@ -1435,6 +1433,17 @@ void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, boo
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}
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});
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}
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void VCAI::retreiveVisitableObjs(std::set<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
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{
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foreach_tile_pos([&](const int3 &pos)
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{
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for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
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{
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if(includeOwned || obj->tempOwner != playerID)
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out.insert(obj);
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}
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});
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}
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std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
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{
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@@ -1449,7 +1458,7 @@ std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
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void VCAI::addVisitableObj(const CGObjectInstance *obj)
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{
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visitableObjs.push_back(obj);
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visitableObjs.insert(obj);
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helperObjInfo[obj] = ObjInfo(obj);
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}
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@@ -142,14 +142,15 @@ public:
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std::map<const CGObjectInstance *, const CGObjectInstance *> knownSubterraneanGates;
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//std::vector<const CGObjectInstance *> visitedThisWeek; //only OPWs
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std::map<HeroPtr, std::vector<const CGTownInstance *> > townVisitsThisWeek;
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std::map<HeroPtr, std::set<const CGTownInstance *> > townVisitsThisWeek;
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std::map<HeroPtr, Goals::TSubgoal> lockedHeroes; //TODO: allow non-elementar objectives
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std::map<HeroPtr, std::vector<const CGObjectInstance *> > reservedHeroesMap; //objects reserved by specific heroes
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std::map<HeroPtr, std::set<const CGObjectInstance *> > reservedHeroesMap; //objects reserved by specific heroes
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std::vector<const CGObjectInstance *> visitableObjs;
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std::vector<const CGObjectInstance *> alreadyVisited;
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std::vector<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
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//sets are faster to search, also do not contain duplicates
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std::set<const CGObjectInstance *> visitableObjs;
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std::set<const CGObjectInstance *> alreadyVisited;
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std::set<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
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TResources saving;
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@@ -281,6 +282,7 @@ public:
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void validateObject(ObjectIdRef obj); //checks if object is still visible and if not, removes references to it
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void validateVisitableObjs();
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void retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned = false) const;
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void retreiveVisitableObjs(std::set<const CGObjectInstance *> &out, bool includeOwned = false) const;
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std::vector<const CGObjectInstance *> getFlaggedObjects() const;
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const CGObjectInstance *lookForArt(int aid) const;
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