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AI - code styles and remove redundant performance optimization for explore

Andrii Danylchenko 7 年之前
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12a3c7ed33
共有 3 個文件被更改,包括 18 次插入43 次删除
  1. 8 30
      AI/VCAI/AIUtility.cpp
  2. 1 1
      AI/VCAI/AIUtility.h
  3. 9 12
      AI/VCAI/VCAI.cpp

+ 8 - 30
AI/VCAI/AIUtility.cpp

@@ -430,12 +430,12 @@ bool isBlockVisitObj(const int3 & pos)
 	return false;
 }
 
-bool hasReachableNeighbor(const int3 &pos, const CPathsInfo* paths, CCallback * cbp)
+bool hasReachableNeighbor(const int3 &pos, HeroPtr hero, CCallback * cbp)
 {
-	for (crint3 dir : int3::getDirs())
+	for(crint3 dir : int3::getDirs())
 	{
 		int3 tile = pos + dir;
-		if (cbp->isInTheMap(tile) && paths->getPathInfo(tile)->reachable())
+		if(cbp->isInTheMap(tile) && cbp->getPathsInfo(hero.get())->getPathInfo(tile)->reachable())
 		{
 			return true;
 		}
@@ -444,17 +444,17 @@ bool hasReachableNeighbor(const int3 &pos, const CPathsInfo* paths, CCallback *
 	return false;
 }
 
-int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp, const CPathsInfo* pathsInfo)
+int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp, HeroPtr hero)
 {
 	int ret = 0;
-	for (int x = pos.x - radious; x <= pos.x + radious; x++)
+	for(int x = pos.x - radious; x <= pos.x + radious; x++)
 	{
-		for (int y = pos.y - radious; y <= pos.y + radious; y++)
+		for(int y = pos.y - radious; y <= pos.y + radious; y++)
 		{
 			int3 npos = int3(x, y, pos.z);
-			if (cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cbp->isVisible(npos))
+			if(cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cbp->isVisible(npos))
 			{
-				if (hasReachableNeighbor(npos, pathsInfo, cbp))
+				if(hasReachableNeighbor(npos, hero, cbp))
 					ret++;
 			}
 		}
@@ -463,28 +463,6 @@ int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp,
 	return ret;
 }
 
-bool boundaryBetweenTwoPoints(int3 pos1, int3 pos2, CCallback * cbp) //determines if two points are separated by known barrier
-{
-	int xMin = std::min(pos1.x, pos2.x);
-	int xMax = std::max(pos1.x, pos2.x);
-	int yMin = std::min(pos1.y, pos2.y);
-	int yMax = std::max(pos1.y, pos2.y);
-
-	for (int x = xMin; x <= xMax; ++x)
-	{
-		for (int y = yMin; y <= yMax; ++y)
-		{
-			int3 tile = int3(x, y, pos1.z); //use only on same level, ofc
-			if (std::abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
-			{
-				if (!(cbp->isVisible(tile) && cbp->getTile(tile)->blocked)) //if there's invisible or unblocked tile between, it's good
-					return false;
-			}
-		}
-	}
-	return true; //if all are visible and blocked, we're at dead end
-}
-
 void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out)
 {
 	for(const int3 & tile : tiles)

+ 1 - 1
AI/VCAI/AIUtility.h

@@ -142,7 +142,7 @@ void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const
 void foreach_neighbour(const int3 & pos, std::function<void(const int3 & pos)> foo);
 void foreach_neighbour(CCallback * cbp, const int3 & pos, std::function<void(CCallback * cbp, const int3 & pos)> foo); // avoid costly retrieval of thread-specific pointer
 
-int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp, const CPathsInfo * pathsInfo);
+int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp, HeroPtr hero);
 void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out);
 
 bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);

+ 9 - 12
AI/VCAI/VCAI.cpp

@@ -2626,20 +2626,19 @@ void VCAI::buildArmyIn(const CGTownInstance * t)
 int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
 {
 	std::map<int3, int> dstToRevealedTiles;
-	auto pathsInfo = cb->getPathsInfo(h.get());
 
-	for (crint3 dir : int3::getDirs())
+	for(crint3 dir : int3::getDirs())
 	{
 		int3 tile = hpos + dir;
-		if (cb->isInTheMap(tile))
+		if(cb->isInTheMap(tile))
 		{
-			if (isBlockVisitObj(tile))
+			if(isBlockVisitObj(tile))
 				continue;
 
-			if (isSafeToVisit(h, tile) && isAccessibleForHero(tile, h))
+			if(isSafeToVisit(h, tile) && isAccessibleForHero(tile, h))
 			{
 				auto distance = hpos.dist2d(tile); // diagonal movement opens more tiles but spends more mp
-				dstToRevealedTiles[tile] = howManyTilesWillBeDiscovered(tile, radius, cb.get(), pathsInfo) / distance;
+				dstToRevealedTiles[tile] = howManyTilesWillBeDiscovered(tile, radius, cb.get(), h) / distance;
 			}
 		}
 	}
@@ -2650,7 +2649,7 @@ int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
 	auto best = dstToRevealedTiles.begin();
 	for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
 	{
-		const CGPathNode * pn = pathsInfo->getPathInfo(i->first);
+		const CGPathNode * pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
 		//const TerrainTile *t = cb->getTile(i->first);
 		if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
 			best = i;
@@ -2667,7 +2666,6 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
 	int radius = h->getSightRadius();
 	CCallback * cbp = cb.get();
 	const CGHeroInstance * hero = h.get();
-	const CPathsInfo * pathsInfo = cbp->getPathsInfo(hero);
 
 	std::vector<std::vector<int3>> tiles; //tiles[distance_to_fow]
 	tiles.resize(radius);
@@ -2695,8 +2693,8 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
 				continue;
 
 			CGPath path;
-			pathsInfo->getPath(path, tile);
-			float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp, pathsInfo) / (path.nodes.size() + 1); //+1 prevents erratic jumps
+			cb->getPathsInfo(hero)->getPath(path, tile);
+			float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp, h) / (path.nodes.size() + 1); //+1 prevents erratic jumps
 
 			if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
 			{
@@ -2722,7 +2720,6 @@ int3 VCAI::explorationDesperate(HeroPtr h)
 	tiles.resize(radius);
 
 	CCallback * cbp = cb.get();
-	const CPathsInfo * pathsInfo = cbp->getPathsInfo(h.get());
 
 	foreach_tile_pos([&](const int3 & pos)
 	{
@@ -2742,7 +2739,7 @@ int3 VCAI::explorationDesperate(HeroPtr h)
 		{
 			if(cbp->getTile(tile)->blocked) //does it shorten the time?
 				continue;
-			if(!howManyTilesWillBeDiscovered(tile, radius, cbp, pathsInfo)) //avoid costly checks of tiles that don't reveal much
+			if(!howManyTilesWillBeDiscovered(tile, radius, cbp, h)) //avoid costly checks of tiles that don't reveal much
 				continue;
 
 			auto t = sm->firstTileToGet(h, tile);