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Some nontrivial optimizations based on profiling results:
- Movement bonuses will be calculated ONCE per pathfinder loop - Goals will be sorted by hero to reduce number of calculatePaths calls
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@ -319,6 +319,13 @@ Goals::TSubgoal FuzzyHelper::chooseSolution (Goals::TGoalVec vec)
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if (vec.empty()) //no possibilities found
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return sptr(Goals::Invalid());
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//a trick to switch between heroes less often - calculatePaths is costly
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auto sortByHeroes = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
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{
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return lhs->hero.h < rhs->hero.h;
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};
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boost::sort (vec, sortByHeroes);
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for (auto g : vec)
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{
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setPriority(g);
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@ -328,8 +335,8 @@ Goals::TSubgoal FuzzyHelper::chooseSolution (Goals::TGoalVec vec)
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{
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return lhs->priority < rhs->priority;
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};
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boost::sort (vec, compareGoals);
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return vec.back();
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}
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@ -1252,6 +1252,7 @@ bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
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void VCAI::wander(HeroPtr h)
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{
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cb->setSelection(*h);
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//unclaim objects that are now dangerous for us
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auto reservedObjsSetCopy = reservedHeroesMap[h];
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for (auto obj : reservedObjsSetCopy)
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@ -2189,7 +2190,6 @@ void VCAI::performTypicalActions()
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{
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logAi->debugStream() << boost::format("Looking into %s, MP=%d") % h->name.c_str() % h->movement;
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makePossibleUpgrades(*h);
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cb->setSelection(*h);
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try
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{
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wander(h);
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@ -353,7 +353,7 @@ bool CCallback::getPath2( int3 dest, CGPath &ret )
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int CCallback::getMovementCost(const CGHeroInstance * hero, int3 dest)
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{
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return gs->getMovementCost(hero, hero->visitablePos(), dest, hero->movement);
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return gs->getMovementCost(hero, hero->visitablePos(), dest, hero->hasBonusOfType (Bonus::FLYING_MOVEMENT), hero->movement);
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}
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void CCallback::recalculatePaths()
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@ -2127,7 +2127,7 @@ void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<i
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}
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}
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int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
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int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, bool flying, int remainingMovePoints, bool checkLast)
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{
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if(src == dest) //same tile
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return 0;
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@ -2138,7 +2138,7 @@ int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const
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//get basic cost
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int ret = h->getTileCost(d,s);
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if(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT))
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if(d.blocked && flying)
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{
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bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
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@ -2174,7 +2174,7 @@ int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const
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getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
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for(auto & elem : vec)
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{
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int fcost = getMovementCost(h,dest,elem,left,false);
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int fcost = getMovementCost(h,dest, elem, flying, left, false);
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if(fcost <= left)
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{
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return ret;
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@ -3369,6 +3369,14 @@ void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*=
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src = hero->getPosition(false);
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if(movement < 0)
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movement = hero->movement;
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bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
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int maxMovePointsLand = hero->maxMovePoints(true);
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int maxMovePointsWater = hero->maxMovePoints(false);
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auto maxMovePoints = [&](CGPathNode *cp) -> int
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{
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return cp->land ? maxMovePointsLand : maxMovePointsWater;
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};
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out.hero = hero;
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out.hpos = src;
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@ -3402,7 +3410,7 @@ void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*=
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int movement = cp->moveRemains, turn = cp->turns;
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if(!movement)
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{
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movement = hero->maxMovePoints(cp->land);
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movement = maxMovePoints(cp);
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turn++;
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}
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@ -3454,7 +3462,7 @@ void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*=
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if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT)
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guardedSource = false;
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int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement);
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int cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, movement);
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//special case -> moving from src Subterranean gate to dest gate -> it's free
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if(subterraneanEntry && destTopVisObjID == Obj::SUBTERRANEAN_GATE && cp->coord.z != dp->coord.z)
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@ -3472,8 +3480,8 @@ void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*=
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{
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//occurs rarely, when hero with low movepoints tries to leave the road
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turnAtNextTile++;
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int moveAtNextTile = hero->maxMovePoints(cp->land);
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cost = gs->getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile); //cost must be updated, movement points changed :(
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int moveAtNextTile = maxMovePoints(cp);
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cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, moveAtNextTile); //cost must be updated, movement points changed :(
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remains = moveAtNextTile - cost;
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}
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@ -451,7 +451,7 @@ public:
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bool isVisible(const CGObjectInstance *obj, boost::optional<PlayerColor> player);
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void getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing);
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int getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints=-1, bool checkLast=true);
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int getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, bool flying, int remainingMovePoints=-1, bool checkLast=true);
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int getDate(Date::EDateType mode=Date::DAY) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
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// ----- getters, setters -----
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@ -1666,7 +1666,7 @@ bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, Pl
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}
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const TerrainTile t = *gs->getTile(hmpos);
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const int cost = gs->getMovementCost(h, h->getPosition(), hmpos, h->movement);
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const int cost = gs->getMovementCost(h, h->getPosition(), hmpos, h->hasBonusOfType(Bonus::FLYING_MOVEMENT), h->movement);
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const int3 guardPos = gs->guardingCreaturePosition(hmpos);
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const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
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