1
0
mirror of 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.

This commit is contained in:
DjWarmonger
2013-12-25 13:38:20 +00:00
parent 12bb9221d1
commit 7af9b0ea74
3 changed files with 32 additions and 21 deletions

View File

@@ -284,8 +284,8 @@ bool GetObj::fulfillsMe (TSubgoal goal)
if (obj && obj->visitablePos() == goal->tile) //object could be removed
return true;
}
else
return false;
return false;
}
std::string VisitHero::completeMessage() const

View File

@@ -410,7 +410,7 @@ void VCAI::heroCreated(const CGHeroInstance* h)
{
LOG_TRACE(logAi);
if (h->visitedTown)
townVisitsThisWeek[HeroPtr(h)].push_back(h->visitedTown);
townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
NET_EVENT_HANDLER;
}
@@ -647,11 +647,8 @@ void VCAI::makeTurn()
{
if (isWeeklyRevisitable(obj))
{
if (!vstd::contains(visitableObjs, obj))
visitableObjs.push_back(obj);
auto o = std::find (alreadyVisited.begin(), alreadyVisited.end(), obj);
if (o != alreadyVisited.end())
alreadyVisited.erase(o);
visitableObjs.insert(obj); //set doesn't need duplicate check
erase_if_present (alreadyVisited, obj);
}
}
}
@@ -689,8 +686,9 @@ void VCAI::makeTurnInternal()
}
cb->setSelection(hero.first.get());
boost::sort (hero.second, isCloser);
for (auto obj : hero.second)
std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
boost::sort (vec, isCloser);
for (auto obj : vec)
{
if(!obj || !obj->defInfo || !cb->getObj(obj->id))
{
@@ -770,7 +768,7 @@ void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
if (h->visitedTown) //we are inside, not just attacking
{
townVisitsThisWeek[h].push_back(h->visitedTown);
townVisitsThisWeek[h].insert(h->visitedTown);
if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
@@ -1302,7 +1300,7 @@ void VCAI::wander(HeroPtr h)
if(h->visitedTown)
{
townVisitsThisWeek[h].push_back(h->visitedTown);
townVisitsThisWeek[h].insert(h->visitedTown);
buildArmyIn(h->visitedTown);
break;
}
@@ -1380,13 +1378,13 @@ void VCAI::markObjectVisited (const CGObjectInstance *obj)
dynamic_cast<const CGBonusingObject *>(obj) || //or another time
(obj->ID == Obj::MONSTER))
return;
alreadyVisited.push_back(obj);
alreadyVisited.insert(obj);
}
void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
{
reservedObjs.push_back(obj);
reservedHeroesMap[h].push_back(obj);
reservedObjs.insert(obj);
reservedHeroesMap[h].insert(obj);
logAi->debugStream() << "reserved object id=" << obj->id << "; address=" << (intptr_t)obj << "; name=" << obj->getHoverText();
}
@@ -1435,6 +1433,17 @@ void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, boo
}
});
}
void VCAI::retreiveVisitableObjs(std::set<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
{
foreach_tile_pos([&](const int3 &pos)
{
for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
{
if(includeOwned || obj->tempOwner != playerID)
out.insert(obj);
}
});
}
std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
{
@@ -1449,7 +1458,7 @@ std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
void VCAI::addVisitableObj(const CGObjectInstance *obj)
{
visitableObjs.push_back(obj);
visitableObjs.insert(obj);
helperObjInfo[obj] = ObjInfo(obj);
}

View File

@@ -142,14 +142,15 @@ public:
std::map<const CGObjectInstance *, const CGObjectInstance *> knownSubterraneanGates;
//std::vector<const CGObjectInstance *> visitedThisWeek; //only OPWs
std::map<HeroPtr, std::vector<const CGTownInstance *> > townVisitsThisWeek;
std::map<HeroPtr, std::set<const CGTownInstance *> > townVisitsThisWeek;
std::map<HeroPtr, Goals::TSubgoal> lockedHeroes; //TODO: allow non-elementar objectives
std::map<HeroPtr, std::vector<const CGObjectInstance *> > reservedHeroesMap; //objects reserved by specific heroes
std::map<HeroPtr, std::set<const CGObjectInstance *> > reservedHeroesMap; //objects reserved by specific heroes
std::vector<const CGObjectInstance *> visitableObjs;
std::vector<const CGObjectInstance *> alreadyVisited;
std::vector<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
//sets are faster to search, also do not contain duplicates
std::set<const CGObjectInstance *> visitableObjs;
std::set<const CGObjectInstance *> alreadyVisited;
std::set<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
TResources saving;
@@ -281,6 +282,7 @@ public:
void validateObject(ObjectIdRef obj); //checks if object is still visible and if not, removes references to it
void validateVisitableObjs();
void retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned = false) const;
void retreiveVisitableObjs(std::set<const CGObjectInstance *> &out, bool includeOwned = false) const;
std::vector<const CGObjectInstance *> getFlaggedObjects() const;
const CGObjectInstance *lookForArt(int aid) const;