mirror of
https://github.com/nolen777/eagle0.git
synced 2026-07-29 06:15:41 +00:00
Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
8769dd1132 |
@@ -255,7 +255,7 @@ jobs:
|
||||
echo "=== All images pushed successfully ==="
|
||||
|
||||
deploy:
|
||||
runs-on: ubuntu-latest
|
||||
runs-on: [self-hosted, bazel]
|
||||
needs: [build-all]
|
||||
if: needs.build-all.outputs.skip_build != 'true' && (github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true'))
|
||||
environment: production
|
||||
@@ -334,11 +334,25 @@ jobs:
|
||||
ssh-keyscan -H "$DO_DROPLET_IP" >> ~/.ssh/known_hosts 2>/dev/null || true
|
||||
|
||||
- name: Download warmup binary
|
||||
id: download-warmup
|
||||
continue-on-error: true
|
||||
uses: actions/download-artifact@v8
|
||||
with:
|
||||
name: warmup-binary
|
||||
path: scripts/bin/
|
||||
|
||||
- name: Build warmup binary fallback
|
||||
if: steps.download-warmup.outcome != 'success'
|
||||
run: |
|
||||
echo "::warning::warmup-binary artifact was unavailable; rebuilding warmup binary before deploy"
|
||||
./ci/github_actions/ensure_bazel_installed.sh
|
||||
bazel build \
|
||||
--platforms=//:linux_x86_64 \
|
||||
--extra_toolchains=@llvm_toolchain_linux//:cc-toolchain-x86_64-linux \
|
||||
//ci:warmup_tar
|
||||
mkdir -p scripts/bin
|
||||
tar -xf bazel-bin/ci/warmup_tar.tar -C scripts/bin --strip-components=1
|
||||
|
||||
- name: Copy config files to droplet
|
||||
run: |
|
||||
# Create directory structure on remote
|
||||
|
||||
@@ -160,11 +160,18 @@ jobs:
|
||||
- name: Ensure Unity version installed
|
||||
run: ./ci/github_actions/ensure_unity_installed.sh ios
|
||||
|
||||
- name: Restore Unity Library cache
|
||||
run: ./ci/github_actions/unity_library_cache.sh restore ios
|
||||
|
||||
- name: Build iOS Unity Project
|
||||
id: build
|
||||
run: |
|
||||
./ci/github_actions/build_unity_ios.sh "$EAGLE0_BUILD_DIR/eagle0iOS"
|
||||
|
||||
- name: Save Unity Library cache
|
||||
if: success()
|
||||
run: ./ci/github_actions/unity_library_cache.sh save ios
|
||||
|
||||
- name: Upload Addressables to CDN
|
||||
if: success() && github.event.inputs.skip_upload != 'true'
|
||||
env:
|
||||
@@ -177,12 +184,10 @@ jobs:
|
||||
env:
|
||||
DO_CDN_PAT: ${{ secrets.DO_CDN_PAT }}
|
||||
run: |
|
||||
UNITY_VERSION=$(grep "m_EditorVersion:" src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt | head -1 | sed 's/m_EditorVersion: //')
|
||||
UNITY_MAJOR_MINOR=$(echo "$UNITY_VERSION" | sed -E 's/^([0-9]+)\.([0-9]+).*/\1.\2/')
|
||||
curl -s -X DELETE "https://api.digitalocean.com/v2/cdn/endpoints/8c98df29-6f0c-4704-8e82-ca40a2b81aa8/cache" \
|
||||
-H "Authorization: Bearer $DO_CDN_PAT" \
|
||||
-H "Content-Type: application/json" \
|
||||
-d "{\"files\": [\"addressables/iOS/$UNITY_MAJOR_MINOR/*\"]}" \
|
||||
-d '{"files": ["addressables/iOS/*"]}' \
|
||||
--fail || echo "Warning: CDN purge failed (non-fatal)"
|
||||
|
||||
- name: Archive Build Log
|
||||
|
||||
@@ -267,7 +267,6 @@ jobs:
|
||||
runs-on: [self-hosted, macOS, notarize]
|
||||
outputs:
|
||||
deployed_version: ${{ steps.deploy-mac.outputs.deployed_version }}
|
||||
deployed_unity_major_minor: ${{ steps.deploy-mac.outputs.deployed_unity_major_minor }}
|
||||
concurrency:
|
||||
group: mac-deploy-${{ github.ref }}
|
||||
cancel-in-progress: false
|
||||
@@ -496,9 +495,6 @@ jobs:
|
||||
rm "$SPARKLE_PRIVATE_KEY_PATH"
|
||||
|
||||
echo "deployed_version=$VERSION" >> $GITHUB_OUTPUT
|
||||
UNITY_VERSION=$(grep "m_EditorVersion:" src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt | head -1 | sed 's/m_EditorVersion: //')
|
||||
UNITY_MAJOR_MINOR=$(echo "$UNITY_VERSION" | sed -E 's/^([0-9]+)\.([0-9]+).*/\1.\2/')
|
||||
echo "deployed_unity_major_minor=$UNITY_MAJOR_MINOR" >> $GITHUB_OUTPUT
|
||||
|
||||
# Artifact cleanup is handled by the cleanup job on ubuntu-latest
|
||||
- name: Cleanup build directory
|
||||
@@ -519,7 +515,7 @@ jobs:
|
||||
curl -s -X DELETE "https://api.digitalocean.com/v2/cdn/endpoints/8c98df29-6f0c-4704-8e82-ca40a2b81aa8/cache" \
|
||||
-H "Authorization: Bearer $DO_CDN_PAT" \
|
||||
-H "Content-Type: application/json" \
|
||||
-d '{"files": ["mac/*", "addressables/StandaloneOSX/${{ needs.deploy-mac.outputs.deployed_unity_major_minor }}/*"]}' \
|
||||
-d '{"files": ["mac/*", "addressables/StandaloneOSX/*"]}' \
|
||||
--fail || echo "Warning: CDN purge failed (non-fatal)"
|
||||
|
||||
curl -X POST "https://admin.eagle0.net/notify-update?platform=mac&version=${{ needs.deploy-mac.outputs.deployed_version }}&required=false" \
|
||||
|
||||
@@ -196,9 +196,7 @@ jobs:
|
||||
echo "Also tagged as: registry.digitalocean.com/eagle0/shardok-server:arm64-latest"
|
||||
|
||||
deploy-hetzner:
|
||||
# Keep this on a self-hosted Mac runner for IPv6 reachability to Hetzner,
|
||||
# but do not require a Bazel runner slot for artifact transport/deploy work.
|
||||
runs-on: [self-hosted, macOS, ARM64]
|
||||
runs-on: [self-hosted, bazel]
|
||||
needs: [build-shardok-arm64]
|
||||
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
|
||||
environment: production
|
||||
|
||||
@@ -29,16 +29,6 @@ If you catch yourself about to run `git push origin main` or `git push origin <b
|
||||
|
||||
If you catch yourself about to run `gh pr merge`, STOP. Only the user merges PRs.
|
||||
|
||||
## Commit History During Review
|
||||
|
||||
Prefer new follow-up commits over amending existing commits once a PR is open and the user is actively reviewing or
|
||||
testing it. This preserves working interim states so the user can inspect, compare, or return to a known-good point
|
||||
while improvements continue.
|
||||
|
||||
Use `git commit --amend` and force-push only when the user explicitly asks for history cleanup, when fixing metadata
|
||||
before review has started, or when repairing a local commit that has not been pushed. If you believe squashing is the
|
||||
right choice despite an open review, explain why and ask first.
|
||||
|
||||
## Worktree Usage
|
||||
|
||||
Prefer using the current worktree for small requested fixes. Create a separate worktree only when the user asks for one,
|
||||
@@ -68,15 +58,6 @@ For PRs expected to trigger substantial Bazel work in CI, run the relevant Bazel
|
||||
workstation is fast, and local Bazel runs can help hydrate the remote cache for the CI builders while still giving
|
||||
earlier signal on failures.
|
||||
|
||||
## Cleanup PR Batching
|
||||
|
||||
When making mechanical cleanup changes, group 3-5 files per PR when the files are receiving the same kind of change
|
||||
and can be reviewed as one pattern. Do not open one PR per file for nearly identical few-line cleanups, such as replacing
|
||||
the same unsafe accessor pattern with the same contextual failure pattern across multiple Scala files.
|
||||
|
||||
Keep separate PRs for changes that involve different semantics, materially different risk, unrelated subsystems, or
|
||||
files whose tests/validation strategy makes them better reviewed independently.
|
||||
|
||||
## GitHub CLI PR Bodies
|
||||
|
||||
When creating or editing PR descriptions with multiline bodies, write the body to a temporary markdown file and pass it
|
||||
|
||||
@@ -40,6 +40,19 @@ if [ -f "$INFO_PLIST" ]; then
|
||||
/usr/libexec/PlistBuddy -c "Set :ITSAppUsesNonExemptEncryption false" "$INFO_PLIST" 2>/dev/null \
|
||||
|| /usr/libexec/PlistBuddy -c "Add :ITSAppUsesNonExemptEncryption bool false" "$INFO_PLIST"
|
||||
echo "Set ITSAppUsesNonExemptEncryption=false in Info.plist"
|
||||
|
||||
# Remove UIApplicationSceneManifest if present.
|
||||
# Unity 6 generates this key, which opts the app into the iOS scene-based
|
||||
# lifecycle. This breaks Application.deepLinkActivated because iOS routes
|
||||
# deep link URLs through UISceneDelegate instead of UIApplicationDelegate,
|
||||
# and Unity doesn't implement the scene delegate path.
|
||||
# See: https://issuetracker.unity3d.com/issues/in-135632
|
||||
if /usr/libexec/PlistBuddy -c "Print :UIApplicationSceneManifest" "$INFO_PLIST" 2>/dev/null; then
|
||||
echo "Found UIApplicationSceneManifest in Info.plist — removing to fix deep link handling"
|
||||
/usr/libexec/PlistBuddy -c "Delete :UIApplicationSceneManifest" "$INFO_PLIST"
|
||||
else
|
||||
echo "No UIApplicationSceneManifest in Info.plist (deep links should work)"
|
||||
fi
|
||||
fi
|
||||
|
||||
# Unity always generates "Unity-iPhone" as the main app scheme
|
||||
|
||||
Executable
+105
@@ -0,0 +1,105 @@
|
||||
#!/usr/bin/env bash
|
||||
|
||||
set -euo pipefail
|
||||
|
||||
COMMAND=${1:?Usage: unity_library_cache.sh restore|save <build-target>}
|
||||
BUILD_TARGET=${2:?Usage: unity_library_cache.sh restore|save <build-target>}
|
||||
|
||||
PROJECT_DIR="src/main/csharp/net/eagle0/clients/unity/eagle0"
|
||||
LIBRARY_DIR="$PROJECT_DIR/Library"
|
||||
MARKER_FILE="$LIBRARY_DIR/.eagle0-library-cache-key"
|
||||
COMPLETE_FILE=".complete"
|
||||
|
||||
CACHE_ROOT=${UNITY_LIBRARY_CACHE_RSYNC_URL:-rsync://lappy/unity-library-cache}
|
||||
|
||||
UNITY_VERSION=$(grep "m_EditorVersion:" "$PROJECT_DIR/ProjectSettings/ProjectVersion.txt" | head -1 | sed 's/m_EditorVersion: //')
|
||||
PROJECT_HASH=$(
|
||||
git ls-files -s -- \
|
||||
"$PROJECT_DIR/Assets" \
|
||||
"$PROJECT_DIR/Packages" \
|
||||
"$PROJECT_DIR/ProjectSettings" \
|
||||
| shasum -a 256 \
|
||||
| awk '{print $1}'
|
||||
)
|
||||
CACHE_KEY="macos-${BUILD_TARGET}-${UNITY_VERSION}-${PROJECT_HASH}"
|
||||
CACHE_URL="${CACHE_ROOT%/}/${CACHE_KEY}"
|
||||
|
||||
restore_cache() {
|
||||
echo "Unity Library cache key: $CACHE_KEY"
|
||||
|
||||
if [ -d "$LIBRARY_DIR" ]; then
|
||||
if [ ! -f "$MARKER_FILE" ]; then
|
||||
echo "Existing Unity Library has no cache marker; removing it before restore."
|
||||
rm -rf "$LIBRARY_DIR"
|
||||
elif [ "$(cat "$MARKER_FILE")" != "$CACHE_KEY" ]; then
|
||||
echo "Existing Unity Library cache key differs; removing it before restore."
|
||||
echo "Existing: $(cat "$MARKER_FILE")"
|
||||
echo "Current: $CACHE_KEY"
|
||||
rm -rf "$LIBRARY_DIR"
|
||||
else
|
||||
echo "Existing Unity Library already matches cache key."
|
||||
return 0
|
||||
fi
|
||||
fi
|
||||
|
||||
local complete_marker
|
||||
complete_marker=$(mktemp)
|
||||
if ! rsync -q "${CACHE_URL}/${COMPLETE_FILE}" "$complete_marker"; then
|
||||
echo "No complete Unity Library cache found at $CACHE_URL"
|
||||
rm -f "$complete_marker"
|
||||
return 0
|
||||
fi
|
||||
rm -f "$complete_marker"
|
||||
|
||||
echo "Restoring Unity Library from $CACHE_URL"
|
||||
mkdir -p "$LIBRARY_DIR"
|
||||
if ! rsync -a --delete "${CACHE_URL}/" "$LIBRARY_DIR/"; then
|
||||
echo "Unity Library cache restore failed; removing partial restore."
|
||||
rm -rf "$LIBRARY_DIR"
|
||||
return 0
|
||||
fi
|
||||
|
||||
printf '%s\n' "$CACHE_KEY" > "$MARKER_FILE"
|
||||
echo "Unity Library cache restore complete."
|
||||
}
|
||||
|
||||
save_cache() {
|
||||
if [ ! -d "$LIBRARY_DIR" ]; then
|
||||
echo "Unity Library does not exist; nothing to cache."
|
||||
return 0
|
||||
fi
|
||||
|
||||
echo "Saving Unity Library cache to $CACHE_URL"
|
||||
printf '%s\n' "$CACHE_KEY" > "$MARKER_FILE"
|
||||
rm -f "$LIBRARY_DIR/$COMPLETE_FILE"
|
||||
|
||||
if ! rsync -a --delete "$LIBRARY_DIR/" "${CACHE_URL}/"; then
|
||||
echo "WARNING: Unity Library cache save failed."
|
||||
return 0
|
||||
fi
|
||||
|
||||
local complete_marker
|
||||
complete_marker=$(mktemp)
|
||||
printf '%s\n' "$CACHE_KEY" > "$complete_marker"
|
||||
if ! rsync -q "$complete_marker" "${CACHE_URL}/${COMPLETE_FILE}"; then
|
||||
echo "WARNING: Unity Library cache completion marker upload failed."
|
||||
rm -f "$complete_marker"
|
||||
return 0
|
||||
fi
|
||||
rm -f "$complete_marker"
|
||||
|
||||
echo "Unity Library cache save complete."
|
||||
}
|
||||
|
||||
case "$COMMAND" in
|
||||
restore)
|
||||
restore_cache
|
||||
;;
|
||||
save)
|
||||
save_cache
|
||||
;;
|
||||
*)
|
||||
echo "Usage: unity_library_cache.sh restore|save <build-target>"
|
||||
exit 2
|
||||
;;
|
||||
esac
|
||||
@@ -13,10 +13,7 @@ set -euxo pipefail
|
||||
BUILD_TARGET=$1
|
||||
WORKSPACE=$(pwd)
|
||||
UNITY_PROJECT="$WORKSPACE/src/main/csharp/net/eagle0/clients/unity/eagle0"
|
||||
UNITY_VERSION=$(grep "m_EditorVersion:" "$UNITY_PROJECT/ProjectSettings/ProjectVersion.txt" | head -1 | sed 's/m_EditorVersion: //')
|
||||
UNITY_MAJOR_MINOR=$(echo "$UNITY_VERSION" | sed -E 's/^([0-9]+)\.([0-9]+).*/\1.\2/')
|
||||
ADDRESSABLES_PREFIX="addressables/$BUILD_TARGET/$UNITY_MAJOR_MINOR"
|
||||
SERVER_DATA="$UNITY_PROJECT/ServerData/$BUILD_TARGET/$UNITY_MAJOR_MINOR"
|
||||
SERVER_DATA="$UNITY_PROJECT/ServerData/$BUILD_TARGET"
|
||||
|
||||
# DigitalOcean Spaces configuration (same region as other eagle0 buckets)
|
||||
DO_ENDPOINT="https://sfo3.digitaloceanspaces.com"
|
||||
@@ -78,7 +75,7 @@ summarize_pending_uploads() {
|
||||
sorted_uploads_file=$(mktemp)
|
||||
trap 'rm -f "$sync_args_file" "$uploads_file" "$sorted_uploads_file"' RETURN
|
||||
|
||||
aws s3 sync "$SERVER_DATA" "s3://$DO_BUCKET/$ADDRESSABLES_PREFIX/" \
|
||||
aws s3 sync "$SERVER_DATA" "s3://$DO_BUCKET/addressables/$BUILD_TARGET/" \
|
||||
--endpoint-url "$DO_ENDPOINT" \
|
||||
--acl public-read \
|
||||
--size-only \
|
||||
@@ -181,7 +178,7 @@ if [ ! -d "$SERVER_DATA" ]; then
|
||||
fi
|
||||
|
||||
echo "Uploading Addressables bundles from $SERVER_DATA"
|
||||
echo "Target: s3://$DO_BUCKET/$ADDRESSABLES_PREFIX/"
|
||||
echo "Target: s3://$DO_BUCKET/addressables/$BUILD_TARGET/"
|
||||
|
||||
# Configure AWS CLI for DigitalOcean Spaces
|
||||
export AWS_ACCESS_KEY_ID="$ACCESS_KEY_ID"
|
||||
@@ -196,13 +193,13 @@ summarize_pending_uploads
|
||||
#
|
||||
# --delete removes files in destination that don't exist in source.
|
||||
# --acl public-read makes files publicly accessible.
|
||||
aws s3 sync "$SERVER_DATA" "s3://$DO_BUCKET/$ADDRESSABLES_PREFIX/" \
|
||||
aws s3 sync "$SERVER_DATA" "s3://$DO_BUCKET/addressables/$BUILD_TARGET/" \
|
||||
--endpoint-url "$DO_ENDPOINT" \
|
||||
--acl public-read \
|
||||
--size-only \
|
||||
--delete
|
||||
|
||||
aws s3 sync "$SERVER_DATA" "s3://$DO_BUCKET/$ADDRESSABLES_PREFIX/" \
|
||||
aws s3 sync "$SERVER_DATA" "s3://$DO_BUCKET/addressables/$BUILD_TARGET/" \
|
||||
--endpoint-url "$DO_ENDPOINT" \
|
||||
--acl public-read \
|
||||
--exclude "*" \
|
||||
@@ -211,4 +208,4 @@ aws s3 sync "$SERVER_DATA" "s3://$DO_BUCKET/$ADDRESSABLES_PREFIX/" \
|
||||
--include "*.json"
|
||||
|
||||
echo "Addressables upload complete"
|
||||
echo "Files available at: https://assets.eagle0.net/$ADDRESSABLES_PREFIX/"
|
||||
echo "Files available at: https://assets.eagle0.net/addressables/$BUILD_TARGET/"
|
||||
|
||||
Binary file not shown.
@@ -39,15 +39,14 @@ auto CalculateMap(
|
||||
|
||||
for (std::size_t i = 0; i < hexMap->attacker_starting_positions()->size(); i++) {
|
||||
const auto* positionList = hexMap->attacker_starting_positions()->Get(i);
|
||||
const auto* positions = positionList->positions();
|
||||
if (positions->empty()) continue;
|
||||
if (positions->size() != 10) {
|
||||
if (positionList->positions()->empty()) continue;
|
||||
if (positionList->positions()->size() != 10) {
|
||||
std::cerr << "Should have 10 starting positions!" << '\n';
|
||||
std::abort();
|
||||
}
|
||||
|
||||
int positionsRequiringCrossing = 0;
|
||||
for (const auto* startingPosition : *positions) {
|
||||
for (const auto* startingPosition : *positionList->positions()) {
|
||||
for (const shardok::Coords& castlePosition : criticalTileLocations) {
|
||||
if (!shardok::CanReach(
|
||||
*startingPosition,
|
||||
@@ -58,7 +57,7 @@ auto CalculateMap(
|
||||
battalionType)) {
|
||||
++positionsRequiringCrossing;
|
||||
break;
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
info.positionsRequiringCrossing[static_cast<int>(i)] = positionsRequiringCrossing;
|
||||
|
||||
@@ -32,10 +32,8 @@ auto main(const int argc, char** argv) -> int {
|
||||
const shardok::BattalionTypeSPtr& battalionType = gameSettings->GetGetter().GetBattalionType(
|
||||
net::eagle0::shardok::storage::fb::BattalionTypeId_LIGHT_INFANTRY);
|
||||
|
||||
const std::vector<std::string> mapNames = GetMapNames();
|
||||
std::vector<OneMapInfo> mapInfos{};
|
||||
mapInfos.reserve(mapNames.size());
|
||||
for (const std::string& mapName : mapNames) {
|
||||
for (const std::string& mapName : GetMapNames()) {
|
||||
std::shared_ptr<shardok::ActionPointDistancesCache> apdCache =
|
||||
std::make_shared<shardok::ActionPointDistancesCache>();
|
||||
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
//
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <climits>
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
@@ -11,8 +10,6 @@
|
||||
#include <random>
|
||||
#include <stdexcept>
|
||||
#include <thread>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/UnitConversions.hpp"
|
||||
@@ -47,27 +44,25 @@ void runBattle(const std::vector<shardok::Unit>& units) {
|
||||
if (fileNames.empty()) { throw std::runtime_error("No map files found"); }
|
||||
if (units.size() < 2) { throw std::runtime_error("Need at least two units to run a battle"); }
|
||||
|
||||
const auto mapName = fileNames[randInt(0, static_cast<int>(fileNames.size()) - 1)];
|
||||
const auto month = randInt(1, 12);
|
||||
auto mapName = fileNames[randInt(0, (int)fileNames.size() - 1)];
|
||||
auto month = randInt(1, 12);
|
||||
|
||||
const auto maxP1UnitCount = std::min<size_t>(20, units.size() - 1);
|
||||
const auto p1UnitCount = randInt(1, static_cast<int>(maxP1UnitCount));
|
||||
auto p1UnitCount = randInt(1, static_cast<int>(maxP1UnitCount));
|
||||
std::vector<shardok::Unit> p1Units{};
|
||||
p1Units.reserve(p1UnitCount);
|
||||
for (int i = 0; i < p1UnitCount; i++) {
|
||||
auto unit = units[i];
|
||||
unit.mutate_player_id(0);
|
||||
p1Units.push_back(std::move(unit));
|
||||
p1Units.push_back(unit);
|
||||
}
|
||||
|
||||
const auto maxP2UnitCount = std::min<size_t>(20, units.size() - p1UnitCount);
|
||||
const auto p2UnitCount = randInt(1, static_cast<int>(maxP2UnitCount));
|
||||
auto p2UnitCount = randInt(1, static_cast<int>(maxP2UnitCount));
|
||||
std::vector<shardok::Unit> p2Units{};
|
||||
p2Units.reserve(p2UnitCount);
|
||||
for (int i = p1UnitCount; i < p1UnitCount + p2UnitCount; i++) {
|
||||
auto unit = units[i];
|
||||
unit.mutate_player_id(1);
|
||||
p2Units.push_back(std::move(unit));
|
||||
p2Units.push_back(unit);
|
||||
}
|
||||
|
||||
std::cout << "map name is " << mapName << ", " << p1UnitCount << " attacking " << p2UnitCount
|
||||
@@ -80,34 +75,32 @@ void runBattle(const std::vector<shardok::Unit>& units) {
|
||||
VictoryConditionProto::VICTORY_CONDITION_LAST_PLAYER_STANDING,
|
||||
VictoryConditionProto::VICTORY_CONDITION_WIN_AFTER_MAX_ROUNDS};
|
||||
|
||||
std::vector<shardok::PlayerInfoWithUnits> playerInfos;
|
||||
playerInfos.reserve(2);
|
||||
playerInfos.emplace_back(
|
||||
auto p1 = shardok::PlayerInfoWithUnits(
|
||||
0,
|
||||
true,
|
||||
5,
|
||||
false,
|
||||
10000,
|
||||
attVictoryConditions,
|
||||
std::vector<shardok::PlayerId>{},
|
||||
{},
|
||||
p1Units,
|
||||
false);
|
||||
playerInfos.emplace_back(
|
||||
auto p2 = shardok::PlayerInfoWithUnits(
|
||||
1,
|
||||
true,
|
||||
7,
|
||||
true,
|
||||
10000,
|
||||
defVictoryConditions,
|
||||
std::vector<shardok::PlayerId>{},
|
||||
{},
|
||||
p2Units,
|
||||
false);
|
||||
|
||||
const std::string gameId = std::to_string(randInt(INT_MIN, INT_MAX));
|
||||
std::string gameId = std::to_string(randInt(INT_MIN, INT_MAX));
|
||||
|
||||
manager->UnlockedCreateSpecifiedGame(
|
||||
gameId,
|
||||
playerInfos,
|
||||
{p1, p2},
|
||||
mapName,
|
||||
"",
|
||||
month,
|
||||
@@ -142,7 +135,10 @@ auto LoadUnits() -> std::vector<shardok::Unit> {
|
||||
|
||||
auto main(int /*argc*/, char** argv) -> int {
|
||||
#if FIXED_SEED
|
||||
std::srand(4564564);
|
||||
g.seed(378473);
|
||||
#else
|
||||
std::srand(std::time(nullptr));
|
||||
#endif
|
||||
|
||||
FilesystemUtils::SetExecPath(argv[0]);
|
||||
@@ -156,7 +152,7 @@ auto main(int /*argc*/, char** argv) -> int {
|
||||
|
||||
manager = std::make_unique<shardok::ShardokGamesManager>(std::vector<std::string>());
|
||||
|
||||
std::array<std::thread, THREAD_COUNT> threads;
|
||||
std::thread threads[THREAD_COUNT];
|
||||
|
||||
for (int i = 0; i < THREAD_COUNT; i++) {
|
||||
threads[i] = std::thread(runBattlesThread, randomUnits);
|
||||
|
||||
@@ -16,6 +16,9 @@ namespace shardok {
|
||||
constexpr double kOverpowerRatio = 2.0;
|
||||
constexpr double kBraveWaterCostMultiplier = 1.2;
|
||||
|
||||
using std::pair;
|
||||
using std::shared_ptr;
|
||||
|
||||
DIST_T NormalizedCostWhenBraving(const DIST_T cost) {
|
||||
if (cost >= static_cast<double>(ActionPointDistances::IMPOSSIBLE) / kBraveWaterCostMultiplier)
|
||||
return ActionPointDistances::IMPOSSIBLE;
|
||||
@@ -153,7 +156,6 @@ auto GenerateTargetPriorities(
|
||||
vector<TargetAndAttackLocations>{});
|
||||
|
||||
vector<TargetAndDistance> targetsWithDistance;
|
||||
targetsWithDistance.reserve(targets.size());
|
||||
|
||||
// Get APDs directly from cache (now with built-in thread-local optimization)
|
||||
const auto& battType = battalionTypeGetter(unit->battalion().type());
|
||||
@@ -233,4 +235,4 @@ auto GenerateTargetPriorities(
|
||||
return allTargetsUnitsAndDistances;
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
} // namespace shardok
|
||||
@@ -33,7 +33,6 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
|
||||
bool canFlee = false;
|
||||
|
||||
vector<const Unit*> attackerUnits{};
|
||||
attackerUnits.reserve(gameState->units()->size());
|
||||
CoordsSet defenderPositions(gameState->hex_map());
|
||||
for (const Unit* unit : *gameState->units()) {
|
||||
if (unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
|
||||
@@ -132,4 +131,4 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
|
||||
return chosenStrategy;
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
} // namespace shardok
|
||||
@@ -327,9 +327,9 @@ auto AICommandEvaluator::FindBestCommand(
|
||||
|
||||
// Structure to hold all command evaluation data
|
||||
struct CommandEvaluation {
|
||||
size_t index{};
|
||||
CommandType type{};
|
||||
ScoreValue immediateScore{};
|
||||
size_t index;
|
||||
CommandType type;
|
||||
ScoreValue immediateScore;
|
||||
bool immediateCompleted = true;
|
||||
std::vector<std::future<EvaluationResult>> lookaheadFutures;
|
||||
};
|
||||
@@ -422,7 +422,6 @@ auto AICommandEvaluator::FindBestCommand(
|
||||
} else {
|
||||
ScoreValue sum = 0.0;
|
||||
const int sampleCount = std::max(1, maxRepeatCount);
|
||||
commandEvaluations[index].lookaheadFutures.reserve(sampleCount);
|
||||
for (int repeatIteration = 0; repeatIteration < sampleCount; repeatIteration++) {
|
||||
// In each iteration, use a double from [0, 1] as the random roll
|
||||
auto sequence =
|
||||
@@ -433,7 +432,7 @@ auto AICommandEvaluator::FindBestCommand(
|
||||
originalIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
std::make_shared<SequenceRandomGenerator>(std::move(sequence)),
|
||||
std::make_shared<SequenceRandomGenerator>(sequence),
|
||||
guessedEngine,
|
||||
attackerStrategy,
|
||||
allCastleCoords,
|
||||
@@ -512,15 +511,13 @@ auto AICommandEvaluator::EvaluateCommand(
|
||||
}
|
||||
|
||||
const auto& guessedDescriptor = guessedDescriptors->at(commandIndex);
|
||||
const auto guessedCommandType = guessedDescriptor->GetCommandType();
|
||||
|
||||
if (guessedCommandType == net::eagle0::shardok::common::END_TURN_COMMAND) {
|
||||
if (const auto guessedCommandType = guessedDescriptor->GetCommandType();
|
||||
guessedCommandType == net::eagle0::shardok::common::END_TURN_COMMAND) {
|
||||
std::promise<EvaluationResult> p;
|
||||
p.set_value(EvaluationResult{.score = currentUtility, .completed = true});
|
||||
return p.get_future();
|
||||
}
|
||||
|
||||
if (IsDeterministic(guessedCommandType)) {
|
||||
} else if (IsDeterministic(guessedCommandType)) {
|
||||
auto evaluation = EvaluateWithRandomness(
|
||||
pid,
|
||||
isDefender,
|
||||
@@ -533,9 +530,7 @@ auto AICommandEvaluator::EvaluateCommand(
|
||||
allCastleCoords,
|
||||
deadline);
|
||||
return std::move(evaluation.lookaheadScore);
|
||||
}
|
||||
|
||||
if (guessedDescriptor->HasOdds()) {
|
||||
} else if (guessedDescriptor->HasOdds()) {
|
||||
const auto successChancePercentile = guessedDescriptor->GetOddsPercentile();
|
||||
const double successChance = static_cast<double>(successChancePercentile) / 100.0;
|
||||
|
||||
@@ -580,47 +575,47 @@ auto AICommandEvaluator::EvaluateCommand(
|
||||
.score = std::lerp(failure.score, success.score, successChance),
|
||||
.completed = true};
|
||||
});
|
||||
} else {
|
||||
// For non-deterministic commands without odds, use multiple attempts
|
||||
std::vector<std::future<EvaluationResult>> lookaheadFutures;
|
||||
const int sampleCount = std::max(1, maxRepeatCount);
|
||||
lookaheadFutures.reserve(sampleCount);
|
||||
|
||||
for (int repeatIteration = 0; repeatIteration < sampleCount; repeatIteration++) {
|
||||
auto sequence = std::vector{RandomnessSampleForRepeat(repeatIteration, sampleCount)};
|
||||
auto evaluation = EvaluateWithRandomness(
|
||||
pid,
|
||||
isDefender,
|
||||
commandIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
std::make_shared<SequenceRandomGenerator>(sequence),
|
||||
guessedEngine,
|
||||
attackerStrategy,
|
||||
allCastleCoords,
|
||||
deadline);
|
||||
|
||||
lookaheadFutures.push_back(std::move(evaluation.lookaheadScore));
|
||||
}
|
||||
|
||||
// Return a future that computes the average when needed
|
||||
return std::async(
|
||||
std::launch::deferred,
|
||||
[lookaheadFutures = std::move(lookaheadFutures),
|
||||
sampleCount]() mutable -> EvaluationResult {
|
||||
ScoreValue total = 0.0;
|
||||
bool completed = true;
|
||||
for (auto& future : lookaheadFutures) {
|
||||
const auto result = future.get();
|
||||
if (!result.completed) { completed = false; }
|
||||
total += result.score;
|
||||
}
|
||||
if (!completed) { return EvaluationResult{.score = 0.0, .completed = false}; }
|
||||
return EvaluationResult{
|
||||
.score = total / static_cast<ScoreValue>(sampleCount),
|
||||
.completed = true};
|
||||
});
|
||||
}
|
||||
|
||||
// For non-deterministic commands without odds, use multiple attempts
|
||||
std::vector<std::future<EvaluationResult>> lookaheadFutures;
|
||||
const int sampleCount = std::max(1, maxRepeatCount);
|
||||
lookaheadFutures.reserve(sampleCount);
|
||||
|
||||
for (int repeatIteration = 0; repeatIteration < sampleCount; repeatIteration++) {
|
||||
auto sequence = std::vector{RandomnessSampleForRepeat(repeatIteration, sampleCount)};
|
||||
auto evaluation = EvaluateWithRandomness(
|
||||
pid,
|
||||
isDefender,
|
||||
commandIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
std::make_shared<SequenceRandomGenerator>(std::move(sequence)),
|
||||
guessedEngine,
|
||||
attackerStrategy,
|
||||
allCastleCoords,
|
||||
deadline);
|
||||
|
||||
lookaheadFutures.push_back(std::move(evaluation.lookaheadScore));
|
||||
}
|
||||
|
||||
// Return a future that computes the average when needed
|
||||
return std::async(
|
||||
std::launch::deferred,
|
||||
[lookaheadFutures = std::move(lookaheadFutures),
|
||||
sampleCount]() mutable -> EvaluationResult {
|
||||
ScoreValue total = 0.0;
|
||||
bool completed = true;
|
||||
for (auto& future : lookaheadFutures) {
|
||||
const auto result = future.get();
|
||||
if (!result.completed) { completed = false; }
|
||||
total += result.score;
|
||||
}
|
||||
if (!completed) { return EvaluationResult{.score = 0.0, .completed = false}; }
|
||||
return EvaluationResult{
|
||||
.score = total / static_cast<ScoreValue>(sampleCount),
|
||||
.completed = true};
|
||||
});
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -57,11 +57,11 @@ public:
|
||||
|
||||
/// Find the best command among all available commands at the given depth.
|
||||
struct IndexAndScore {
|
||||
size_t index{};
|
||||
CommandType type{};
|
||||
ScoreValue lookaheadScore{};
|
||||
ScoreValue immediateScore{};
|
||||
bool completed{};
|
||||
size_t index;
|
||||
CommandType type;
|
||||
ScoreValue lookaheadScore;
|
||||
ScoreValue immediateScore;
|
||||
bool completed;
|
||||
};
|
||||
|
||||
[[nodiscard]] auto FindBestCommand(
|
||||
@@ -81,8 +81,8 @@ private:
|
||||
BattalionTypeGetter battalionTypeGetter_; // Store by value
|
||||
|
||||
struct ImmediateAndLookaheadScore {
|
||||
ScoreValue immediateScore{};
|
||||
bool completed{};
|
||||
ScoreValue immediateScore;
|
||||
bool completed;
|
||||
std::future<EvaluationResult> lookaheadScore;
|
||||
};
|
||||
|
||||
|
||||
@@ -32,7 +32,6 @@ auto AIDefenderStrategySelector::BestDefenderStrategy(
|
||||
bool canFlee = false;
|
||||
|
||||
vector<UnitId> attackerUnitIdsRequiringWaterCrossing{};
|
||||
attackerUnitIdsRequiringWaterCrossing.reserve(gameState->units()->size());
|
||||
for (const auto& player : *gameState->player_infos()) {
|
||||
if (!player->is_defender()) {
|
||||
const auto& unitIdsRequiringWaterCrossing = UnitIdsRequiringWaterCrossing(
|
||||
|
||||
@@ -5,27 +5,15 @@
|
||||
#ifndef EAGLE0_SHARDOK_AI_AI_EXPERIMENT_CONFIG_HPP
|
||||
#define EAGLE0_SHARDOK_AI_AI_EXPERIMENT_CONFIG_HPP
|
||||
|
||||
#include <charconv>
|
||||
#include <cstdlib>
|
||||
#include <string_view>
|
||||
#include <system_error>
|
||||
#include <string>
|
||||
|
||||
namespace shardok {
|
||||
|
||||
inline auto CurrentAIExperimentId() -> int {
|
||||
const char* rawValue = std::getenv("SHARDOK_SCORING_EXPERIMENT_ID");
|
||||
if (rawValue == nullptr) { return 0; }
|
||||
|
||||
const std::string_view value(rawValue);
|
||||
if (value.empty()) { return 0; }
|
||||
|
||||
int experimentId = 0;
|
||||
const auto parseResult =
|
||||
std::from_chars(value.data(), value.data() + value.size(), experimentId);
|
||||
if (parseResult.ec != std::errc{} || parseResult.ptr != value.data() + value.size()) {
|
||||
return 0;
|
||||
}
|
||||
return experimentId;
|
||||
if (rawValue == nullptr || std::string(rawValue).empty()) { return 0; }
|
||||
return std::atoi(rawValue);
|
||||
}
|
||||
|
||||
inline auto IsAIExperiment(const int id) -> bool { return CurrentAIExperimentId() == id; }
|
||||
|
||||
@@ -5,6 +5,9 @@
|
||||
#ifndef EAGLE0_SHARDOK_AI_AI_MINIMUM_DISTANCE_AND_TARGET_HPP
|
||||
#define EAGLE0_SHARDOK_AI_AI_MINIMUM_DISTANCE_AND_TARGET_HPP
|
||||
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistances.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/common/coords.pb.h"
|
||||
@@ -12,6 +15,7 @@
|
||||
namespace shardok {
|
||||
|
||||
using net::eagle0::shardok::storage::fb::Coords;
|
||||
using std::shared_ptr;
|
||||
|
||||
struct CoordsAndDistance {
|
||||
Coords coords;
|
||||
|
||||
@@ -25,11 +25,6 @@ class AIEvaluationCounter {
|
||||
public:
|
||||
AIEvaluationCounter();
|
||||
~AIEvaluationCounter();
|
||||
AIEvaluationCounter(const AIEvaluationCounter&) = delete;
|
||||
auto operator=(const AIEvaluationCounter&) -> AIEvaluationCounter& = delete;
|
||||
AIEvaluationCounter(AIEvaluationCounter&&) = delete;
|
||||
auto operator=(AIEvaluationCounter&&) -> AIEvaluationCounter& = delete;
|
||||
|
||||
static int GetCurrentCount();
|
||||
};
|
||||
|
||||
@@ -46,8 +41,8 @@ struct AITimeBudget {
|
||||
// If isAllAiBattle is true, uses allAiBattleTimeBudgetMaximum instead of the normal maximum.
|
||||
auto CalculateTimeBudget(
|
||||
PlayerId playerId,
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const GameSettingsSPtr &settings,
|
||||
const GameStateW &state,
|
||||
size_t numCommands,
|
||||
bool isAllAiBattle) -> AITimeBudget;
|
||||
|
||||
|
||||
@@ -11,6 +11,10 @@
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using std::begin;
|
||||
using std::end;
|
||||
using std::shared_ptr;
|
||||
|
||||
constexpr double kProfessionValue = 200;
|
||||
constexpr double kVigorScoreMultiplier = 5.0;
|
||||
constexpr double kCastleMultiplierBonus = 1.0;
|
||||
@@ -276,7 +280,7 @@ auto GetRangedAttackBonus(
|
||||
const int meteorRange,
|
||||
const double minVigorToCast,
|
||||
const ActionPoints archeryActionPointCost) -> double {
|
||||
double bestRangedAttackValue = 0.0;
|
||||
vector<double> rangedAttackValues{};
|
||||
|
||||
const auto &enemyUnits = isAttacker ? defenderUnits : attackerUnits;
|
||||
const auto &friendlyUnits = isAttacker ? attackerUnits : defenderUnits;
|
||||
@@ -292,7 +296,7 @@ auto GetRangedAttackBonus(
|
||||
net::eagle0::shardok::storage::fb::MultiroundMagicState_NONE)) {
|
||||
if (unit->attached_hero().profession_info().meteor_cast_state() ==
|
||||
net::eagle0::shardok::storage::fb::MultiroundMagicState_NONE) {
|
||||
bestRangedAttackValue = std::max(bestRangedAttackValue, lightningValue(unit));
|
||||
rangedAttackValues.push_back(lightningValue(unit));
|
||||
} else {
|
||||
const double mv = meteorValue(
|
||||
unit,
|
||||
@@ -302,14 +306,14 @@ auto GetRangedAttackBonus(
|
||||
friendlyUnits,
|
||||
meteorRange,
|
||||
minVigorToCast);
|
||||
bestRangedAttackValue = std::max(bestRangedAttackValue, mv);
|
||||
rangedAttackValues.push_back(mv);
|
||||
}
|
||||
}
|
||||
|
||||
if (attackLocations.EngineerLocations().Contains(unitLocation) && unit->has_attached_hero() &&
|
||||
unit->attached_hero().profession_info().profession() ==
|
||||
net::eagle0::shardok::storage::fb::Profession_ENGINEER) {
|
||||
bestRangedAttackValue = std::max(bestRangedAttackValue, reduceValue(unit, terrain));
|
||||
rangedAttackValues.push_back(reduceValue(unit, terrain));
|
||||
}
|
||||
|
||||
if (attackLocations.NecromancerLocations().Contains(unitLocation) &&
|
||||
@@ -317,24 +321,23 @@ auto GetRangedAttackBonus(
|
||||
unit->attached_hero().profession_info().profession() ==
|
||||
net::eagle0::shardok::storage::fb::Profession_NECROMANCER &&
|
||||
unit->attached_hero().control_info().controlled_unit_id() != -1) {
|
||||
bestRangedAttackValue = std::max(bestRangedAttackValue, fearValue(enemyUnits));
|
||||
rangedAttackValues.push_back(fearValue(enemyUnits));
|
||||
}
|
||||
|
||||
if (attackLocations.ArcheryLocations().Contains(unitLocation) &&
|
||||
unit->volleys_remaining() > 0) {
|
||||
bestRangedAttackValue =
|
||||
std::max(bestRangedAttackValue, archeryValue(enemyUnits, canShootNow));
|
||||
rangedAttackValues.push_back(archeryValue(enemyUnits, canShootNow));
|
||||
}
|
||||
|
||||
// Longbowmen in castle can archer adjacent
|
||||
if (attackLocations.AdjacentLocations().Contains(unitLocation) &&
|
||||
unit->volleys_remaining() > 0 && terrain->modifier().castle().present() &&
|
||||
unit->battalion().type() == net::eagle0::shardok::storage::fb::BattalionTypeId_LONGBOWMEN) {
|
||||
bestRangedAttackValue =
|
||||
std::max(bestRangedAttackValue, archeryValue(enemyUnits, canShootNow));
|
||||
rangedAttackValues.push_back(archeryValue(enemyUnits, canShootNow));
|
||||
}
|
||||
|
||||
return bestRangedAttackValue;
|
||||
if (rangedAttackValues.empty()) return 0.0;
|
||||
return *std::max_element(begin(rangedAttackValues), end(rangedAttackValues));
|
||||
}
|
||||
|
||||
auto UnitValue(
|
||||
|
||||
@@ -18,7 +18,7 @@ TranspositionTable::TranspositionTable() : table(TABLE_SIZE) {
|
||||
clear();
|
||||
}
|
||||
|
||||
auto TranspositionTable::hashGameState(const GameStateW& state) const -> uint64_t {
|
||||
uint64_t TranspositionTable::hashGameState(const GameStateW& state) const {
|
||||
// The FlatBuffer is contiguous in memory and units are sorted by ID,
|
||||
// so we can just hash the raw bytes for order-independent hashing
|
||||
// Use ComputeFNV1aHash to avoid creating a string copy
|
||||
|
||||
@@ -28,8 +28,8 @@ public:
|
||||
std::atomic<uint64_t> stores{0};
|
||||
std::atomic<uint64_t> collisions{0};
|
||||
|
||||
[[nodiscard]] auto hitRate() const -> double {
|
||||
const uint64_t p = probes.load();
|
||||
double hitRate() const {
|
||||
uint64_t p = probes.load();
|
||||
return p > 0 ? (100.0 * hits.load() / p) : 0.0;
|
||||
}
|
||||
|
||||
@@ -60,7 +60,7 @@ private:
|
||||
std::atomic<uint16_t> current_age{0};
|
||||
|
||||
// Hash function for FlatBuffer game state
|
||||
[[nodiscard]] auto hashGameState(const GameStateW& state) const -> uint64_t;
|
||||
uint64_t hashGameState(const GameStateW& state) const;
|
||||
|
||||
public:
|
||||
TranspositionTable();
|
||||
@@ -78,7 +78,7 @@ public:
|
||||
void incrementAge() { current_age++; }
|
||||
|
||||
// Get statistics
|
||||
[[nodiscard]] auto getStats() const -> const Stats& { return stats; }
|
||||
const Stats& getStats() const { return stats; }
|
||||
|
||||
// Print statistics to stdout
|
||||
void printStats() const;
|
||||
|
||||
@@ -37,23 +37,6 @@ auto LegalActionsCacheKey(const uint64_t stateHash, const bool rootIsDefender) -
|
||||
return rootIsDefender ? stateHash ^ kDefenderRoleHash : stateHash;
|
||||
}
|
||||
|
||||
auto SortActionsByWeight(
|
||||
std::vector<std::unique_ptr<MCTSAction>> actions,
|
||||
const std::vector<double>& weights) -> std::vector<std::unique_ptr<MCTSAction>> {
|
||||
std::vector<size_t> sortedIndices(actions.size());
|
||||
std::iota(sortedIndices.begin(), sortedIndices.end(), 0);
|
||||
|
||||
std::sort(sortedIndices.begin(), sortedIndices.end(), [&weights](size_t a, size_t b) {
|
||||
return weights[a] > weights[b];
|
||||
});
|
||||
|
||||
std::vector<std::unique_ptr<MCTSAction>> sortedActions;
|
||||
sortedActions.reserve(actions.size());
|
||||
for (size_t idx : sortedIndices) { sortedActions.push_back(std::move(actions[idx])); }
|
||||
|
||||
return sortedActions;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
// Shared cache for legal actions (uses lock-free parallel hash map for thread safety)
|
||||
@@ -299,7 +282,19 @@ std::vector<std::unique_ptr<MCTSAction>> ShardokGameEngine::getLegalActions(
|
||||
|
||||
// Sort actions by weight (descending) to ensure MCTS explores high-value actions first
|
||||
const std::vector<double> weights = getActionWeights(actions, state);
|
||||
return SortActionsByWeight(std::move(actions), weights);
|
||||
|
||||
std::vector<size_t> sortedIndices(actions.size());
|
||||
std::iota(sortedIndices.begin(), sortedIndices.end(), 0);
|
||||
|
||||
std::sort(sortedIndices.begin(), sortedIndices.end(), [&weights](size_t a, size_t b) {
|
||||
return weights[a] > weights[b];
|
||||
});
|
||||
|
||||
std::vector<std::unique_ptr<MCTSAction>> sortedActions;
|
||||
sortedActions.reserve(actions.size());
|
||||
for (size_t idx : sortedIndices) { sortedActions.push_back(std::move(actions[idx])); }
|
||||
|
||||
return sortedActions;
|
||||
}
|
||||
|
||||
cacheMisses_.fetch_add(1, std::memory_order_relaxed);
|
||||
@@ -360,7 +355,20 @@ std::vector<std::unique_ptr<MCTSAction>> ShardokGameEngine::getLegalActions(
|
||||
// get explored deeply. Original indices are preserved in ShardokAction::getIndex()
|
||||
const std::vector<double> weights = getActionWeights(actions, state);
|
||||
|
||||
actions = SortActionsByWeight(std::move(actions), weights);
|
||||
// Create index vector for sorting
|
||||
std::vector<size_t> sortedIndices(actions.size());
|
||||
std::iota(sortedIndices.begin(), sortedIndices.end(), 0);
|
||||
|
||||
// Sort indices by weight (descending)
|
||||
std::sort(sortedIndices.begin(), sortedIndices.end(), [&weights](size_t a, size_t b) {
|
||||
return weights[a] > weights[b];
|
||||
});
|
||||
|
||||
// Reorder actions according to sorted indices
|
||||
std::vector<std::unique_ptr<MCTSAction>> sortedActions;
|
||||
sortedActions.reserve(actions.size());
|
||||
for (size_t idx : sortedIndices) { sortedActions.push_back(std::move(actions[idx])); }
|
||||
actions = std::move(sortedActions);
|
||||
|
||||
const auto actionsEnd = std::chrono::high_resolution_clock::now();
|
||||
timeInLegalActionsComputation_.fetch_add(
|
||||
|
||||
@@ -5,6 +5,8 @@
|
||||
#ifndef EAGLE0_SHARDOK_AI_SCORE_AI_SCORE_CALCULATOR_HPP
|
||||
#define EAGLE0_SHARDOK_AI_SCORE_AI_SCORE_CALCULATOR_HPP
|
||||
|
||||
#include <future>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
@@ -14,6 +16,7 @@
|
||||
namespace shardok {
|
||||
|
||||
using shardok::PlayerId;
|
||||
using std::future;
|
||||
|
||||
using ScoreValue = double;
|
||||
|
||||
|
||||
@@ -160,8 +160,6 @@ auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
ActionPoints braveWaterCost) -> ScoreValue {
|
||||
vector<const Unit*> playerUnits{};
|
||||
vector<const Unit*> claimablePlayerUnits{};
|
||||
playerUnits.reserve(gameState->units()->size());
|
||||
claimablePlayerUnits.reserve(gameState->units()->size());
|
||||
for (const Unit* unit : *gameState->units()) {
|
||||
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
|
||||
unit->player_id() == player->player_id()) {
|
||||
@@ -262,8 +260,6 @@ auto LastPlayerStandingVictoryScore(
|
||||
|
||||
vector<const Unit*> playerUnits{};
|
||||
vector<const Unit*> otherUnits{};
|
||||
playerUnits.reserve(gameState->units()->size());
|
||||
otherUnits.reserve(gameState->units()->size());
|
||||
|
||||
for (const Unit* unit : *gameState->units()) {
|
||||
if (unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
|
||||
|
||||
@@ -144,10 +144,6 @@ private:
|
||||
|
||||
public:
|
||||
AttackerScoreTimer() : startTime(std::chrono::high_resolution_clock::now()) {}
|
||||
AttackerScoreTimer(const AttackerScoreTimer &) = delete;
|
||||
auto operator=(const AttackerScoreTimer &) -> AttackerScoreTimer & = delete;
|
||||
AttackerScoreTimer(AttackerScoreTimer &&) = delete;
|
||||
auto operator=(AttackerScoreTimer &&) -> AttackerScoreTimer & = delete;
|
||||
|
||||
~AttackerScoreTimer() {
|
||||
auto endTime = std::chrono::high_resolution_clock::now();
|
||||
|
||||
@@ -47,19 +47,19 @@ auto AbstractAIScoreCalculator::CalculateUnitsScoreComponents(
|
||||
// Memoization cache for EffectiveDistance calls
|
||||
EffectiveDistanceCache distanceCache;
|
||||
|
||||
// Early return for empty game states
|
||||
const size_t estimatedUnitCount = cachedUnits->size();
|
||||
if (estimatedUnitCount == 0) { return UnitsScoreComponents{0.0, 0.0}; }
|
||||
|
||||
std::vector<const Unit *> attackerUnits{};
|
||||
std::vector<const Unit *> defenderUnits{};
|
||||
// Pre-allocate vectors based on estimated unit ratios to avoid reallocations
|
||||
attackerUnits.reserve(estimatedUnitCount);
|
||||
defenderUnits.reserve(estimatedUnitCount);
|
||||
const size_t estimatedUnitCount = cachedUnits->size();
|
||||
attackerUnits.reserve(estimatedUnitCount - 1);
|
||||
defenderUnits.reserve(estimatedUnitCount - 1);
|
||||
|
||||
double attackerUnitsValue = 0;
|
||||
double defenderUnitsValue = 0;
|
||||
|
||||
// Early return for empty game states
|
||||
if (cachedUnits->size() == 0) { return UnitsScoreComponents{0.0, 0.0}; }
|
||||
|
||||
auto occupants = Occupants(*cachedUnits, cachedRowCount, cachedColumnCount);
|
||||
|
||||
for (const Unit *unit : *cachedUnits) {
|
||||
|
||||
@@ -8,7 +8,6 @@
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <stdexcept>
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/RandomGenerator.hpp"
|
||||
@@ -333,7 +332,6 @@ GameStateW AiBattleSimulator::CreateInitialGameState() const {
|
||||
|
||||
// Create player info protos
|
||||
std::vector<net::eagle0::shardok::common::PlayerInfo> playerInfoProtos;
|
||||
playerInfoProtos.reserve(2);
|
||||
|
||||
// Attacker info
|
||||
net::eagle0::shardok::common::PlayerInfo attackerInfo;
|
||||
@@ -344,7 +342,7 @@ GameStateW AiBattleSimulator::CreateInitialGameState() const {
|
||||
net::eagle0::shardok::common::VICTORY_CONDITION_LAST_PLAYER_STANDING);
|
||||
attackerInfo.add_victory_conditions(
|
||||
net::eagle0::shardok::common::VICTORY_CONDITION_HOLDS_CRITICAL_TILES);
|
||||
playerInfoProtos.push_back(std::move(attackerInfo));
|
||||
playerInfoProtos.push_back(attackerInfo);
|
||||
|
||||
// Defender info
|
||||
net::eagle0::shardok::common::PlayerInfo defenderInfo;
|
||||
@@ -355,11 +353,10 @@ GameStateW AiBattleSimulator::CreateInitialGameState() const {
|
||||
net::eagle0::shardok::common::VICTORY_CONDITION_LAST_PLAYER_STANDING);
|
||||
defenderInfo.add_victory_conditions(
|
||||
net::eagle0::shardok::common::VICTORY_CONDITION_WIN_AFTER_MAX_ROUNDS);
|
||||
playerInfoProtos.push_back(std::move(defenderInfo));
|
||||
playerInfoProtos.push_back(defenderInfo);
|
||||
|
||||
// Create units from config
|
||||
std::vector<net::eagle0::shardok::storage::fb::Unit> units;
|
||||
units.reserve(config_.attacker().units_size() + config_.defender().units_size());
|
||||
|
||||
// Attacker units
|
||||
const int attackerUnitCount = config_.attacker().units_size();
|
||||
@@ -453,7 +450,7 @@ GameStateW AiBattleSimulator::CreateInitialGameState() const {
|
||||
unit.mutable_opponent_knowledge()->Mutate(0, 0);
|
||||
unit.mutable_opponent_knowledge()->Mutate(1, 0);
|
||||
|
||||
units.push_back(std::move(unit));
|
||||
units.push_back(unit);
|
||||
}
|
||||
|
||||
// Defender units
|
||||
@@ -549,7 +546,7 @@ GameStateW AiBattleSimulator::CreateInitialGameState() const {
|
||||
unit.mutable_opponent_knowledge()->Mutate(0, 0);
|
||||
unit.mutable_opponent_knowledge()->Mutate(1, 0);
|
||||
|
||||
units.push_back(std::move(unit));
|
||||
units.push_back(unit);
|
||||
}
|
||||
|
||||
// Create game state
|
||||
@@ -917,7 +914,6 @@ BattleResult AiBattleSimulator::CreateResultFromGameState(
|
||||
// Collect surviving units (for winner, or all units if draw)
|
||||
const auto* units = state->units();
|
||||
if (units) {
|
||||
result.survivingUnits.reserve(units->size());
|
||||
for (const auto* unit : *units) {
|
||||
if (!unit) { continue; }
|
||||
|
||||
|
||||
@@ -88,7 +88,8 @@ void GenerateConfigFile(const std::string& outputPath) {
|
||||
// Output to file
|
||||
std::ofstream outFile(outputPath);
|
||||
if (!outFile.is_open()) {
|
||||
throw std::runtime_error("Failed to open output file: " + outputPath);
|
||||
std::cerr << "Error: Failed to open output file: " << outputPath << "\n";
|
||||
std::exit(1);
|
||||
}
|
||||
outFile << jsonString << "\n";
|
||||
std::cout << "Sample config written to: " << outputPath << "\n";
|
||||
@@ -294,7 +295,8 @@ BattleResult RunBattle(
|
||||
|
||||
if (!config) {
|
||||
restoreOutput();
|
||||
throw std::runtime_error("Failed to load config file");
|
||||
std::cerr << "Error: Failed to load config file\n";
|
||||
std::exit(1);
|
||||
}
|
||||
|
||||
// Create simulator
|
||||
@@ -326,8 +328,6 @@ int main(int argc, char* argv[]) {
|
||||
|
||||
std::vector<std::string> configPaths;
|
||||
std::vector<std::string> statePaths;
|
||||
configPaths.reserve(argc - 1);
|
||||
statePaths.reserve(argc - 1);
|
||||
std::string outputPath;
|
||||
std::string tracePath;
|
||||
std::string runLabel;
|
||||
|
||||
+3
-2
@@ -2,6 +2,7 @@
|
||||
// Converts saved Eagle ShardokBattle/GameState protobuf blobs into AI battle configs.
|
||||
//
|
||||
|
||||
#include <cstdlib>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <optional>
|
||||
@@ -145,9 +146,9 @@ int main(int argc, char *argv[]) {
|
||||
} else if (arg.starts_with("--output=")) {
|
||||
outputPath = arg.substr(9);
|
||||
} else if (arg.starts_with("--seed=")) {
|
||||
seed = std::stoi(arg.substr(7));
|
||||
seed = std::atoi(arg.substr(7).c_str());
|
||||
} else if (arg.starts_with("--max-rounds=")) {
|
||||
maxRounds = std::stoi(arg.substr(13));
|
||||
maxRounds = std::atoi(arg.substr(13).c_str());
|
||||
} else if (arg.starts_with("--attacker-scoring=")) {
|
||||
const auto scoring = ParseScoring(arg.substr(19));
|
||||
if (!scoring.has_value()) { throw std::runtime_error("Unknown attacker scoring"); }
|
||||
|
||||
-4
@@ -115,7 +115,6 @@ int main(int argc, char *argv[]) {
|
||||
std::string resultPath;
|
||||
std::string stateFbPath;
|
||||
std::vector<std::string> actionViewPaths;
|
||||
actionViewPaths.reserve(argc - 1);
|
||||
|
||||
for (int i = 1; i < argc; ++i) {
|
||||
const std::string arg = argv[i];
|
||||
@@ -146,9 +145,6 @@ int main(int argc, char *argv[]) {
|
||||
std::vector<int> attackerFactions;
|
||||
std::vector<int> defenderFactions;
|
||||
std::vector<std::string> playerSides;
|
||||
attackerFactions.reserve(battle.players_size());
|
||||
defenderFactions.reserve(battle.players_size());
|
||||
playerSides.reserve(battle.players_size());
|
||||
bool aiVsAi = true;
|
||||
for (const auto &player : battle.players()) {
|
||||
if (player.eagle_fid() == 3 || player.eagle_fid() == 4) { aiVsAi = false; }
|
||||
|
||||
@@ -4,10 +4,9 @@
|
||||
|
||||
#include "AIPerformanceRunner.hpp"
|
||||
|
||||
#include <cstdlib>
|
||||
#include <iomanip>
|
||||
#include <iostream>
|
||||
#include <optional>
|
||||
#include <stdexcept>
|
||||
#include <string>
|
||||
|
||||
#include "PerformanceTestGameStateBuilder.hpp"
|
||||
@@ -48,7 +47,7 @@ auto CompletionReasonToString(EvaluationCompletionReason reason) -> std::string
|
||||
/**
|
||||
* Parse command line arguments into a configuration struct.
|
||||
*/
|
||||
auto ParseCommandLineArgs(int argc, char* argv[]) -> std::optional<PerformanceTestConfig> {
|
||||
auto ParseCommandLineArgs(int argc, char* argv[]) -> PerformanceTestConfig {
|
||||
PerformanceTestConfig config;
|
||||
|
||||
for (int i = 1; i < argc; ++i) {
|
||||
@@ -64,7 +63,7 @@ auto ParseCommandLineArgs(int argc, char* argv[]) -> std::optional<PerformanceTe
|
||||
<< " --defender=BOOL AI is defender (default: false)\n"
|
||||
<< " --verbose Enable verbose output\n"
|
||||
<< " --help, -h Show this help message\n";
|
||||
return std::nullopt;
|
||||
std::exit(0);
|
||||
} else if (arg.starts_with("--map=")) {
|
||||
config.mapName = arg.substr(6);
|
||||
} else if (arg.starts_with("--turns=")) {
|
||||
@@ -75,8 +74,9 @@ auto ParseCommandLineArgs(int argc, char* argv[]) -> std::optional<PerformanceTe
|
||||
} else if (arg == "--verbose") {
|
||||
config.verbose = true;
|
||||
} else {
|
||||
throw std::invalid_argument(
|
||||
"Unknown argument: " + arg + "\nUse --help for usage information.");
|
||||
std::cerr << "Unknown argument: " << arg << "\n";
|
||||
std::cerr << "Use --help for usage information.\n";
|
||||
std::exit(1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -96,9 +96,7 @@ int main(int argc, char* argv[]) {
|
||||
std::cout << "==============================\n";
|
||||
|
||||
// Parse command line arguments
|
||||
const auto parsedConfig = ParseCommandLineArgs(argc, argv);
|
||||
if (!parsedConfig.has_value()) { return 0; }
|
||||
const auto& config = parsedConfig.value();
|
||||
auto config = ParseCommandLineArgs(argc, argv);
|
||||
|
||||
if (config.verbose) {
|
||||
std::cout << "Configuration:\n";
|
||||
@@ -165,7 +163,6 @@ int main(int argc, char* argv[]) {
|
||||
std::cout << "Running AI performance test for " << config.numTurns << " turns...\n";
|
||||
|
||||
std::vector<AIPerformanceMetrics> metrics;
|
||||
if (config.numTurns > 0) { metrics.reserve(config.numTurns); }
|
||||
|
||||
for (int turn = 0; turn < config.numTurns; ++turn) {
|
||||
// Check if AI can make a move
|
||||
|
||||
+6
-12
@@ -4,9 +4,7 @@
|
||||
|
||||
#include "PerformanceTestGameStateBuilder.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <filesystem>
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai_testing_common/GameSettingsFactory.hpp"
|
||||
@@ -55,7 +53,6 @@ auto PerformanceTestGameStateBuilder::CreateCustomTestGameState(
|
||||
|
||||
// Create player info protos
|
||||
std::vector<net::eagle0::shardok::common::PlayerInfo> playerInfoProtos;
|
||||
playerInfoProtos.reserve(2);
|
||||
|
||||
// AI player
|
||||
net::eagle0::shardok::common::PlayerInfo aiPlayerInfo;
|
||||
@@ -71,7 +68,7 @@ auto PerformanceTestGameStateBuilder::CreateCustomTestGameState(
|
||||
aiPlayerInfo.add_victory_conditions(
|
||||
net::eagle0::shardok::common::VICTORY_CONDITION_HOLDS_CRITICAL_TILES);
|
||||
}
|
||||
playerInfoProtos.push_back(std::move(aiPlayerInfo));
|
||||
playerInfoProtos.push_back(aiPlayerInfo);
|
||||
|
||||
// Human player
|
||||
net::eagle0::shardok::common::PlayerInfo humanPlayerInfo;
|
||||
@@ -87,16 +84,13 @@ auto PerformanceTestGameStateBuilder::CreateCustomTestGameState(
|
||||
humanPlayerInfo.add_victory_conditions(
|
||||
net::eagle0::shardok::common::VICTORY_CONDITION_HOLDS_CRITICAL_TILES);
|
||||
}
|
||||
playerInfoProtos.push_back(std::move(humanPlayerInfo));
|
||||
playerInfoProtos.push_back(humanPlayerInfo);
|
||||
|
||||
// Create units
|
||||
const int clampedAiUnitCount = std::clamp(aiUnitCount, 0, 6);
|
||||
const int clampedHumanUnitCount = std::clamp(humanUnitCount, 0, 6);
|
||||
std::vector<net::eagle0::shardok::storage::fb::Unit> units;
|
||||
units.reserve(clampedAiUnitCount + clampedHumanUnitCount);
|
||||
|
||||
// Create AI units in reserve (location -1, -1)
|
||||
for (int i = 0; i < clampedAiUnitCount; ++i) {
|
||||
for (int i = 0; i < aiUnitCount && i < 6; ++i) {
|
||||
units.push_back(AddGenericUnit(
|
||||
AI_PLAYER_ID,
|
||||
i, // Unit ID
|
||||
@@ -107,10 +101,10 @@ auto PerformanceTestGameStateBuilder::CreateCustomTestGameState(
|
||||
}
|
||||
|
||||
// Create human units in reserve (location -1, -1)
|
||||
for (int i = 0; i < clampedHumanUnitCount; ++i) {
|
||||
for (int i = 0; i < humanUnitCount && i < 6; ++i) {
|
||||
units.push_back(AddGenericUnit(
|
||||
HUMAN_PLAYER_ID,
|
||||
clampedAiUnitCount + i, // Unit ID starting after generated AI units
|
||||
aiUnitCount + i, // Unit ID starting aiUnitCount
|
||||
net::eagle0::shardok::storage::fb::Coords(-1, -1), // Reserve location
|
||||
NO_PROFESSION,
|
||||
HEAVY_INFANTRY_BATTALION_TYPE,
|
||||
@@ -241,4 +235,4 @@ auto PerformanceTestGameStateBuilder::AddGenericUnit(
|
||||
return unit;
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
} // namespace shardok
|
||||
@@ -24,6 +24,11 @@
|
||||
|
||||
namespace shardok {
|
||||
using net::eagle0::common::ScopedShardokLatencyTrace;
|
||||
using std::condition_variable;
|
||||
using std::mutex;
|
||||
using std::scoped_lock;
|
||||
using std::unique_lock;
|
||||
using std::weak_ptr;
|
||||
|
||||
using net::eagle0::shardok::common::GameStatus;
|
||||
|
||||
@@ -61,9 +66,9 @@ public:
|
||||
[[nodiscard]] auto what() const noexcept -> const char * override { return message.c_str(); }
|
||||
};
|
||||
|
||||
std::vector<std::shared_ptr<ShardokAIClient>> ShardokGameController::MakeAIClients(
|
||||
const std::unique_ptr<ShardokEngine> &e) {
|
||||
std::vector<std::shared_ptr<ShardokAIClient>> aic;
|
||||
vector<shared_ptr<ShardokAIClient>> ShardokGameController::MakeAIClients(
|
||||
const unique_ptr<ShardokEngine> &e) {
|
||||
vector<shared_ptr<ShardokAIClient>> aic;
|
||||
|
||||
mcts::MCTSConfig mctsConfig;
|
||||
mctsConfig.backpropagationPolicy = mcts::MCTSBackpropagationPolicy::MINIMAX;
|
||||
@@ -73,7 +78,6 @@ std::vector<std::shared_ptr<ShardokAIClient>> ShardokGameController::MakeAIClien
|
||||
|
||||
// Check if all players are AI - if so, use faster time budgets
|
||||
const auto &playerInfos = e->GetPlayerInfos();
|
||||
aic.reserve(playerInfos.size());
|
||||
const bool isAllAiBattle =
|
||||
std::ranges::all_of(playerInfos, [](const auto &pi) { return pi.is_ai(); });
|
||||
|
||||
@@ -103,7 +107,7 @@ std::vector<std::shared_ptr<ShardokAIClient>> ShardokGameController::MakeAIClien
|
||||
void ShardokGameController::LockedNotifyClients() const { updateCondition.notify_all(); }
|
||||
|
||||
auto ShardokGameController::LockedAIClientForPid(PlayerId pid) const
|
||||
-> std::shared_ptr<ShardokAIClient> {
|
||||
-> shared_ptr<ShardokAIClient> {
|
||||
const auto it = std::ranges::find_if(aiClients, [pid](const auto &client) {
|
||||
return client->GetPlayerId() == pid;
|
||||
});
|
||||
@@ -116,7 +120,7 @@ void ShardokGameController::DoAIThread() {
|
||||
|
||||
while (aiThreadKeepGoing) {
|
||||
// Phase 1: Gather data for AI decision (brief lock)
|
||||
std::shared_ptr<ShardokAIClient> aiClient;
|
||||
shared_ptr<ShardokAIClient> aiClient;
|
||||
PlayerId playerId;
|
||||
GameSettingsSPtr settings;
|
||||
net::eagle0::shardok::api::GameStateView gsv;
|
||||
@@ -124,7 +128,7 @@ void ShardokGameController::DoAIThread() {
|
||||
size_t expectedHistoryCount;
|
||||
|
||||
{
|
||||
std::unique_lock lk(masterLock);
|
||||
unique_lock lk(masterLock);
|
||||
|
||||
if (engine->GameIsOver()) {
|
||||
aiThreadKeepGoing = false;
|
||||
@@ -168,7 +172,7 @@ void ShardokGameController::DoAIThread() {
|
||||
|
||||
// Phase 3: Post the command (brief lock)
|
||||
{
|
||||
std::unique_lock lk(masterLock);
|
||||
unique_lock lk(masterLock);
|
||||
|
||||
// Verify state hasn't changed while we were thinking
|
||||
if (engine->GetUnfilteredHistoryCount() != expectedHistoryCount) {
|
||||
@@ -224,7 +228,7 @@ void ShardokGameController::DoAIThread() {
|
||||
|
||||
ShardokGameController::~ShardokGameController() {
|
||||
{
|
||||
std::unique_lock lk(masterLock);
|
||||
unique_lock lk(masterLock);
|
||||
aiThreadKeepGoing = false;
|
||||
aiCondition.notify_one();
|
||||
}
|
||||
@@ -232,7 +236,7 @@ ShardokGameController::~ShardokGameController() {
|
||||
}
|
||||
|
||||
void CheckFactionId(
|
||||
const std::unique_ptr<ShardokEngine> &engine,
|
||||
const unique_ptr<ShardokEngine> &engine,
|
||||
const PlayerId shardokPlayerId,
|
||||
const int eagleFactionId) {
|
||||
bool found = false;
|
||||
@@ -252,7 +256,7 @@ void ShardokGameController::PostCommand(
|
||||
const int eagleFactionId,
|
||||
const int64_t token,
|
||||
const int64_t commandIndex,
|
||||
const std::optional<int32_t> roll) {
|
||||
const optional<int32_t> roll) {
|
||||
ScopedShardokLatencyTrace totalTrace(
|
||||
"controller_post_command_total",
|
||||
cachedGameId,
|
||||
@@ -260,7 +264,7 @@ void ShardokGameController::PostCommand(
|
||||
{"eagle_faction_id", std::to_string(eagleFactionId)},
|
||||
{"token", std::to_string(token)},
|
||||
{"command_index", std::to_string(commandIndex)}});
|
||||
std::scoped_lock<std::mutex> guard(masterLock);
|
||||
scoped_lock<mutex> guard(masterLock);
|
||||
|
||||
CheckFactionId(engine, shardokPlayerId, eagleFactionId);
|
||||
|
||||
@@ -299,7 +303,7 @@ void ShardokGameController::PostPlacementCommands(
|
||||
const PlayerId shardokPlayerId,
|
||||
const int eagleFactionId,
|
||||
const int64_t token,
|
||||
const std::vector<UnitPlacementInfo> &infos) {
|
||||
const vector<UnitPlacementInfo> &infos) {
|
||||
ScopedShardokLatencyTrace totalTrace(
|
||||
"controller_post_placement_commands_total",
|
||||
cachedGameId,
|
||||
@@ -308,7 +312,7 @@ void ShardokGameController::PostPlacementCommands(
|
||||
{"token", std::to_string(token)},
|
||||
{"placement_count", std::to_string(infos.size())}});
|
||||
{
|
||||
std::scoped_lock<std::mutex> guard(masterLock);
|
||||
scoped_lock<mutex> guard(masterLock);
|
||||
|
||||
CheckFactionId(engine, shardokPlayerId, eagleFactionId);
|
||||
|
||||
@@ -352,7 +356,7 @@ void ShardokGameController::PostPlacementCommands(
|
||||
}
|
||||
|
||||
auto ShardokGameController::GetCurrentGameStateBytes() -> byte_vector {
|
||||
std::scoped_lock<std::mutex> guard(masterLock);
|
||||
scoped_lock<mutex> guard(masterLock);
|
||||
return engine->GetCurrentGameStateBytes();
|
||||
}
|
||||
|
||||
@@ -364,9 +368,9 @@ auto ShardokGameController::GetUpdates(const int64_t startingActionId) -> AllUpd
|
||||
AllUpdates updates{};
|
||||
|
||||
incomingRegistrations++;
|
||||
std::vector<net::eagle0::shardok::storage::ShardokActionWithResultingState> awrs;
|
||||
vector<net::eagle0::shardok::storage::ShardokActionWithResultingState> awrs;
|
||||
{
|
||||
std::unique_lock<std::mutex> guard(masterLock);
|
||||
unique_lock<mutex> guard(masterLock);
|
||||
|
||||
updates.newUnfilteredCount = engine->GetUnfilteredHistoryCount();
|
||||
|
||||
@@ -396,7 +400,7 @@ auto ShardokGameController::GetUpdates(const int64_t startingActionId) -> AllUpd
|
||||
|
||||
auto fid = pi.eagle_faction_id();
|
||||
|
||||
std::vector<net::eagle0::shardok::api::ActionResultView> actionResultViews;
|
||||
vector<net::eagle0::shardok::api::ActionResultView> actionResultViews;
|
||||
{
|
||||
ScopedShardokLatencyTrace trace(
|
||||
"engine_filter_new_results",
|
||||
@@ -407,7 +411,7 @@ auto ShardokGameController::GetUpdates(const int64_t startingActionId) -> AllUpd
|
||||
actionResultViews = engine->FilterNewResults(pi.player_id(), startingActionId);
|
||||
}
|
||||
|
||||
std::shared_ptr<AvailableCommands> acs = nullptr;
|
||||
shared_ptr<AvailableCommands> acs = nullptr;
|
||||
|
||||
const auto availableCommands = [&] {
|
||||
ScopedShardokLatencyTrace trace(
|
||||
@@ -426,11 +430,9 @@ auto ShardokGameController::GetUpdates(const int64_t startingActionId) -> AllUpd
|
||||
|
||||
if (!availableCommands.empty() || !previewCommands.empty()) {
|
||||
acs = std::make_shared<AvailableCommands>();
|
||||
acs->mutable_current_command()->Reserve(availableCommands.size());
|
||||
*acs->mutable_current_command() = {
|
||||
std::begin(availableCommands),
|
||||
std::end(availableCommands)};
|
||||
acs->mutable_preview_command()->Reserve(previewCommands.size());
|
||||
*acs->mutable_preview_command() = {
|
||||
std::begin(previewCommands),
|
||||
std::end(previewCommands)};
|
||||
@@ -481,7 +483,6 @@ auto ShardokGameController::GetUpdates(const int64_t startingActionId) -> AllUpd
|
||||
// Extract battle progress data from the FlatBuffer game state
|
||||
const auto *gs = engine->GetCurrentGameState().Get();
|
||||
updates.currentRound = gs->current_round();
|
||||
updates.playerTroopCounts.reserve(gs->player_infos()->size());
|
||||
for (const auto *player : *gs->player_infos()) {
|
||||
int32_t troopCount = 0;
|
||||
for (const auto *unit : *gs->units()) {
|
||||
@@ -503,37 +504,36 @@ auto ShardokGameController::GetUpdates(const int64_t startingActionId) -> AllUpd
|
||||
}
|
||||
|
||||
auto ShardokGameController::GameIsOver() -> bool {
|
||||
std::scoped_lock<std::mutex> guard(masterLock);
|
||||
scoped_lock<mutex> guard(masterLock);
|
||||
|
||||
const auto &gameStatus = engine->GetGameStatus();
|
||||
return ShardokEngine::GameIsOver(gameStatus);
|
||||
}
|
||||
|
||||
auto ShardokGameController::GameOverStatus() -> net::eagle0::shardok::common::GameStatus {
|
||||
std::scoped_lock<std::mutex> guard(masterLock);
|
||||
scoped_lock<mutex> guard(masterLock);
|
||||
|
||||
return fb::ToProto(engine->GetGameStatus());
|
||||
}
|
||||
|
||||
auto ShardokGameController::EndGameUnits()
|
||||
-> std::vector<net::eagle0::shardok::storage::ResolvedUnit> {
|
||||
std::scoped_lock<std::mutex> guard(masterLock);
|
||||
auto ShardokGameController::EndGameUnits() -> vector<net::eagle0::shardok::storage::ResolvedUnit> {
|
||||
scoped_lock<mutex> guard(masterLock);
|
||||
return engine->EndGameUnits();
|
||||
}
|
||||
|
||||
auto ShardokGameController::ResolvedPlayerInfos()
|
||||
-> std::vector<net::eagle0::shardok::common::PlayerInfo> {
|
||||
std::scoped_lock<std::mutex> guard(masterLock);
|
||||
-> vector<net::eagle0::shardok::common::PlayerInfo> {
|
||||
scoped_lock<mutex> guard(masterLock);
|
||||
return engine->GetPlayerInfos();
|
||||
}
|
||||
|
||||
void ShardokGameController::RegisterSubscriber(std::shared_ptr<StreamSubscriber> subscriber) {
|
||||
std::scoped_lock<std::mutex> guard(subscriberLock);
|
||||
scoped_lock<mutex> guard(subscriberLock);
|
||||
subscribers.push_back(subscriber);
|
||||
}
|
||||
|
||||
void ShardokGameController::UnregisterSubscriber(const StreamSubscriber *subscriber) {
|
||||
std::scoped_lock<std::mutex> guard(subscriberLock);
|
||||
scoped_lock<mutex> guard(subscriberLock);
|
||||
subscribers.erase(
|
||||
std::remove_if(
|
||||
subscribers.begin(),
|
||||
@@ -556,7 +556,7 @@ auto ShardokGameController::WaitForUpdatesAndPush(
|
||||
GameOverInfo gameOverInfo{};
|
||||
|
||||
{
|
||||
std::unique_lock<std::mutex> guard(masterLock);
|
||||
unique_lock<mutex> guard(masterLock);
|
||||
|
||||
// Wait for updates, game over, or AI thread failure
|
||||
updateCondition.wait(guard, [this, lastPushedActionId] {
|
||||
|
||||
@@ -10,14 +10,9 @@
|
||||
#define EAGLE0_SHARDOK_CONTROLLER_SHARDOK_GAME_CONTROLLER_HPP
|
||||
|
||||
#include <atomic>
|
||||
#include <condition_variable>
|
||||
#include <ctime>
|
||||
#include <functional>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <thread>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
@@ -31,27 +26,31 @@
|
||||
namespace shardok {
|
||||
using net::eagle0::shardok::api::ActionResultView;
|
||||
using net::eagle0::shardok::api::AvailableCommands;
|
||||
using std::optional;
|
||||
using std::shared_ptr;
|
||||
using std::unique_ptr;
|
||||
using std::weak_ptr;
|
||||
|
||||
// Forward declaration
|
||||
class ShardokGameController;
|
||||
|
||||
/// Info about a game that has ended, for notifying subscribers
|
||||
struct GameOverInfo {
|
||||
std::vector<net::eagle0::shardok::common::PlayerInfo> playerInfos;
|
||||
std::vector<net::eagle0::shardok::storage::ResolvedUnit> endGameUnits;
|
||||
vector<net::eagle0::shardok::common::PlayerInfo> playerInfos;
|
||||
vector<net::eagle0::shardok::storage::ResolvedUnit> endGameUnits;
|
||||
net::eagle0::shardok::common::GameStatus gameStatus;
|
||||
};
|
||||
|
||||
/// Updates for a single player (includes faction ID for client routing)
|
||||
struct OnePlayerUpdates {
|
||||
int32_t eagleFactionId;
|
||||
std::vector<ActionResultView> resultViews;
|
||||
std::shared_ptr<AvailableCommands> availableCommands;
|
||||
vector<ActionResultView> resultViews;
|
||||
shared_ptr<AvailableCommands> availableCommands;
|
||||
|
||||
OnePlayerUpdates(
|
||||
const int32_t fid,
|
||||
const std::vector<ActionResultView>& arvs,
|
||||
const std::shared_ptr<AvailableCommands>& acs)
|
||||
const vector<ActionResultView>& arvs,
|
||||
const shared_ptr<AvailableCommands>& acs)
|
||||
: eagleFactionId(fid),
|
||||
resultViews(arvs),
|
||||
availableCommands(acs) {}
|
||||
@@ -71,12 +70,12 @@ public:
|
||||
|
||||
/// Called when new game updates are available
|
||||
virtual void OnUpdate(
|
||||
const std::vector<ActionResult>& mainResults,
|
||||
const std::vector<OnePlayerUpdates>& filteredResults,
|
||||
const vector<ActionResult>& mainResults,
|
||||
const vector<OnePlayerUpdates>& filteredResults,
|
||||
int32_t newUnfilteredCount,
|
||||
const byte_vector& currentGameState,
|
||||
int32_t currentRound,
|
||||
const std::vector<std::pair<int32_t, int32_t>>& playerTroopCounts) = 0;
|
||||
const vector<std::pair<int32_t, int32_t>>& playerTroopCounts) = 0;
|
||||
|
||||
/// Called when the game ends
|
||||
virtual void OnGameOver(const GameOverInfo& info) = 0;
|
||||
@@ -102,52 +101,51 @@ private:
|
||||
mutable std::mutex subscriberLock{};
|
||||
std::vector<std::weak_ptr<StreamSubscriber>> subscribers{};
|
||||
|
||||
std::string serializedRequest;
|
||||
string serializedRequest;
|
||||
|
||||
std::unique_ptr<ShardokEngine> engine;
|
||||
unique_ptr<ShardokEngine> engine;
|
||||
|
||||
// Cached immutable data - safe to access without lock since it never changes after construction
|
||||
const GameId cachedGameId;
|
||||
|
||||
std::atomic_int incomingRegistrations = 0;
|
||||
|
||||
const std::string mapName;
|
||||
const std::string logFilePath;
|
||||
const string mapName;
|
||||
const string logFilePath;
|
||||
|
||||
// AI thread error state - written once by AI thread before setting atomic flag
|
||||
std::atomic<bool> aiThreadFailed{false};
|
||||
std::string aiThreadErrorMessage;
|
||||
|
||||
std::vector<std::shared_ptr<ShardokAIClient>> aiClients;
|
||||
vector<shared_ptr<ShardokAIClient>> aiClients;
|
||||
std::thread aiThread;
|
||||
|
||||
// Each entry maps an Eagle faction id of a non-participant watcher to the
|
||||
// Shardok pids of participants whose allies list named this watcher. Used
|
||||
// when generating per-watcher filtered views in GetUpdates.
|
||||
const std::vector<std::pair<int32_t, std::vector<PlayerId>>> watcherAllies;
|
||||
const vector<std::pair<int32_t, vector<PlayerId>>> watcherAllies;
|
||||
|
||||
static auto MakeLogFilePath() -> std::string {
|
||||
const std::time_t timer = std::time(nullptr);
|
||||
static auto MakeLogFilePath() -> string {
|
||||
const time_t timer = time(nullptr);
|
||||
char buf[255];
|
||||
std::strftime(buf, 255, "/tmp/playthrough_%Y_%m_%d_%H%M%S.log", std::localtime(&timer));
|
||||
return std::string(buf);
|
||||
strftime(buf, 255, "/tmp/playthrough_%Y_%m_%d_%H%M%S.log", localtime(&timer));
|
||||
return string(buf);
|
||||
}
|
||||
|
||||
void LockedNotifyClients() const;
|
||||
|
||||
auto LockedAIClientForPid(PlayerId pid) const -> std::shared_ptr<ShardokAIClient>;
|
||||
auto LockedAIClientForPid(PlayerId pid) const -> shared_ptr<ShardokAIClient>;
|
||||
|
||||
static std::vector<std::shared_ptr<ShardokAIClient>> MakeAIClients(
|
||||
const std::unique_ptr<ShardokEngine>& e);
|
||||
static vector<shared_ptr<ShardokAIClient>> MakeAIClients(const unique_ptr<ShardokEngine>& e);
|
||||
|
||||
void DoAIThread();
|
||||
|
||||
public:
|
||||
ShardokGameController(
|
||||
std::unique_ptr<ShardokEngine> e,
|
||||
std::string mapName,
|
||||
std::string serializedRequest = "",
|
||||
std::vector<std::pair<int32_t, std::vector<PlayerId>>> watcherAllies = {})
|
||||
unique_ptr<ShardokEngine> e,
|
||||
string mapName,
|
||||
string serializedRequest = "",
|
||||
vector<std::pair<int32_t, vector<PlayerId>>> watcherAllies = {})
|
||||
: serializedRequest(std::move(serializedRequest)),
|
||||
engine(std::move(e)),
|
||||
cachedGameId(engine->GetGameId()),
|
||||
@@ -162,40 +160,40 @@ public:
|
||||
|
||||
~ShardokGameController();
|
||||
|
||||
auto SerializedRequest() const -> std::string { return serializedRequest; }
|
||||
auto SerializedRequest() const -> string { return serializedRequest; }
|
||||
|
||||
void PostCommand(
|
||||
PlayerId shardokPlayerId,
|
||||
int eagleFactionId,
|
||||
int64_t token,
|
||||
int64_t commandIndex,
|
||||
std::optional<int32_t> roll);
|
||||
optional<int32_t> roll);
|
||||
|
||||
void PostPlacementCommands(
|
||||
PlayerId shardokPlayerId,
|
||||
int eagleFactionId,
|
||||
int64_t token,
|
||||
const std::vector<UnitPlacementInfo>& infos);
|
||||
const vector<UnitPlacementInfo>& infos);
|
||||
|
||||
struct AllUpdates {
|
||||
std::vector<ActionResult> mainResults;
|
||||
std::vector<OnePlayerUpdates> filteredResults;
|
||||
vector<ActionResult> mainResults;
|
||||
vector<OnePlayerUpdates> filteredResults;
|
||||
int32_t newUnfilteredCount;
|
||||
byte_vector currentGameState;
|
||||
int32_t currentRound = 0;
|
||||
std::vector<std::pair<int32_t, int32_t>> playerTroopCounts; // (playerId, troopCount)
|
||||
vector<std::pair<int32_t, int32_t>> playerTroopCounts; // (playerId, troopCount)
|
||||
};
|
||||
auto GetUpdates(int64_t startingActionId) -> AllUpdates;
|
||||
auto GetCurrentGameStateBytes() -> byte_vector;
|
||||
|
||||
auto GameIsOver() -> bool;
|
||||
auto GameOverStatus() -> net::eagle0::shardok::common::GameStatus;
|
||||
auto ResolvedPlayerInfos() -> std::vector<net::eagle0::shardok::common::PlayerInfo>;
|
||||
auto EndGameUnits() -> std::vector<net::eagle0::shardok::storage::ResolvedUnit>;
|
||||
auto ResolvedPlayerInfos() -> vector<net::eagle0::shardok::common::PlayerInfo>;
|
||||
auto EndGameUnits() -> vector<net::eagle0::shardok::storage::ResolvedUnit>;
|
||||
|
||||
[[nodiscard]] auto GetGameId() const -> GameId { return cachedGameId; }
|
||||
|
||||
[[nodiscard]] auto GetLogFilePath() const -> std::string { return logFilePath; }
|
||||
[[nodiscard]] auto GetLogFilePath() const -> string { return logFilePath; }
|
||||
|
||||
[[nodiscard]] auto HasAIThreadError() const -> bool { return aiThreadFailed.load(); }
|
||||
[[nodiscard]] auto GetAIThreadError() const -> std::string { return aiThreadErrorMessage; }
|
||||
|
||||
@@ -9,7 +9,6 @@
|
||||
#include "AvailableCommandsFactory.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <iterator>
|
||||
#include <memory>
|
||||
#include <ranges>
|
||||
|
||||
@@ -23,6 +22,8 @@
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/view_filters/GameStateFilter.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/view_filters/GameStateGuesser.hpp"
|
||||
|
||||
using std::make_shared;
|
||||
|
||||
namespace shardok {
|
||||
|
||||
class AvailableCommandsFactoryImpl : public AvailableCommandsFactory {
|
||||
@@ -33,22 +34,22 @@ private:
|
||||
if (pid == UNCONTROLLED_PLAYER_ID) return false;
|
||||
|
||||
const auto &player = std::find_if(
|
||||
std::begin(*gameState->player_infos()),
|
||||
std::end(*gameState->player_infos()),
|
||||
begin(*gameState->player_infos()),
|
||||
end(*gameState->player_infos()),
|
||||
[pid](const PlayerInfoFb *pi) { return pi->player_id() == pid; });
|
||||
|
||||
return (player != std::end(*gameState->player_infos()) && player->cannot_become_outlaw());
|
||||
return (player != end(*gameState->player_infos()) && player->cannot_become_outlaw());
|
||||
}
|
||||
|
||||
static auto IsAttacker(const GameStateW &gameState, PlayerId pid) -> bool {
|
||||
if (pid == UNCONTROLLED_PLAYER_ID) return false;
|
||||
|
||||
const auto &player = std::find_if(
|
||||
std::begin(*gameState->player_infos()),
|
||||
std::end(*gameState->player_infos()),
|
||||
begin(*gameState->player_infos()),
|
||||
end(*gameState->player_infos()),
|
||||
[pid](const PlayerInfoFb *pi) { return pi->player_id() == pid; });
|
||||
|
||||
return (player == std::end(*gameState->player_infos()) || !player->is_defender());
|
||||
return (player == end(*gameState->player_infos()) || !player->is_defender());
|
||||
}
|
||||
|
||||
const std::vector<std::shared_ptr<const CommandFactory>> commandFactories;
|
||||
@@ -97,7 +98,7 @@ auto AvailableCommandsFactoryImpl::GetPlayerSetupCommands(
|
||||
gameState,
|
||||
reinforcementPositions);
|
||||
|
||||
return std::make_shared<CommandList>(previewCommands);
|
||||
return make_shared<CommandList>(previewCommands);
|
||||
}
|
||||
|
||||
void AvailableCommandsFactoryImpl::AddAvailableCommandsForOneUnit(
|
||||
@@ -117,7 +118,6 @@ void AvailableCommandsFactoryImpl::AddAvailableCommandsForOneUnit(
|
||||
|
||||
const bool isEligibleCharger = unit->unit_id() == gameState->eligible_charger_id();
|
||||
std::vector<UnitId> possibleChargees{};
|
||||
possibleChargees.reserve(gameState->possible_chargee_ids()->size());
|
||||
for (const UnitId cid : *gameState->possible_chargee_ids()) {
|
||||
if (cid != -1) { possibleChargees.push_back(cid); }
|
||||
}
|
||||
@@ -196,9 +196,11 @@ auto AvailableCommandsFactoryImpl::GetAvailableCommands(
|
||||
const std::optional<std::vector<Coords>> &reinforcementPositions) const -> CommandListSPtr {
|
||||
CommandList commands{};
|
||||
|
||||
std::vector<AdjacentTile> adjacentTiles;
|
||||
|
||||
playerSetupCommandFactory
|
||||
.AddAvailablePlayerSetupCommands(commands, playerId, gameState, reinforcementPositions);
|
||||
if (!commands.empty()) return std::make_shared<CommandList>(commands);
|
||||
if (!commands.empty()) return make_shared<CommandList>(commands);
|
||||
|
||||
for (const Unit *unit : *gameState->units()) {
|
||||
if (unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
|
||||
@@ -238,7 +240,6 @@ auto AvailableCommandsFactoryImpl::GetAvailableCommands(
|
||||
/* onlyFollowUps=*/true);
|
||||
|
||||
std::unordered_set<CommandType> followUpTypes{};
|
||||
followUpTypes.reserve(followUpCommands.size());
|
||||
for (const auto &followUpCmd : followUpCommands) {
|
||||
if (followUpCmd->CanBeFollowUp()) {
|
||||
followUpTypes.insert(followUpCmd->GetCommandType());
|
||||
@@ -251,7 +252,7 @@ auto AvailableCommandsFactoryImpl::GetAvailableCommands(
|
||||
}
|
||||
|
||||
if (commands.empty()) return nullptr;
|
||||
return std::make_shared<CommandList>(commands);
|
||||
return make_shared<CommandList>(commands);
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -261,8 +261,13 @@ struct BattalionType {
|
||||
trainingDifferenceMultiplierForStunChanceOnCharge * trainingDifference;
|
||||
OtherFactor trainingFactor =
|
||||
MakeOtherFactor(static_cast<int16_t>(trainingValue), "training difference");
|
||||
const std::array otherFactors = {trainingFactor};
|
||||
return MakeOdds(static_cast<int16_t>(baseStunChanceOnCharge), 0, 0, 0, {}, otherFactors);
|
||||
return MakeOdds(
|
||||
static_cast<int16_t>(baseStunChanceOnCharge),
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
{},
|
||||
{trainingFactor});
|
||||
}
|
||||
|
||||
[[nodiscard]] auto GetDailyFoodCostPerTroop() const -> double {
|
||||
|
||||
@@ -9,7 +9,6 @@
|
||||
#include "FireUtils.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/TileModifier.hpp"
|
||||
|
||||
@@ -104,14 +103,14 @@ auto GetExtinguishOdds(
|
||||
|
||||
const int16_t windFactor = -weather->wind().speed_in_mph();
|
||||
|
||||
const std::vector<double> stats = {agility, agility, intelligence};
|
||||
std::vector<OtherFactor> others;
|
||||
if (ownTile) {
|
||||
const std::array others = {
|
||||
MakeOtherFactor(settings.Backing().extinguish_own_tile_buf(), "ownTile")};
|
||||
return MakeOdds(base, terrainFactor, weatherFactor, windFactor, stats, others);
|
||||
others.push_back(MakeOtherFactor(settings.Backing().extinguish_own_tile_buf(), "ownTile"));
|
||||
}
|
||||
|
||||
return MakeOdds(base, terrainFactor, weatherFactor, windFactor, stats);
|
||||
const std::vector<double> stats = {agility, agility, intelligence};
|
||||
|
||||
return MakeOdds(base, terrainFactor, weatherFactor, windFactor, stats, others);
|
||||
}
|
||||
|
||||
auto GetStartFireOdds(
|
||||
@@ -129,13 +128,12 @@ auto GetStartFireOdds(
|
||||
|
||||
const int16_t windFactor = -currentWeather.wind().speed_in_mph();
|
||||
|
||||
const std::vector<double> stats = {agility, intelligence, intelligence};
|
||||
if (isMage) {
|
||||
const std::array otherFactors = {MakeOtherFactor(+20, "mage")};
|
||||
return MakeOdds(base, terrainFactor, weatherFactor, windFactor, stats, otherFactors);
|
||||
}
|
||||
std::vector<OtherFactor> otherFactors;
|
||||
if (isMage) { otherFactors.push_back(MakeOtherFactor(+20, "mage")); }
|
||||
|
||||
return MakeOdds(base, terrainFactor, weatherFactor, windFactor, stats);
|
||||
const std::vector<double> stats = {agility, intelligence, intelligence};
|
||||
|
||||
return MakeOdds(base, terrainFactor, weatherFactor, windFactor, stats, otherFactors);
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
#include "src/main/cpp/net/eagle0/common/RandomGenerator.hpp"
|
||||
|
||||
namespace shardok {
|
||||
double BonusFromStat(const double stat) { return pow(stat - 50.0, 3.0) / 5000.0; }
|
||||
double BonusFromStat(const double stat) { return pow(((double)stat - 50.0), 3.0) / 5000.0; }
|
||||
|
||||
int16_t AverageBonusFromStats(const std::vector<double> &stats) {
|
||||
double totalBonus = 0.0;
|
||||
@@ -23,7 +23,7 @@ int16_t AverageBonusFromStats(const std::vector<double> &stats) {
|
||||
}
|
||||
|
||||
int16_t GetSuccessChance(const PercentileRollOdds &odds) {
|
||||
return static_cast<int16_t>(std::floor(
|
||||
return int16_t(std::floor(
|
||||
100.0 * RandomGenerator::ChanceOpenEndedPercentileAtOrAbove(100 - GetTotalOdds(odds)) +
|
||||
0.5));
|
||||
}
|
||||
@@ -42,7 +42,7 @@ PercentileRollOdds MakeOdds(
|
||||
const int weath,
|
||||
const int wind,
|
||||
const int statF,
|
||||
const std::span<const OtherFactor> others) {
|
||||
const std::vector<OtherFactor> &others) {
|
||||
PercentileRollOdds odds;
|
||||
|
||||
odds.set_base_difficulty(base);
|
||||
@@ -61,7 +61,7 @@ PercentileRollOdds MakeOdds(
|
||||
const int weath,
|
||||
const int wind,
|
||||
const std::vector<double> &stats,
|
||||
const std::span<const OtherFactor> others) {
|
||||
const std::vector<OtherFactor> &others) {
|
||||
return MakeOdds(base, terr, weath, wind, AverageBonusFromStats(stats), others);
|
||||
}
|
||||
|
||||
|
||||
@@ -9,7 +9,6 @@
|
||||
#ifndef EAGLE0_SHARDOK_LIBRARY_PERCENTILE_ROLL_ODDS_HPP
|
||||
#define EAGLE0_SHARDOK_LIBRARY_PERCENTILE_ROLL_ODDS_HPP
|
||||
|
||||
#include <span>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
@@ -34,7 +33,7 @@ PercentileRollOdds MakeOdds(
|
||||
int weath = 0,
|
||||
int wind = 0,
|
||||
int statF = 0,
|
||||
std::span<const OtherFactor> others = {});
|
||||
const std::vector<OtherFactor> &others = std::vector<OtherFactor>());
|
||||
|
||||
PercentileRollOdds MakeOdds(
|
||||
int base,
|
||||
@@ -42,7 +41,7 @@ PercentileRollOdds MakeOdds(
|
||||
int weath,
|
||||
int wind,
|
||||
const std::vector<double> &stats,
|
||||
std::span<const OtherFactor> others = {});
|
||||
const std::vector<OtherFactor> &others = std::vector<OtherFactor>());
|
||||
|
||||
int16_t GetTotalOdds(const PercentileRollOdds &odds);
|
||||
|
||||
|
||||
@@ -77,11 +77,11 @@ ShardokEngine::ShardokEngine(
|
||||
|
||||
ShardokEngine::ShardokEngine(
|
||||
const GameSettingsSPtr &settings,
|
||||
std::vector<Unit> &&unplacedUnorderedUnits,
|
||||
vector<Unit> &&unplacedUnorderedUnits,
|
||||
const HexMapProto &map,
|
||||
const int month,
|
||||
const GameId &existingGameId,
|
||||
const std::vector<PlayerInfoProto> &playerInfos,
|
||||
const vector<PlayerInfoProto> &playerInfos,
|
||||
const bool trackHistory)
|
||||
: gameSettings(settings),
|
||||
settingsGetter(settings->GetGetter()),
|
||||
@@ -106,7 +106,7 @@ ShardokEngine::ShardokEngine(
|
||||
ApplyAndAddActionResult(setupStartAction);
|
||||
}
|
||||
|
||||
void ShardokEngine::ApplyAndAddActionResults(const std::vector<ActionResultProto> &results) {
|
||||
void ShardokEngine::ApplyAndAddActionResults(const vector<ActionResultProto> &results) {
|
||||
for (const ActionResultProto &result : results) { ApplyAndAddActionResult(result); }
|
||||
}
|
||||
|
||||
@@ -122,7 +122,7 @@ void ShardokEngine::ApplyAndAddActionResult(const ActionResultProto &result) {
|
||||
|
||||
ShardokEngine::ShardokEngine(
|
||||
const GameSettingsSPtr &settings,
|
||||
const std::vector<ShardokActionWithResultingState> &history,
|
||||
const vector<ShardokActionWithResultingState> &history,
|
||||
const bool trackHistory)
|
||||
: gameSettings(settings),
|
||||
settingsGetter(settings->GetGetter()),
|
||||
@@ -156,11 +156,11 @@ auto ShardokEngine::GetGameStateAtStartOfAction(const ActionId startingActionId)
|
||||
}
|
||||
|
||||
auto ShardokEngine::GetGameHistory(const ActionId lastUpdatedActionId) const
|
||||
-> std::vector<ShardokActionWithResultingState> {
|
||||
-> vector<ShardokActionWithResultingState> {
|
||||
if (lastUpdatedActionId >= static_cast<int64_t>(actionHistory.size()) + startingHistoryCount) {
|
||||
return std::vector<ShardokActionWithResultingState>();
|
||||
return vector<ShardokActionWithResultingState>();
|
||||
}
|
||||
return std::vector<ShardokActionWithResultingState>(
|
||||
return vector<ShardokActionWithResultingState>(
|
||||
std::begin(actionHistory) + lastUpdatedActionId - startingHistoryCount,
|
||||
std::end(actionHistory));
|
||||
}
|
||||
@@ -172,17 +172,14 @@ auto ShardokEngine::GetGameStateView(const PlayerId askingPlayer) const
|
||||
|
||||
[[nodiscard]] auto ShardokEngine::FilterNewResults(
|
||||
PlayerId askingPlayer,
|
||||
int64_t previousActionCount) const
|
||||
-> std::vector<net::eagle0::shardok::api::ActionResultView> {
|
||||
int64_t previousActionCount) const -> vector<net::eagle0::shardok::api::ActionResultView> {
|
||||
if (previousActionCount < startingHistoryCount) {
|
||||
throw ShardokInternalErrorException("Unable to fetch history before startingHistoryCount");
|
||||
}
|
||||
|
||||
std::vector<ShardokActionWithResultingState> unfilteredHistory =
|
||||
GetGameHistory(previousActionCount);
|
||||
vector<ShardokActionWithResultingState> unfilteredHistory = GetGameHistory(previousActionCount);
|
||||
|
||||
std::vector<net::eagle0::shardok::api::ActionResultView> filteredHistory{};
|
||||
filteredHistory.reserve(unfilteredHistory.size());
|
||||
vector<net::eagle0::shardok::api::ActionResultView> filteredHistory{};
|
||||
|
||||
GameStateW startingState = (previousActionCount == 0)
|
||||
? GameStateW{}
|
||||
@@ -196,7 +193,9 @@ auto ShardokEngine::GetGameStateView(const PlayerId askingPlayer) const
|
||||
GameState *previousStatePtr = nullptr;
|
||||
GameStateView &previousView = startingView;
|
||||
|
||||
for (const ShardokActionWithResultingState &awrs : unfilteredHistory) {
|
||||
for (vector<ShardokActionWithResultingState> newHistory =
|
||||
{unfilteredHistory.begin(), unfilteredHistory.end()};
|
||||
const ShardokActionWithResultingState &awrs : newHistory) {
|
||||
GameStateView viewAfter = GameStateFilteredForPlayer(
|
||||
settingsGetter,
|
||||
GameStateW::FromByteString(awrs.state_after_fb()),
|
||||
@@ -221,18 +220,16 @@ auto ShardokEngine::GetGameStateView(const PlayerId askingPlayer) const
|
||||
|
||||
[[nodiscard]] auto ShardokEngine::FilterNewResultsForWatcher(
|
||||
const PlayerId askingPlayer,
|
||||
const std::vector<PlayerId> &alliedPids,
|
||||
const vector<PlayerId> &alliedPids,
|
||||
const int64_t previousActionCount) const
|
||||
-> std::vector<net::eagle0::shardok::api::ActionResultView> {
|
||||
-> vector<net::eagle0::shardok::api::ActionResultView> {
|
||||
if (previousActionCount < startingHistoryCount) {
|
||||
throw ShardokInternalErrorException("Unable to fetch history before startingHistoryCount");
|
||||
}
|
||||
|
||||
std::vector<ShardokActionWithResultingState> unfilteredHistory =
|
||||
GetGameHistory(previousActionCount);
|
||||
vector<ShardokActionWithResultingState> unfilteredHistory = GetGameHistory(previousActionCount);
|
||||
|
||||
std::vector<net::eagle0::shardok::api::ActionResultView> filteredHistory{};
|
||||
filteredHistory.reserve(unfilteredHistory.size());
|
||||
vector<net::eagle0::shardok::api::ActionResultView> filteredHistory{};
|
||||
|
||||
GameStateW startingState = (previousActionCount == 0)
|
||||
? GameStateW{}
|
||||
@@ -274,7 +271,7 @@ auto ShardokEngine::GetGameStateView(const PlayerId askingPlayer) const
|
||||
}
|
||||
|
||||
auto ShardokEngine::GetFilteredGameHistory(const PlayerId askingPlayer) const
|
||||
-> std::vector<net::eagle0::shardok::api::ActionResultView> {
|
||||
-> vector<net::eagle0::shardok::api::ActionResultView> {
|
||||
return FilterNewResults(askingPlayer, 0);
|
||||
}
|
||||
|
||||
@@ -426,7 +423,7 @@ void ShardokEngine::ResumeAfterReinforcementPlacement(
|
||||
|
||||
void ShardokEngine::PostPlacementCommands(
|
||||
const PlayerId player,
|
||||
const std::vector<UnitPlacementInfo> &placementInfos,
|
||||
const vector<UnitPlacementInfo> &placementInfos,
|
||||
const std::shared_ptr<RandomGenerator> &randomGenerator) {
|
||||
if (GetCurrentPlayerId() != player) {
|
||||
throw ShardokClientErrorException("Posting for a player who's not the current player ID!");
|
||||
@@ -474,8 +471,7 @@ void ShardokEngine::PostPlacementCommands(
|
||||
return cmd->GetCommandProto().actor().value() == pi.unitId &&
|
||||
cmd->GetCommandProto().target() == pi.location;
|
||||
});
|
||||
for (std::vector<ActionResult> onePlacementResults =
|
||||
(*it)->Execute(gameState, randomGenerator);
|
||||
for (vector<ActionResult> onePlacementResults = (*it)->Execute(gameState, randomGenerator);
|
||||
const ActionResultProto &oneResult : onePlacementResults) {
|
||||
HandleActionResult(oneResult, randomGenerator);
|
||||
}
|
||||
@@ -568,7 +564,7 @@ void ShardokEngine::PostActionUnchecked(
|
||||
const CommandSPtr &command,
|
||||
const std::shared_ptr<RandomGenerator> &randomGenerator,
|
||||
const std::optional<int32_t> roll) {
|
||||
for (const std::vector<ActionResultProto> results =
|
||||
for (const vector<ActionResultProto> results =
|
||||
command->CanUseClientRoll()
|
||||
? command->ExecuteWithRoll(gameState, randomGenerator, roll)
|
||||
: command->Execute(gameState, randomGenerator);
|
||||
@@ -618,7 +614,7 @@ void ShardokEngine::HandleActionResult(
|
||||
auto ShardokEngine::HandleUnitFallingIntoWater(
|
||||
const Terrain *terrain,
|
||||
const Unit *unit,
|
||||
std::shared_ptr<RandomGenerator> randomGenerator) const -> std::vector<ActionResultProto> {
|
||||
std::shared_ptr<RandomGenerator> randomGenerator) const -> vector<ActionResultProto> {
|
||||
// Do nothing if this unit can travel across water
|
||||
if (const auto &battType = settingsGetter.GetBattalionType(unit->battalion().type());
|
||||
battType->GetCostToEnterTerrain(terrain).type != ActionCost::impossible) {
|
||||
@@ -633,9 +629,8 @@ auto ShardokEngine::HandleUnitFallingIntoWater(
|
||||
return fallAction.Execute(gameState, std::move(randomGenerator));
|
||||
}
|
||||
|
||||
auto CommandProtosFromActionList(const CommandList &actionList) -> std::vector<CommandProto> {
|
||||
std::vector<CommandProto> protos;
|
||||
protos.reserve(actionList.size());
|
||||
auto CommandProtosFromActionList(const CommandList &actionList) -> vector<CommandProto> {
|
||||
vector<CommandProto> protos;
|
||||
|
||||
std::transform(
|
||||
std::begin(actionList),
|
||||
@@ -646,7 +641,7 @@ auto CommandProtosFromActionList(const CommandList &actionList) -> std::vector<C
|
||||
return protos;
|
||||
}
|
||||
|
||||
auto ShardokEngine::GetPreviewCommands(const PlayerId playerId) const -> std::vector<CommandProto> {
|
||||
auto ShardokEngine::GetPreviewCommands(const PlayerId playerId) const -> vector<CommandProto> {
|
||||
if (GameIsOver(GetGameStatus())) {
|
||||
// The game is over
|
||||
return {};
|
||||
@@ -675,7 +670,7 @@ auto ShardokEngine::GetAvailableCommandsForAIPlayer(const PlayerId playerId) con
|
||||
}
|
||||
|
||||
auto ShardokEngine::GetAvailableCommandProtos(const PlayerId playerId, const bool includeFollowUps)
|
||||
const -> std::vector<CommandProto> {
|
||||
const -> vector<CommandProto> {
|
||||
if (GameIsOver(GetGameStatus())) {
|
||||
// The game is over
|
||||
return {};
|
||||
@@ -708,8 +703,7 @@ auto ShardokEngine::UncachedGetAvailableCommands(
|
||||
using SecuredByPlayerByUnitId = std::unordered_map<UnitId, PlayerId>;
|
||||
|
||||
auto SecuredByPlayerByUnitIdFromHistory(
|
||||
const std::vector<ShardokActionWithResultingState> &actionHistory)
|
||||
-> SecuredByPlayerByUnitId {
|
||||
const vector<ShardokActionWithResultingState> &actionHistory) -> SecuredByPlayerByUnitId {
|
||||
SecuredByPlayerByUnitId securedByPlayerByUnitId;
|
||||
for (const auto &actionWithResultingState : actionHistory) {
|
||||
for (const auto &resolvedUnit : actionWithResultingState.action_result().resolved_units()) {
|
||||
@@ -726,7 +720,7 @@ auto SecuredByPlayerByUnitIdFromHistory(
|
||||
}
|
||||
|
||||
void AddUnits(
|
||||
std::vector<net::eagle0::shardok::storage::ResolvedUnit> &to,
|
||||
vector<net::eagle0::shardok::storage::ResolvedUnit> &to,
|
||||
const Units &from,
|
||||
const SecuredByPlayerByUnitId &securedByPlayerByUnitId) {
|
||||
for (const auto &unit : from) {
|
||||
@@ -775,12 +769,11 @@ void AddUnits(
|
||||
}
|
||||
AddUnitToResolved(ru, *unit);
|
||||
|
||||
to.push_back(std::move(ru));
|
||||
to.push_back(ru);
|
||||
}
|
||||
}
|
||||
|
||||
auto ShardokEngine::EndGameUnits() const
|
||||
-> std::vector<net::eagle0::shardok::storage::ResolvedUnit> {
|
||||
auto ShardokEngine::EndGameUnits() const -> vector<net::eagle0::shardok::storage::ResolvedUnit> {
|
||||
if (const auto state = GetGameStatus()->state();
|
||||
state != net::eagle0::shardok::storage::fb::GameStatus_::State_VICTORY) {
|
||||
throw ShardokInternalErrorException(
|
||||
@@ -789,8 +782,7 @@ auto ShardokEngine::EndGameUnits() const
|
||||
|
||||
const auto &gs = GetCurrentGameState();
|
||||
|
||||
std::vector<net::eagle0::shardok::storage::ResolvedUnit> endgameUnits;
|
||||
endgameUnits.reserve(gs->units()->size());
|
||||
vector<net::eagle0::shardok::storage::ResolvedUnit> endgameUnits;
|
||||
AddUnits(endgameUnits, *gs->units(), SecuredByPlayerByUnitIdFromHistory(actionHistory));
|
||||
|
||||
return endgameUnits;
|
||||
|
||||
@@ -11,9 +11,7 @@
|
||||
|
||||
#include <flatbuffers/flatbuffers.h>
|
||||
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include <vector>
|
||||
|
||||
#include "ShardokAction.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/RandomGenerator.hpp"
|
||||
@@ -29,6 +27,12 @@
|
||||
#include "src/main/protobuf/net/eagle0/shardok/storage/action_with_resulting_state.pb.h"
|
||||
|
||||
namespace shardok {
|
||||
using std::begin;
|
||||
using std::end;
|
||||
using std::optional;
|
||||
using std::shared_ptr;
|
||||
using std::vector;
|
||||
|
||||
using net::eagle0::shardok::api::UnitView;
|
||||
using PlayerInfoProto = net::eagle0::shardok::common::PlayerInfo;
|
||||
using net::eagle0::shardok::storage::ShardokActionWithResultingState;
|
||||
@@ -39,14 +43,14 @@ class ShardokEngine {
|
||||
private:
|
||||
const GameSettingsSPtr gameSettings;
|
||||
const SettingsGetter settingsGetter;
|
||||
const std::shared_ptr<AvailableCommandsFactory> availableCommandsFactory;
|
||||
const shared_ptr<AvailableCommandsFactory> availableCommandsFactory;
|
||||
|
||||
GameStateW gameState;
|
||||
|
||||
const bool trackHistory;
|
||||
const int32_t startingHistoryCount = 0;
|
||||
const GameStateW startingHistoryState;
|
||||
mutable std::vector<ShardokActionWithResultingState> actionHistory;
|
||||
mutable vector<ShardokActionWithResultingState> actionHistory;
|
||||
|
||||
const CoordsSet criticalTileCoords;
|
||||
|
||||
@@ -57,12 +61,12 @@ private:
|
||||
|
||||
void ApplyAndAddActionResult(const ActionResult &result);
|
||||
|
||||
void ApplyAndAddActionResults(const std::vector<ActionResult> &results);
|
||||
void ApplyAndAddActionResults(const vector<ActionResult> &results);
|
||||
|
||||
[[nodiscard]] auto HandleUnitFallingIntoWater(
|
||||
const Terrain *terrain,
|
||||
const fb::Unit *unit,
|
||||
std::shared_ptr<RandomGenerator> randomGenerator) const -> std::vector<ActionResult>;
|
||||
std::shared_ptr<RandomGenerator> randomGenerator) const -> vector<ActionResult>;
|
||||
|
||||
void HandleActionResult(
|
||||
const ActionResult &actionResult,
|
||||
@@ -101,17 +105,17 @@ public:
|
||||
// Constructor for a brand new game
|
||||
ShardokEngine(
|
||||
const GameSettingsSPtr &settings,
|
||||
std::vector<Unit> &&unplacedUnorderedUnits,
|
||||
vector<Unit> &&unplacedUnorderedUnits,
|
||||
const HexMapProto &map,
|
||||
int month,
|
||||
const GameId &existingGameId,
|
||||
const std::vector<PlayerInfoProto> &playerInfos,
|
||||
const vector<PlayerInfoProto> &playerInfos,
|
||||
bool trackHistory = true);
|
||||
|
||||
// Constructor for a game with history
|
||||
ShardokEngine(
|
||||
const GameSettingsSPtr &settings,
|
||||
const std::vector<ShardokActionWithResultingState> &history,
|
||||
const vector<ShardokActionWithResultingState> &history,
|
||||
bool trackHistory = true);
|
||||
|
||||
// Copy constructor
|
||||
@@ -130,12 +134,12 @@ public:
|
||||
}
|
||||
|
||||
[[nodiscard]] auto EndGameUnits() const
|
||||
-> std::vector<net::eagle0::shardok::storage::ResolvedUnit>; // Throws if the game is
|
||||
// not over
|
||||
-> vector<net::eagle0::shardok::storage::ResolvedUnit>; // Throws if the game is not
|
||||
// over
|
||||
|
||||
// Controller API
|
||||
[[nodiscard]] auto GetGameHistory(ActionId lastUpdatedActionId) const
|
||||
-> std::vector<ShardokActionWithResultingState>;
|
||||
-> vector<ShardokActionWithResultingState>;
|
||||
|
||||
[[nodiscard]] auto GetUnfilteredHistoryCount() const -> size_t {
|
||||
return actionHistory.size() + startingHistoryCount;
|
||||
@@ -146,7 +150,7 @@ public:
|
||||
-> net::eagle0::shardok::api::GameStateView;
|
||||
|
||||
[[nodiscard]] auto FilterNewResults(PlayerId askingPlayer, int64_t previousActionCount) const
|
||||
-> std::vector<net::eagle0::shardok::api::ActionResultView>;
|
||||
-> vector<net::eagle0::shardok::api::ActionResultView>;
|
||||
|
||||
// Variant for non-participant watchers: askingPlayer is a sentinel (not in
|
||||
// player_infos) and alliedPids names the Shardok pids whose units the
|
||||
@@ -154,18 +158,18 @@ public:
|
||||
// and hidden actions.
|
||||
[[nodiscard]] auto FilterNewResultsForWatcher(
|
||||
PlayerId askingPlayer,
|
||||
const std::vector<PlayerId> &alliedPids,
|
||||
const vector<PlayerId> &alliedPids,
|
||||
int64_t previousActionCount) const
|
||||
-> std::vector<net::eagle0::shardok::api::ActionResultView>;
|
||||
-> vector<net::eagle0::shardok::api::ActionResultView>;
|
||||
|
||||
[[nodiscard]] auto GetFilteredGameHistory(PlayerId askingPlayer) const
|
||||
-> std::vector<net::eagle0::shardok::api::ActionResultView>;
|
||||
-> vector<net::eagle0::shardok::api::ActionResultView>;
|
||||
|
||||
[[nodiscard]] auto GetUnitById(PlayerId askingPlayer, UnitId unitId) const -> UnitView;
|
||||
|
||||
void PostPlacementCommands(
|
||||
PlayerId player,
|
||||
const std::vector<UnitPlacementInfo> &placementInfos,
|
||||
const vector<UnitPlacementInfo> &placementInfos,
|
||||
const std::shared_ptr<RandomGenerator> &randomGenerator = nullptr);
|
||||
void PostFinishedPlacementCommand(
|
||||
PlayerId player,
|
||||
@@ -182,11 +186,11 @@ public:
|
||||
PlayerId playerId,
|
||||
std::shared_ptr<RandomGenerator> randomGenerator) -> int;
|
||||
|
||||
[[nodiscard]] auto GetPreviewCommands(PlayerId playerId) const -> std::vector<CommandProto>;
|
||||
[[nodiscard]] auto GetPreviewCommands(PlayerId playerId) const -> vector<CommandProto>;
|
||||
|
||||
[[nodiscard]] auto GetAvailableCommandsForAIPlayer(PlayerId playerId) const -> CommandListSPtr;
|
||||
[[nodiscard]] auto GetAvailableCommandProtos(PlayerId playerId, bool includeFollowUps) const
|
||||
-> std::vector<CommandProto>;
|
||||
-> vector<CommandProto>;
|
||||
|
||||
[[nodiscard]] auto GetGameId() const -> GameId {
|
||||
return GetCurrentGameState()->game_id()->str();
|
||||
@@ -194,9 +198,9 @@ public:
|
||||
|
||||
[[nodiscard]] auto GetMonth() const -> int { return GetCurrentGameState()->month(); }
|
||||
|
||||
[[nodiscard]] auto GetPlayerInfos() const -> std::vector<PlayerInfoProto> {
|
||||
[[nodiscard]] auto GetPlayerInfos() const -> vector<PlayerInfoProto> {
|
||||
const auto ¤tGameState = GetCurrentGameState();
|
||||
std::vector<PlayerInfoProto> protos{};
|
||||
vector<PlayerInfoProto> protos{};
|
||||
for (const auto *const piFB : *currentGameState->player_infos()) {
|
||||
protos.push_back(fb::ToPlayerInfoProto(piFB));
|
||||
}
|
||||
|
||||
@@ -79,8 +79,6 @@ auto PlayerSetupCommandFactory::AddAvailablePlayerSetupCommands(
|
||||
const auto unplacedUnits = ReserveUnitsForPlayer(gameState->units(), playerId);
|
||||
if (unplacedUnits.empty()) return;
|
||||
|
||||
existingCommands.reserve(
|
||||
existingCommands.size() + (unplacedUnits.size() * reinforcementPositions->size()));
|
||||
for (const auto &[unitId, unit] : unplacedUnits) {
|
||||
for (const Coords &position : *reinforcementPositions) {
|
||||
if (!gameState.GetOccupant(position)) {
|
||||
|
||||
+3
-1
@@ -11,6 +11,8 @@
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
namespace shardok {
|
||||
using std::begin;
|
||||
using std::end;
|
||||
|
||||
struct ActionPointDistances::BraveableTileInfo {
|
||||
struct BraveableFromInfo {
|
||||
@@ -29,7 +31,6 @@ auto ActionPointDistances::BraveWaterPossibleCoords(const HexMap* hexMap) const
|
||||
std::shared_ptr<BraveableTileInfo> info = std::make_shared<BraveableTileInfo>(hexMap);
|
||||
CoordsSet& braveWaterPossibleCoords = info->cs;
|
||||
const int indexCount = hexMap->row_count() * hexMap->column_count();
|
||||
info->details.reserve(indexCount);
|
||||
const auto indexToCoords = CreateIndexToCoords(hexMap);
|
||||
for (int i = 0; i < indexCount; i++) {
|
||||
if (const Terrain* terrain = hexMap->terrain()->Get(i);
|
||||
@@ -240,6 +241,7 @@ OnDemandActionPointDistances::OnDemandActionPointDistances(
|
||||
battalionType(std::move(battTp)),
|
||||
distances(static_cast<size_t>(map->row_count() * map->column_count())) {
|
||||
const int indexCount = map->row_count() * map->column_count();
|
||||
distances.resize(indexCount);
|
||||
|
||||
auto braveWaterPossibleCoords = includeBravingWater ? BraveWaterPossibleCoords(map) : nullptr;
|
||||
|
||||
|
||||
+2
-2
@@ -12,7 +12,7 @@
|
||||
// Dynamic thread count based on hardware capabilities
|
||||
static const int ASYNC_COUNT = []() {
|
||||
const int cores = static_cast<int>(std::thread::hardware_concurrency());
|
||||
// Use cores-4 to leave room for OS and other processes, minimum 4 threads
|
||||
// Use cores-2 to leave room for OS and other processes, minimum 4 threads
|
||||
const int threadCount = std::max(4, cores - 4);
|
||||
std::cerr << "ActionPointDistances using " << threadCount << " threads (detected " << cores
|
||||
<< " cores)\n";
|
||||
@@ -35,7 +35,7 @@ auto FixedActionPointDistances::Create(
|
||||
|
||||
const int indexCount = map->row_count() * map->column_count();
|
||||
|
||||
vector<std::future<vector<vector<DIST_T>>>> futures(ASYNC_COUNT);
|
||||
vector<std::future<vector<vector<DIST_T>>>> futures(indexCount);
|
||||
|
||||
auto braveWaterPossibleCoords =
|
||||
includeBravingWater ? apd->BraveWaterPossibleCoords(map) : nullptr;
|
||||
|
||||
+7
-8
@@ -302,17 +302,16 @@ void MutatingApplyResult(
|
||||
const Unit *changedUnit = &UnitFromBytes(changedUnitBytes);
|
||||
|
||||
internalAssert(
|
||||
changedUnit->unit_id() < static_cast<int32_t>(mutatingGameState->units()->size()),
|
||||
changedUnit->unit_id() < (int32_t)mutatingGameState->units()->size(),
|
||||
"Got a changed unit outside acceptable range");
|
||||
const auto battalionSizeAfter = changedUnit->battalion().size();
|
||||
|
||||
const int battalionSizeBefore =
|
||||
(changedUnit->unit_id() < static_cast<int32_t>(initialUnitCount))
|
||||
? mutatingGameState->units()
|
||||
->Get(changedUnit->unit_id())
|
||||
->battalion()
|
||||
.size()
|
||||
: changedUnit->battalion().size();
|
||||
const int battalionSizeBefore = (changedUnit->unit_id() < (int32_t)initialUnitCount)
|
||||
? mutatingGameState->units()
|
||||
->Get(changedUnit->unit_id())
|
||||
->battalion()
|
||||
.size()
|
||||
: changedUnit->battalion().size();
|
||||
|
||||
auto status = changedUnit->status();
|
||||
if (IsDestroyed(*changedUnit)) {
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_result_applier/GameStateCopier.hpp"
|
||||
|
||||
#include <cstring>
|
||||
#include <utility>
|
||||
|
||||
namespace shardok {
|
||||
|
||||
@@ -32,7 +31,7 @@ auto CopyWithExtraUnits(const GameStateW& original, int additionalCount) -> Game
|
||||
unit.mutable_location().mutate_row(-1);
|
||||
unit.mutable_location().mutate_column(-1);
|
||||
}
|
||||
endGST.units.push_back(std::move(unit));
|
||||
endGST.units.push_back(unit);
|
||||
}
|
||||
|
||||
// Copy occupied tiles bitfield from original GameState (much faster than O(n) rebuild)
|
||||
|
||||
@@ -4,8 +4,6 @@
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_result_applier/UnitHelpers.hpp"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
namespace shardok::fb {
|
||||
|
||||
using namespace net::eagle0::shardok::storage::fb;
|
||||
@@ -29,7 +27,7 @@ auto ApplyUnit(
|
||||
}
|
||||
}
|
||||
|
||||
std::memcpy(toUnit, fromUnit, sizeof(Unit));
|
||||
memcpy(toUnit, fromUnit, sizeof(Unit));
|
||||
toUnit->mutate_status(status);
|
||||
|
||||
if (toUnit->has_attached_hero()) {
|
||||
|
||||
@@ -4,8 +4,6 @@
|
||||
|
||||
#include "EndPlayerSetupCommand.hpp"
|
||||
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_result_applier/ActionResultApplier.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/actions/NewRoundAction.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/actions/StartPlayerTurnAction.hpp"
|
||||
@@ -35,9 +33,9 @@ auto EndPlayerSetupCommand::InternalExecute(
|
||||
gameStartResult.mutable_game_status()->set_state(
|
||||
GameStatus::State::GameStatus_State_GAME_RUNNING);
|
||||
gameStartResult.mutable_game_status()->set_description("The game has begun!");
|
||||
allResults.push_back(gameStartResult);
|
||||
|
||||
startingGameState = ApplyResult(startingGameState, gameStartResult, settings);
|
||||
allResults.push_back(std::move(gameStartResult));
|
||||
|
||||
auto newRoundResults =
|
||||
NewRoundAction(startingGameState, settings).Execute(currentState, generator);
|
||||
@@ -63,4 +61,4 @@ auto EndPlayerSetupCommand::GetCommandProto() const -> shardok::CommandProto {
|
||||
return proto;
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
} // namespace shardok
|
||||
@@ -8,7 +8,6 @@
|
||||
|
||||
#include "FallIntoWaterAction.hpp"
|
||||
|
||||
#include <array>
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/Coordinates.hpp"
|
||||
@@ -56,17 +55,16 @@ auto EscapeChance(
|
||||
const int16_t windFactor = -currentWeather.wind().speed_in_mph() * 2;
|
||||
const std::vector<double> stats = {intelligence, agility};
|
||||
|
||||
std::vector<OtherFactor> otherFactors;
|
||||
if (terrain.modifier().fire().present()) {
|
||||
const std::array otherFactors = {MakeOtherFactor(-50, "fire")};
|
||||
return MakeOdds(base, terrainFactor, weatherFactor, windFactor, stats, otherFactors);
|
||||
otherFactors.push_back(MakeOtherFactor(-50, "fire"));
|
||||
}
|
||||
|
||||
return MakeOdds(base, terrainFactor, weatherFactor, windFactor, stats);
|
||||
return MakeOdds(base, terrainFactor, weatherFactor, windFactor, stats, otherFactors);
|
||||
}
|
||||
|
||||
auto ToVector(const Units &units) -> vector<const Unit *> {
|
||||
auto v = vector<const Unit *>{};
|
||||
v.reserve(units.size());
|
||||
for (const Unit *u : units) { v.push_back(u); }
|
||||
return v;
|
||||
}
|
||||
@@ -78,7 +76,6 @@ auto FallIntoWaterAction::AdjacentsWithTerrain(
|
||||
const CoordsSet adjacentCoords = HexMapUtils::GetAdjacentCoords(gameState->hex_map(), location);
|
||||
|
||||
vector<AdjacentWithTerrain> vec{};
|
||||
vec.reserve(adjacentCoords.size());
|
||||
|
||||
for (const Coords &adjCoords : adjacentCoords) {
|
||||
const auto *possibleOccupant = Occupant(gameState->units(), adjCoords);
|
||||
@@ -106,7 +103,6 @@ auto FallIntoWaterAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
|
||||
vector<ActionResult> results{};
|
||||
results.reserve(2);
|
||||
|
||||
auto fallerTerrain =
|
||||
*GetTerrain(currentState->hex_map(), currentState->units()->Get(fallerId)->location());
|
||||
|
||||
@@ -56,7 +56,7 @@ auto IceAdjustmentAction::InternalExecute(
|
||||
*resultProto.mutable_target_coords() = ToCoordsProto(coords);
|
||||
*resultProto.add_changed_tile_modifiers() = MakeTmc(coords, newTerrain.modifier());
|
||||
|
||||
results.push_back(std::move(resultProto));
|
||||
results.push_back(resultProto);
|
||||
|
||||
if (terrain.modifier().ice().present() && !IsFrozen(newTerrain.modifier()) &&
|
||||
fallAction != nullptr) {
|
||||
@@ -71,4 +71,4 @@ auto IceAdjustmentAction::InternalExecute(
|
||||
|
||||
return results;
|
||||
}
|
||||
} // namespace shardok
|
||||
} // namespace shardok
|
||||
@@ -160,7 +160,6 @@ auto MeteorCastAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
|
||||
vector<ActionResultProto> allResults{};
|
||||
allResults.reserve(actorIds.size() * 16);
|
||||
auto runningGameState = currentState;
|
||||
for (const UnitId &actorId : actorIds) {
|
||||
const Unit *actorBefore = currentState->units()->Get(actorId);
|
||||
@@ -184,7 +183,7 @@ auto MeteorCastAction::PerformOneActorCast(
|
||||
mainResult.mutable_actor()->set_value(actorBefore->unit_id());
|
||||
*mainResult.mutable_target_coords() =
|
||||
ToCoordsProto(actorBefore->attached_hero().profession_info().cast_target());
|
||||
results.push_back(std::move(mainResult));
|
||||
results.push_back(mainResult);
|
||||
|
||||
const Coords target = actorBefore->attached_hero().profession_info().cast_target();
|
||||
if (const Unit *possibleOccupant = runningGameState.GetOccupant(target)) {
|
||||
|
||||
@@ -151,7 +151,7 @@ auto NewWeather(
|
||||
return MakeWeather(
|
||||
newConditions,
|
||||
MakeWind(
|
||||
static_cast<net::eagle0::shardok::common::HexMapDirection>(newWindDirection),
|
||||
(net::eagle0::shardok::common::HexMapDirection)newWindDirection,
|
||||
newWindSpeed));
|
||||
}
|
||||
|
||||
@@ -159,7 +159,6 @@ auto NewRoundAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
|
||||
vector<ActionResultProto> results{};
|
||||
results.reserve(4);
|
||||
|
||||
GameStateW runningGameState = startingGameState;
|
||||
|
||||
@@ -178,7 +177,6 @@ auto NewRoundAction::InternalExecute(
|
||||
ActionList fireSpreadAction = fireSpreadActionFactory->MakeFireSpreadActions(
|
||||
runningGameState->hex_map(),
|
||||
runningGameState->weather());
|
||||
results.reserve(results.size() + fireSpreadAction.size() + 1);
|
||||
for (const ActionSPtr &action : fireSpreadAction) {
|
||||
auto fireSpreadResults = action->Execute(currentState, generator);
|
||||
for (const auto &result : fireSpreadResults) {
|
||||
@@ -193,7 +191,6 @@ auto NewRoundAction::InternalExecute(
|
||||
*runningGameState->units(),
|
||||
runningGameState->month(),
|
||||
runningGameState->weather());
|
||||
results.reserve(results.size() + iceAdjustmentAction.size());
|
||||
for (const ActionSPtr &action : iceAdjustmentAction) {
|
||||
auto iceAdjustmentResults = action->Execute(currentState, generator);
|
||||
for (const auto &result : iceAdjustmentResults) {
|
||||
@@ -223,7 +220,6 @@ auto NewRoundAction::InternalExecute(
|
||||
ActionList fireOutActions = fireOutActionFactory->MakeFireOutActions(
|
||||
runningGameState->hex_map(),
|
||||
runningGameState->weather());
|
||||
results.reserve(results.size() + fireOutActions.size());
|
||||
for (const ActionSPtr &action : fireOutActions) {
|
||||
auto fireOutResults = action->Execute(currentState, generator);
|
||||
for (const auto &result : fireOutResults) {
|
||||
|
||||
@@ -25,7 +25,6 @@ auto PerformUndeadCommandsAction::InternalExecute(
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
|
||||
GameStateW runningGameState = startingGameState;
|
||||
vector<ActionResultProto> allResults{};
|
||||
allResults.reserve(runningGameState->units()->size());
|
||||
|
||||
while (runningGameState->current_player() == UNCONTROLLED_PLAYER_ID) {
|
||||
auto commands = availableCommandsFactory->GetAvailableCommands(
|
||||
@@ -57,7 +56,6 @@ auto ChooseUndeadCommand(
|
||||
const HexMap *hexMap,
|
||||
const std::shared_ptr<RandomGenerator> &randomGenerator) -> CommandSPtr {
|
||||
CommandList attackCommands;
|
||||
attackCommands.reserve(commands->size());
|
||||
|
||||
for (const auto &command : *commands) {
|
||||
const CommandProto &possibleAttackCommandProto = command->GetCommandProto();
|
||||
@@ -78,7 +76,6 @@ auto ChooseUndeadCommand(
|
||||
}
|
||||
|
||||
CommandList moveCommands;
|
||||
moveCommands.reserve(commands->size());
|
||||
CommandSPtr bestMoveCommand = nullptr;
|
||||
|
||||
for (const auto &command : *commands) {
|
||||
|
||||
@@ -4,8 +4,6 @@
|
||||
|
||||
#include "SnowAdjustmentAction.hpp"
|
||||
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/TileModifierHelpers.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/TileModifier.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/TileModifierWithCoords.hpp"
|
||||
@@ -104,8 +102,8 @@ auto SnowAdjustmentAction::InternalExecute(
|
||||
*resultProto.mutable_target_coords() = ToCoordsProto(coords);
|
||||
*resultProto.add_changed_tile_modifiers() = MakeTmc(coords, newTerrain.modifier());
|
||||
|
||||
results.push_back(std::move(resultProto));
|
||||
results.push_back(resultProto);
|
||||
|
||||
return results;
|
||||
}
|
||||
} // namespace shardok
|
||||
} // namespace shardok
|
||||
@@ -49,9 +49,7 @@ auto UpdateGameStatusAction::SurvivingPlayers() const -> std::unordered_set<Play
|
||||
for (const Unit* unit : *gameState->units()) {
|
||||
if (unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
|
||||
|
||||
if (unit->player_id() < 0 ||
|
||||
static_cast<uint32_t>(unit->player_id()) >= gameState->player_infos()->size())
|
||||
continue;
|
||||
if ((uint32_t)unit->player_id() >= gameState->player_infos()->size()) continue;
|
||||
|
||||
if (!unit->hidden() && (unit->battalion().size() > 0 ||
|
||||
(unit->has_attached_hero() && unit->attached_hero().vigor() > 0))) {
|
||||
|
||||
+4
-6
@@ -4,8 +4,6 @@
|
||||
|
||||
#include "BlowBridgeCommandFactory.hpp"
|
||||
|
||||
#include <array>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/commands/BlowBridgeCommand.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
@@ -94,13 +92,13 @@ auto GetBlowBridgeOdds(
|
||||
constexpr int16_t weatherFactor = 0;
|
||||
constexpr int16_t windFactor = 0;
|
||||
const std::vector stats = {strength, agility, intelligence};
|
||||
std::vector<OtherFactor> otherFactors;
|
||||
if (hasForestAccess) {
|
||||
const std::array otherFactors = {
|
||||
MakeOtherFactor(settings.Backing().blow_bridge_forest_bonus(), "forest nearby")};
|
||||
return MakeOdds(base, terrainFactor, weatherFactor, windFactor, stats, otherFactors);
|
||||
otherFactors.push_back(
|
||||
MakeOtherFactor(settings.Backing().blow_bridge_forest_bonus(), "forest nearby"));
|
||||
}
|
||||
|
||||
return MakeOdds(base, terrainFactor, weatherFactor, windFactor, stats);
|
||||
return MakeOdds(base, terrainFactor, weatherFactor, windFactor, stats, otherFactors);
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
+4
-13
@@ -4,8 +4,6 @@
|
||||
|
||||
#include "BraveWaterCommandFactory.hpp"
|
||||
|
||||
#include <array>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/commands/BraveWaterCommand.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
@@ -41,20 +39,13 @@ PercentileRollOdds GetBraveWaterOdds(
|
||||
wisdom * settings.Backing().brave_water_wisdom_factor());
|
||||
const double armamentFactor = armament * settings.Backing().brave_water_armament_factor();
|
||||
|
||||
auto otherFactors = vector<OtherFactor>{MakeOtherFactor(armamentFactor, "Armament")};
|
||||
|
||||
if (isRanger) {
|
||||
const std::array otherFactors = {
|
||||
MakeOtherFactor(armamentFactor, "Armament"),
|
||||
MakeOtherFactor(settings.Backing().brave_water_ranger_bonus(), "Ranger")};
|
||||
return MakeOdds(
|
||||
/*base*/ baseOdds,
|
||||
/*terrain*/ 0,
|
||||
weatherFactor,
|
||||
/*wind*/ 0,
|
||||
statFactor,
|
||||
otherFactors);
|
||||
otherFactors.emplace_back(
|
||||
MakeOtherFactor(settings.Backing().brave_water_ranger_bonus(), "Ranger"));
|
||||
}
|
||||
|
||||
const std::array otherFactors = {MakeOtherFactor(armamentFactor, "Armament")};
|
||||
return MakeOdds(
|
||||
/*base*/ baseOdds,
|
||||
/*terrain*/ 0,
|
||||
|
||||
+4
-6
@@ -4,8 +4,6 @@
|
||||
|
||||
#include "BuildBridgeCommandFactory.hpp"
|
||||
|
||||
#include <array>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/commands/BuildBridgeCommand.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
@@ -83,13 +81,13 @@ auto GetBuildBridgeOdds(
|
||||
constexpr int16_t weatherFactor = 0;
|
||||
constexpr int16_t windFactor = 0;
|
||||
const std::vector stats = {strength, agility, intelligence};
|
||||
std::vector<OtherFactor> otherFactors;
|
||||
if (hasForestAccess) {
|
||||
const std::array otherFactors = {
|
||||
MakeOtherFactor(settings.Backing().build_bridge_forest_bonus(), "forest nearby")};
|
||||
return MakeOdds(base, terrainFactor, weatherFactor, windFactor, stats, otherFactors);
|
||||
otherFactors.push_back(
|
||||
MakeOtherFactor(settings.Backing().build_bridge_forest_bonus(), "forest nearby"));
|
||||
}
|
||||
|
||||
return MakeOdds(base, terrainFactor, weatherFactor, windFactor, stats);
|
||||
return MakeOdds(base, terrainFactor, weatherFactor, windFactor, stats, otherFactors);
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
+29
-29
@@ -4,8 +4,6 @@
|
||||
|
||||
#include "CommandFactoriesList.hpp"
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/BlowBridgeCommandFactory.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/BraveWaterCommandFactory.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/BuildBridgeCommandFactory.hpp"
|
||||
@@ -36,38 +34,40 @@
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using std::make_shared;
|
||||
|
||||
auto MakeFactories(const SettingsGetter& settings)
|
||||
-> std::vector<std::shared_ptr<const CommandFactory>> {
|
||||
// Command factories that produce "must-do" commands like Meteor Target should be first.
|
||||
// Ultimately I should probably move that metadata into the CommandFactory and sort it here.
|
||||
|
||||
return {std::make_shared<MeteorTargetCommandFactory>(settings),
|
||||
std::make_shared<ControlCommandFactory>(settings),
|
||||
std::make_shared<ArcheryCommandFactory>(settings),
|
||||
std::make_shared<BlowBridgeCommandFactory>(settings),
|
||||
std::make_shared<BraveWaterCommandFactory>(settings),
|
||||
std::make_shared<BuildBridgeCommandFactory>(settings),
|
||||
std::make_shared<ChallengeDuelCommandFactory>(settings),
|
||||
std::make_shared<ChargeCommandFactory>(settings),
|
||||
std::make_shared<EvacuatePrisonersCommandFactory>(settings),
|
||||
std::make_shared<ExtinguishFireCommandFactory>(settings),
|
||||
std::make_shared<FearCommandFactory>(settings),
|
||||
std::make_shared<FleeCommandFactory>(settings),
|
||||
std::make_shared<FortifyCommandFactory>(settings),
|
||||
std::make_shared<FreezeWaterCommandFactory>(settings),
|
||||
std::make_shared<HideCommandFactory>(settings),
|
||||
std::make_shared<HolyWaveCommandFactory>(settings),
|
||||
std::make_shared<LightningBoltCommandFactory>(settings),
|
||||
std::make_shared<MeleeCommandFactory>(settings),
|
||||
std::make_shared<MeteorStartCommandFactory>(settings),
|
||||
std::make_shared<RaiseDeadCommandFactory>(settings),
|
||||
std::make_shared<ReduceCommandFactory>(settings),
|
||||
std::make_shared<ReinforceCommandFactory>(settings),
|
||||
std::make_shared<RepairCommandFactory>(settings),
|
||||
std::make_shared<RetreatCommandFactory>(settings),
|
||||
std::make_shared<ScoutCommandFactory>(settings),
|
||||
std::make_shared<StartFireCommandFactory>(settings),
|
||||
std::make_shared<MoveCommandFactory>(settings)};
|
||||
return {make_shared<MeteorTargetCommandFactory>(settings),
|
||||
make_shared<ControlCommandFactory>(settings),
|
||||
make_shared<ArcheryCommandFactory>(settings),
|
||||
make_shared<BlowBridgeCommandFactory>(settings),
|
||||
make_shared<BraveWaterCommandFactory>(settings),
|
||||
make_shared<BuildBridgeCommandFactory>(settings),
|
||||
make_shared<ChallengeDuelCommandFactory>(settings),
|
||||
make_shared<ChargeCommandFactory>(settings),
|
||||
make_shared<EvacuatePrisonersCommandFactory>(settings),
|
||||
make_shared<ExtinguishFireCommandFactory>(settings),
|
||||
make_shared<FearCommandFactory>(settings),
|
||||
make_shared<FleeCommandFactory>(settings),
|
||||
make_shared<FortifyCommandFactory>(settings),
|
||||
make_shared<FreezeWaterCommandFactory>(settings),
|
||||
make_shared<HideCommandFactory>(settings),
|
||||
make_shared<HolyWaveCommandFactory>(settings),
|
||||
make_shared<LightningBoltCommandFactory>(settings),
|
||||
make_shared<MeleeCommandFactory>(settings),
|
||||
make_shared<MeteorStartCommandFactory>(settings),
|
||||
make_shared<RaiseDeadCommandFactory>(settings),
|
||||
make_shared<ReduceCommandFactory>(settings),
|
||||
make_shared<ReinforceCommandFactory>(settings),
|
||||
make_shared<RepairCommandFactory>(settings),
|
||||
make_shared<RetreatCommandFactory>(settings),
|
||||
make_shared<ScoutCommandFactory>(settings),
|
||||
make_shared<StartFireCommandFactory>(settings),
|
||||
make_shared<MoveCommandFactory>(settings)};
|
||||
}
|
||||
|
||||
auto CommandFactoriesList::GetFactories() const
|
||||
|
||||
-1
@@ -33,7 +33,6 @@ namespace {
|
||||
const PlayerId actorPlayerId,
|
||||
const vector<PlayerId>& allyPids) -> std::vector<UnitId> {
|
||||
std::vector<UnitId> captiveUnitIds;
|
||||
captiveUnitIds.reserve(units->size());
|
||||
for (const auto* unit : *units) {
|
||||
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_CAPTURED_UNIT &&
|
||||
unit->has_attached_hero() && IsHostileToActor(unit, actorPlayerId, allyPids)) {
|
||||
|
||||
@@ -9,7 +9,6 @@
|
||||
#include "FleeCommandFactory.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <ranges>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/commands/BecomeOutlawCommand.hpp"
|
||||
@@ -68,11 +67,15 @@ void FleeCommandFactory::AddAvailableFleeCommands(
|
||||
}
|
||||
}
|
||||
|
||||
const std::array otherFactors = {
|
||||
MakeOtherFactor(adjacentFriendliesMod, "adjacentFriendlies"),
|
||||
MakeOtherFactor(adjacentEnemiesMod, "adjacentEnemies"),
|
||||
MakeOtherFactor(adjacentImpassableMod, "adjacentImpassable")};
|
||||
odds = MakeOdds(settings.Backing().flee_success_base_chance(), 0, 0, 0, 0, otherFactors);
|
||||
odds = MakeOdds(
|
||||
settings.Backing().flee_success_base_chance(),
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
{MakeOtherFactor(adjacentFriendliesMod, "adjacentFriendlies"),
|
||||
MakeOtherFactor(adjacentEnemiesMod, "adjacentEnemies"),
|
||||
MakeOtherFactor(adjacentImpassableMod, "adjacentImpassable")});
|
||||
}
|
||||
|
||||
if (unit->can_flee()) {
|
||||
|
||||
@@ -209,7 +209,6 @@ auto ConstructMoveDestinations(
|
||||
const auto occupants = Occupants(*units, hexMap->row_count(), hexMap->column_count());
|
||||
|
||||
std::vector<AccumulatedMoveInfo> allAmis{};
|
||||
allAmis.reserve(hexMap->row_count() * hexMap->column_count());
|
||||
CoordsSet checkedDestinations(hexMap);
|
||||
checkedDestinations.Add(startingLocation);
|
||||
const AccumulatedMoveInfo baseInfo(startingLocation, startingLocation, 0, false, {});
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
|
||||
#include "BraveWaterCommand.hpp"
|
||||
|
||||
#include <optional>
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/actions/DefensiveAmbushAction.hpp"
|
||||
@@ -18,7 +17,7 @@ using net::eagle0::shardok::common::ActionType;
|
||||
vector<ActionResult> BraveWaterCommand::InternalExecuteWithRoll(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator,
|
||||
const std::optional<int32_t> roll) const {
|
||||
const optional<int32_t> roll) const {
|
||||
// Succeeds on high roll
|
||||
const auto successRoll = 101 - roll.value_or(generator->Percentile());
|
||||
const auto lossesRoll = generator->Percentile();
|
||||
@@ -55,14 +54,13 @@ vector<ActionResult> BraveWaterCommand::InternalExecuteWithRoll(
|
||||
crossingResult.mutable_actor()->set_value(actorAfterSpend.unit_id());
|
||||
|
||||
vector<ActionResult> allResults{};
|
||||
allResults.reserve(ambusherId.has_value() ? 2 : 1);
|
||||
|
||||
if (PercentileRollSucceeds(successOdds, successRoll)) {
|
||||
if (ambusherId.has_value()) {
|
||||
// Tile is occupied -- ambush!
|
||||
crossingResult.set_type(ActionType::CROSSED_WATER);
|
||||
AddChangedUnit(crossingResult, actorAfterSpend);
|
||||
allResults.push_back(std::move(crossingResult));
|
||||
allResults.push_back(crossingResult);
|
||||
|
||||
auto ambushResults =
|
||||
DefensiveAmbushAction(ambusherId.value(), actorId, ambusherRoll, settings)
|
||||
@@ -75,13 +73,13 @@ vector<ActionResult> BraveWaterCommand::InternalExecuteWithRoll(
|
||||
crossingResult.set_type(ActionType::CROSSED_WATER);
|
||||
actorAfterSpend.mutable_location() = target;
|
||||
AddChangedUnit(crossingResult, actorAfterSpend);
|
||||
allResults.push_back(std::move(crossingResult));
|
||||
allResults.push_back(crossingResult);
|
||||
}
|
||||
} else {
|
||||
crossingResult.set_type(ActionType::CROSS_WATER_FAILED);
|
||||
AddChangedUnit(crossingResult, actorAfterSpend);
|
||||
// location doesn't change
|
||||
allResults.push_back(std::move(crossingResult));
|
||||
allResults.push_back(crossingResult);
|
||||
}
|
||||
|
||||
return allResults;
|
||||
|
||||
@@ -5,8 +5,6 @@
|
||||
#ifndef EAGLE0_SHARDOK_LIBRARY_COMMANDS_BRAVE_WATER_COMMAND_HPP
|
||||
#define EAGLE0_SHARDOK_LIBRARY_COMMANDS_BRAVE_WATER_COMMAND_HPP
|
||||
|
||||
#include <optional>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ActionCost.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/Coordinates.hpp"
|
||||
@@ -18,7 +16,7 @@ protected:
|
||||
[[nodiscard]] auto InternalExecuteWithRoll(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator,
|
||||
std::optional<int32_t> roll) const -> vector<ActionResult> override;
|
||||
optional<int32_t> roll) const -> vector<ActionResult> override;
|
||||
|
||||
const ActionCost cost;
|
||||
const UnitId actorId;
|
||||
|
||||
@@ -48,10 +48,8 @@ auto EndTurnCommand::InternalExecute(
|
||||
|
||||
GameStateW runningGameState = currentState;
|
||||
vector<ActionResultProto> allResults{};
|
||||
allResults.reserve(runningGameState->units()->size() + 2);
|
||||
|
||||
vector<UnitId> castingUnitIds{};
|
||||
castingUnitIds.reserve(runningGameState->units()->size());
|
||||
|
||||
for (const auto &unit : *runningGameState->units()) {
|
||||
if (unit->player_id() != GetPlayerId()) continue;
|
||||
|
||||
@@ -4,9 +4,6 @@
|
||||
|
||||
#include "FearCommand.hpp"
|
||||
|
||||
#include <array>
|
||||
#include <string>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/actions/ActionRequiresHeroException.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/unit/Unit.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/ActionResultFlatbufferHelpers.hpp"
|
||||
@@ -16,7 +13,7 @@ namespace shardok {
|
||||
|
||||
using net::eagle0::shardok::common::ActionType;
|
||||
|
||||
static const std::string opponentCharismaString = "opponentCharisma";
|
||||
static const string opponentCharismaString = "opponentCharisma";
|
||||
|
||||
auto FearCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
@@ -84,15 +81,13 @@ auto FearCommand::GetFearOdds(
|
||||
double attackerCharisma,
|
||||
double attackerWisdom,
|
||||
const double defenderCharisma) -> PercentileRollOdds {
|
||||
const std::array otherFactors = {
|
||||
MakeOtherFactor(int(50.0 - defenderCharisma), opponentCharismaString)};
|
||||
return MakeOdds(
|
||||
fearBaseOdds,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
{attackerCharisma, attackerCharisma, attackerWisdom},
|
||||
otherFactors);
|
||||
{MakeOtherFactor(int(50.0 - defenderCharisma), opponentCharismaString)});
|
||||
}
|
||||
|
||||
int32_t FearCommand::GetOddsPercentile() const {
|
||||
|
||||
@@ -4,8 +4,6 @@
|
||||
|
||||
#include "FreezeWaterCommand.hpp"
|
||||
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/actions/ActionRequiresHeroException.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/actions/UndeadFrozenAction.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/TileModifierHelpers.hpp"
|
||||
@@ -47,7 +45,6 @@ auto FreezeWaterCommand::InternalExecute(
|
||||
*freezeResult.mutable_odds() = odds;
|
||||
|
||||
vector<ActionResult> allResults{};
|
||||
allResults.reserve(occupantId != -1 ? 2 : 1);
|
||||
|
||||
if (PercentileRollSucceeds(odds, roll)) {
|
||||
freezeResult.set_type(ActionType::FREEZE_WATER);
|
||||
@@ -59,7 +56,7 @@ auto FreezeWaterCommand::InternalExecute(
|
||||
freezeResult.set_type(ActionType::FREEZE_WATER_FAILED);
|
||||
}
|
||||
|
||||
allResults.push_back(std::move(freezeResult));
|
||||
allResults.push_back(freezeResult);
|
||||
if (occupantId != -1 && PercentileRollSucceeds(odds, roll)) {
|
||||
auto destroyedResults = UndeadFrozenAction(currentState->units()->Get(occupantId))
|
||||
.Execute(currentState, generator);
|
||||
|
||||
@@ -56,7 +56,6 @@ auto HideCommand::InternalExecute(
|
||||
auto alliedPids = AlliedPids(currentState, GetPlayerId());
|
||||
|
||||
vector<Unit> adjacentEnemyRangers{};
|
||||
adjacentEnemyRangers.reserve(6);
|
||||
for (const auto &adjCoords :
|
||||
HexMapUtils::GetAdjacentCoords(currentState->hex_map(), target)) {
|
||||
const auto *oneOverOccupant = currentState.GetOccupant(adjCoords);
|
||||
|
||||
@@ -77,7 +77,6 @@ auto HolyWaveDamageAction::MakeDamageActions(
|
||||
const vector<UnitId> &damagedUnitIds,
|
||||
double damagePercentage) -> ActionList {
|
||||
ActionList actions;
|
||||
actions.reserve(damagedUnitIds.size());
|
||||
std::transform(
|
||||
std::begin(damagedUnitIds),
|
||||
std::end(damagedUnitIds),
|
||||
@@ -170,7 +169,6 @@ auto HolyWaveInspireAction::MakeInspireActions(
|
||||
const double maxInspireOverBase,
|
||||
const double vigorBuf) -> ActionList {
|
||||
ActionList actions;
|
||||
actions.reserve(friendlyUnitIds.size());
|
||||
std::transform(
|
||||
std::begin(friendlyUnitIds),
|
||||
std::end(friendlyUnitIds),
|
||||
@@ -202,7 +200,6 @@ auto HolyWaveCommand::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResult> {
|
||||
vector<ActionResult> results;
|
||||
results.reserve(1 + 6 + 1);
|
||||
|
||||
const Unit *actorBefore = currentState->units()->Get(actorId);
|
||||
|
||||
@@ -231,8 +228,6 @@ auto HolyWaveCommand::InternalExecute(
|
||||
|
||||
vector<UnitId> undeadIds{};
|
||||
vector<UnitId> allFriendlyUnitIds{};
|
||||
undeadIds.reserve(6);
|
||||
allFriendlyUnitIds.reserve(7);
|
||||
auto allyPids = AlliedPids(runningState, GetPlayerId());
|
||||
for (const auto &coords :
|
||||
HexMapUtils::GetAdjacentCoords(runningState->hex_map(), actorBefore->location())) {
|
||||
|
||||
@@ -8,7 +8,6 @@
|
||||
|
||||
#include "MeleeCommand.hpp"
|
||||
|
||||
#include <optional>
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/TerrainHelpers.hpp"
|
||||
@@ -37,7 +36,7 @@ MeleeCommand::MeleeCommand(
|
||||
auto MeleeCommand::InternalExecuteWithRoll(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator,
|
||||
const std::optional<int32_t> roll) const -> vector<ActionResult> {
|
||||
const optional<int32_t> roll) const -> vector<ActionResult> {
|
||||
const auto ambushRoll = generator->Percentile();
|
||||
const auto attackerRoll = roll.value_or(generator->OpenEndedPercentile());
|
||||
const auto defenderRoll = generator->OpenEndedPercentile();
|
||||
|
||||
+5
-6
@@ -8,8 +8,6 @@
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/commands/challenge_duel_command/DuelUtils.hpp"
|
||||
|
||||
#include <array>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/unit/Unit.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/CombatUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/view_filters/UnitFilter.hpp"
|
||||
@@ -29,6 +27,7 @@ auto GetAcceptOdds(
|
||||
net::eagle0::shardok::api::UnitView filteredView =
|
||||
UnitFilteredForPlayer(settings, challenger, defender->player_id(), {});
|
||||
std::vector<double> stats = {static_cast<double>(defender->attached_hero().bravery())};
|
||||
std::vector<OtherFactor> otherFactors{};
|
||||
|
||||
Unit believedChallenger = *challenger;
|
||||
MutatingSpendActionPoints(
|
||||
@@ -101,6 +100,8 @@ auto GetAcceptOdds(
|
||||
double battalionStrengthSwing = (NUM_RUNS - 2.0 * defenderWins) / NUM_RUNS;
|
||||
double battalionStrengthFactor =
|
||||
BATTALION_STRENGTH_WEIGHT * battalionStrengthSwing * defender->attached_hero().wisdom();
|
||||
otherFactors.push_back(
|
||||
MakeOtherFactor(static_cast<int>(battalionStrengthFactor), "battalion strength"));
|
||||
|
||||
bool heroStatsKnown = filteredView.attached_hero().has_stats();
|
||||
|
||||
@@ -143,10 +144,8 @@ auto GetAcceptOdds(
|
||||
double duelOddsSwing = (2.0 * defenderWins - NUM_RUNS) / NUM_RUNS;
|
||||
double expectedDuelOutcomeFactor =
|
||||
HERO_STRENGTH_WEIGHT * duelOddsSwing * defender->attached_hero().wisdom();
|
||||
|
||||
const std::array otherFactors = {
|
||||
MakeOtherFactor(static_cast<int>(battalionStrengthFactor), "battalion strength"),
|
||||
MakeOtherFactor(static_cast<int>(expectedDuelOutcomeFactor), "expected duel outcome")};
|
||||
otherFactors.push_back(
|
||||
MakeOtherFactor(static_cast<int>(expectedDuelOutcomeFactor), "expected duel outcome"));
|
||||
|
||||
return MakeOdds(settings.Backing().duel_base_accept_odds(), 0, 0, 0, stats, otherFactors);
|
||||
}
|
||||
|
||||
@@ -8,7 +8,6 @@
|
||||
#include <flatbuffers/flatbuffers.h>
|
||||
|
||||
#include <cstdlib>
|
||||
#include <cstring>
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/ByteHasher.hpp"
|
||||
@@ -35,7 +34,7 @@ private:
|
||||
|
||||
static auto CopyBuffer(const uint8_t* data, const size_t size) -> uint8_t* {
|
||||
auto* b = WrapperAllocator::GetDefaultAllocator()->allocate(size);
|
||||
std::memcpy(b, data, size);
|
||||
memcpy(b, data, size);
|
||||
return b;
|
||||
}
|
||||
|
||||
@@ -82,7 +81,7 @@ public:
|
||||
}
|
||||
buffer = CopyBuffer(other.buffer, other.size);
|
||||
} else if (buffer != nullptr && other.buffer != nullptr) {
|
||||
std::memcpy(buffer, other.buffer, other.size);
|
||||
memcpy(buffer, other.buffer, other.size);
|
||||
}
|
||||
|
||||
size = other.size;
|
||||
@@ -142,7 +141,7 @@ public:
|
||||
}
|
||||
|
||||
size_t offset;
|
||||
std::memcpy(&offset, str.data(), sizeof(size_t));
|
||||
memcpy(&offset, str.data(), sizeof(size_t));
|
||||
|
||||
size_t size = str.size() - sizeof(size_t);
|
||||
auto toReturn = Wrapper(
|
||||
@@ -160,7 +159,7 @@ public:
|
||||
}
|
||||
|
||||
size_t offset;
|
||||
std::memcpy(&offset, bv.data(), sizeof(size_t));
|
||||
memcpy(&offset, bv.data(), sizeof(size_t));
|
||||
|
||||
size_t size = bv.size() - sizeof(size_t);
|
||||
// Note: CopyBuffer will handle const_cast safely by making a copy
|
||||
|
||||
@@ -6,10 +6,6 @@
|
||||
|
||||
#include <flatbuffers/flatbuffers.h>
|
||||
|
||||
#include <unordered_map>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/HexMapHelpers.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/InvalidProtoException.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
@@ -17,6 +13,8 @@
|
||||
|
||||
namespace shardok::fb {
|
||||
|
||||
using std::unique_ptr;
|
||||
using std::unordered_map;
|
||||
using namespace net::eagle0::shardok::storage::fb;
|
||||
using GameStatusProto = net::eagle0::shardok::common::GameStatus;
|
||||
|
||||
@@ -46,12 +44,11 @@ auto ConvertVictoryCondition(const net::eagle0::shardok::common::VictoryConditio
|
||||
|
||||
auto FromPlayerInfoProto(flatbuffers::FlatBufferBuilder& fbb, const PlayerInfoProto& piProto)
|
||||
-> flatbuffers::Offset<net::eagle0::shardok::storage::fb::PlayerInfo> {
|
||||
auto alliesVec = std::vector<AlliedPlayer>();
|
||||
alliesVec.reserve(piProto.allies_size());
|
||||
auto alliesVec = vector<AlliedPlayer>();
|
||||
for (const auto& apProto : piProto.allies()) { alliesVec.emplace_back(apProto.player_id()); }
|
||||
const auto alliesOffset = fbb.CreateVectorOfStructs(alliesVec);
|
||||
|
||||
auto vcVec = std::vector<int8_t>();
|
||||
auto vcVec = vector<int8_t>();
|
||||
const int victoryConditionCount = piProto.victory_conditions_size();
|
||||
vcVec.reserve(victoryConditionCount);
|
||||
for (int i = 0; i < victoryConditionCount; i++) {
|
||||
@@ -78,21 +75,22 @@ auto RequiredMonthlyFood(const Unit& unit, const SettingsGetter& settingsGetter)
|
||||
}
|
||||
|
||||
auto FoodPercentageByPid(
|
||||
const std::vector<PlayerInfoProto>& playerInfoProtos,
|
||||
const std::vector<Unit>& units,
|
||||
const SettingsGetter& settings) -> std::unordered_map<int, double> {
|
||||
std::unordered_map<int, double> foodRequirementsByPid;
|
||||
foodRequirementsByPid.reserve(playerInfoProtos.size());
|
||||
const vector<PlayerInfoProto>& playerInfoProtos,
|
||||
const vector<Unit>& units,
|
||||
const SettingsGetter& settings) -> unordered_map<int, double> {
|
||||
unordered_map<int, double> foodRequirementsByPid;
|
||||
for (const auto& unit : units) {
|
||||
foodRequirementsByPid[unit.player_id()] += RequiredMonthlyFood(unit, settings);
|
||||
const auto cost = RequiredMonthlyFood(unit, settings);
|
||||
if (foodRequirementsByPid.count(unit.player_id()) > 0) {
|
||||
foodRequirementsByPid[unit.player_id()] += cost;
|
||||
} else {
|
||||
foodRequirementsByPid[unit.player_id()] = cost;
|
||||
}
|
||||
}
|
||||
|
||||
std::unordered_map<int, double> foodPercentByPid;
|
||||
foodPercentByPid.reserve(playerInfoProtos.size());
|
||||
for (const auto& pi : playerInfoProtos) {
|
||||
const auto requirementIt = foodRequirementsByPid.find(pi.player_id());
|
||||
const double required =
|
||||
requirementIt == foodRequirementsByPid.end() ? 0.0 : requirementIt->second;
|
||||
const double required = foodRequirementsByPid[pi.player_id()];
|
||||
const double available = pi.starting_food();
|
||||
foodPercentByPid[pi.player_id()] =
|
||||
required == 0 ? 1.0 : std::max(1.0, available / required);
|
||||
@@ -113,8 +111,8 @@ auto BaseMorale(const Unit& unit) -> double {
|
||||
auto SetupInitialGameState(
|
||||
const GameId& gameId,
|
||||
const HexMapProto& hexMapProto,
|
||||
const std::vector<PlayerInfoProto>& playerInfoProtos,
|
||||
std::vector<Unit>& units,
|
||||
const vector<PlayerInfoProto>& playerInfoProtos,
|
||||
vector<Unit>& units,
|
||||
int month,
|
||||
bool isWinter,
|
||||
const SettingsGetter& settings) -> GameStateW {
|
||||
@@ -142,8 +140,7 @@ auto SetupInitialGameState(
|
||||
&endGameCondition);
|
||||
auto gameIdOffset = fbb.CreateString(gameId);
|
||||
|
||||
auto playerInfoVec = std::vector<Offset<PlayerInfo>>();
|
||||
playerInfoVec.reserve(playerInfoProtos.size());
|
||||
auto playerInfoVec = vector<Offset<PlayerInfo>>();
|
||||
for (const auto& piProto : playerInfoProtos) {
|
||||
playerInfoVec.push_back(FromPlayerInfoProto(fbb, piProto));
|
||||
}
|
||||
@@ -160,9 +157,9 @@ auto SetupInitialGameState(
|
||||
}
|
||||
|
||||
// Add slack units: 3 per necromancer, minimum 5 for general use
|
||||
const int slackUnits = std::max(5, necromancerCount * 3);
|
||||
int slackUnits = std::max(5, necromancerCount * 3);
|
||||
|
||||
auto unitsVec = std::vector<Unit>();
|
||||
auto unitsVec = vector<Unit>();
|
||||
unitsVec.reserve(units.size() + slackUnits);
|
||||
for (const auto& unit : units) {
|
||||
Unit modifiedUnit = unit;
|
||||
@@ -187,7 +184,7 @@ auto SetupInitialGameState(
|
||||
modifiedUnit.mutate_status(net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT);
|
||||
}
|
||||
|
||||
unitsVec.push_back(std::move(modifiedUnit));
|
||||
unitsVec.push_back(modifiedUnit);
|
||||
}
|
||||
|
||||
// Add slack units for future expansion (e.g., necromancer raise dead)
|
||||
@@ -200,12 +197,12 @@ auto SetupInitialGameState(
|
||||
slackUnit.mutate_eagle_player_id(-1);
|
||||
slackUnit.mutable_location().mutate_row(-1);
|
||||
slackUnit.mutable_location().mutate_column(-1);
|
||||
unitsVec.push_back(std::move(slackUnit));
|
||||
unitsVec.push_back(slackUnit);
|
||||
}
|
||||
|
||||
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
|
||||
|
||||
std::vector<UnitId> possibleChargeeIdsVec = {-1, -1, -1, -1, -1, -1};
|
||||
vector<UnitId> possibleChargeeIdsVec = {-1, -1, -1, -1, -1, -1};
|
||||
auto possibleChargeeIdsOffset = fbb.CreateVector(possibleChargeeIdsVec);
|
||||
|
||||
GameStateBuilder builder(fbb);
|
||||
@@ -231,11 +228,9 @@ auto SetupInitialGameState(
|
||||
|
||||
auto ToProto(const GameStatus* fbStatus) -> GameStatusProto {
|
||||
GameStatusProto protoStatus{};
|
||||
protoStatus.set_state(
|
||||
static_cast<net::eagle0::shardok::common::GameStatus_State>(fbStatus->state()));
|
||||
protoStatus.set_state((net::eagle0::shardok::common::GameStatus_State)fbStatus->state());
|
||||
if (fbStatus->description()) { protoStatus.set_description(fbStatus->description()->str()); }
|
||||
if (fbStatus->winning_shardok_ids()) {
|
||||
protoStatus.mutable_winning_shardok_ids()->Reserve(fbStatus->winning_shardok_ids()->size());
|
||||
for (const auto pid : *fbStatus->winning_shardok_ids()) {
|
||||
if (pid != -1) { protoStatus.add_winning_shardok_ids(pid); }
|
||||
}
|
||||
@@ -278,7 +273,6 @@ auto ToPlayerInfoProto(const PlayerInfo* fbPI) -> PlayerInfoProto {
|
||||
fbPI->victory_conditions()->end()};
|
||||
|
||||
if (fbPI->allies()) {
|
||||
piProto.mutable_allies()->Reserve(fbPI->allies()->size());
|
||||
for (const auto& ally : *fbPI->allies()) {
|
||||
piProto.add_allies()->set_player_id(ally->player_id());
|
||||
}
|
||||
|
||||
@@ -65,7 +65,6 @@ auto ToProto(const HexMap* hexMap) -> HexMapProto {
|
||||
hexMapProto.set_column_count(hexMap->column_count());
|
||||
|
||||
if (hexMap->monthly_weather()) {
|
||||
hexMapProto.mutable_monthly_weather()->Reserve(hexMap->monthly_weather()->size());
|
||||
for (const auto& mw : *hexMap->monthly_weather()) {
|
||||
auto* mwProto = hexMapProto.add_monthly_weather();
|
||||
mwProto->set_is_winter(mw->is_winter());
|
||||
@@ -80,15 +79,12 @@ auto ToProto(const HexMap* hexMap) -> HexMapProto {
|
||||
}
|
||||
}
|
||||
|
||||
hexMapProto.mutable_terrain()->Reserve(hexMap->terrain()->size());
|
||||
for (const auto& terr : *hexMap->terrain()) {
|
||||
*hexMapProto.add_terrain() = ToTerrainProto(terr);
|
||||
}
|
||||
|
||||
if (hexMap->defender_starting_positions() &&
|
||||
hexMap->defender_starting_positions()->positions()) {
|
||||
hexMapProto.mutable_defender_starting_positions()->mutable_positions()->Reserve(
|
||||
hexMap->defender_starting_positions()->positions()->size());
|
||||
for (const auto& dsp : *hexMap->defender_starting_positions()->positions()) {
|
||||
auto* pos = hexMapProto.mutable_defender_starting_positions()->add_positions();
|
||||
pos->set_row(dsp->row());
|
||||
@@ -97,13 +93,10 @@ auto ToProto(const HexMap* hexMap) -> HexMapProto {
|
||||
}
|
||||
|
||||
if (hexMap->attacker_starting_positions()) {
|
||||
hexMapProto.mutable_attacker_starting_positions()->Reserve(
|
||||
hexMap->attacker_starting_positions()->size());
|
||||
for (const auto& aspl : *hexMap->attacker_starting_positions()) {
|
||||
auto* list = hexMapProto.add_attacker_starting_positions();
|
||||
|
||||
if (aspl->positions()) {
|
||||
list->mutable_positions()->Reserve(aspl->positions()->size());
|
||||
for (const auto& asp : *aspl->positions()) {
|
||||
auto* pos = list->add_positions();
|
||||
pos->set_row(asp->row());
|
||||
|
||||
@@ -59,9 +59,7 @@ private:
|
||||
|
||||
public:
|
||||
CoordsSet(int w, int h) : mapWidth(w), mapHeight(h), indexCount(w * h) {
|
||||
if (kCoordsSetIndexChecks) {
|
||||
assert(static_cast<size_t>(w) * static_cast<size_t>(h) < STANDARD_SIZE);
|
||||
}
|
||||
if (kCoordsSetIndexChecks) { assert(w * h < STANDARD_SIZE); }
|
||||
clear();
|
||||
}
|
||||
explicit CoordsSet(const HexMap* map) : CoordsSet(map->column_count(), map->row_count()) {}
|
||||
|
||||
@@ -28,11 +28,11 @@ using net::eagle0::shardok::common::HexMapDirection::SOUTHWEST;
|
||||
using net::eagle0::shardok::common::HexMapDirection::WEST;
|
||||
|
||||
inline HexMapDirection operator+(const HexMapDirection& dir, const int delta) {
|
||||
return static_cast<HexMapDirection>((static_cast<int>(dir) + delta) % 6);
|
||||
return HexMapDirection((int(dir) + delta) % 6);
|
||||
}
|
||||
|
||||
inline HexMapDirection operator-(const HexMapDirection& dir, const int delta) {
|
||||
return static_cast<HexMapDirection>((static_cast<int>(dir) - delta) % 6);
|
||||
return HexMapDirection((int(dir) - delta) % 6);
|
||||
}
|
||||
|
||||
inline HexMapDirection& operator++(HexMapDirection& dir) {
|
||||
|
||||
@@ -96,7 +96,7 @@ void GameSettings::Setter::SetRandomGenerator(std::shared_ptr<RandomGenerator> g
|
||||
}
|
||||
|
||||
void GameSettings::Setter::RegisterBattalionType(const BattalionTypeSPtr& newType) {
|
||||
if (static_cast<int64_t>(settings.battalionTypes.size()) <= newType->typeId) {
|
||||
if ((int64_t)settings.battalionTypes.size() <= newType->typeId) {
|
||||
settings.battalionTypes.resize(newType->typeId + 1);
|
||||
}
|
||||
settings.battalionTypes[newType->typeId] = newType;
|
||||
|
||||
@@ -9,7 +9,6 @@
|
||||
#include "TutorialBattleController.hpp"
|
||||
|
||||
#include <ranges>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/ActionResultFlatbufferHelpers.hpp"
|
||||
@@ -39,7 +38,6 @@ auto TutorialBattleController::CheckAndExecuteEvents(
|
||||
if (!enabled_) { return {}; }
|
||||
|
||||
TutorialEventResults combined;
|
||||
combined.actionResults.reserve(config_.events_size());
|
||||
|
||||
// Check events in config order
|
||||
for (const auto& event : config_.events()) {
|
||||
@@ -197,13 +195,12 @@ auto TutorialBattleController::ExecuteFleeAction(
|
||||
const FleeActionProto& fleeAction,
|
||||
const GameStateW& state) const -> std::vector<ActionResult> {
|
||||
std::vector<ActionResult> results;
|
||||
results.reserve(state->units()->size() + 1);
|
||||
const PlayerId fleeingPlayerId = fleeAction.player_id();
|
||||
|
||||
// First, create a "tutorial enemy fled" notification
|
||||
ActionResult fleeNotification{};
|
||||
fleeNotification.set_type(ActionType::TUTORIAL_ENEMY_FLED);
|
||||
results.push_back(std::move(fleeNotification));
|
||||
results.push_back(fleeNotification);
|
||||
|
||||
// Determine which units should flee
|
||||
std::set<int32_t> specificUnitIds(fleeAction.unit_ids().begin(), fleeAction.unit_ids().end());
|
||||
@@ -236,7 +233,7 @@ auto TutorialBattleController::ExecuteFleeAction(
|
||||
AddUnitToResolved(*resolvedUnit, *unit);
|
||||
resolvedUnit->set_status(net::eagle0::shardok::storage::ResolvedUnit_UnitStatus_FLED_UNIT);
|
||||
|
||||
results.push_back(std::move(fleeResult));
|
||||
results.push_back(fleeResult);
|
||||
}
|
||||
|
||||
return results;
|
||||
@@ -258,9 +255,7 @@ auto TutorialBattleController::ExecuteReinforcementsAction(
|
||||
const auto* attackerPositions = state->hex_map()->attacker_starting_positions();
|
||||
if (startingPosGroupIndex >= 0 &&
|
||||
startingPosGroupIndex < static_cast<int>(attackerPositions->size())) {
|
||||
const auto* startingPositions = attackerPositions->Get(startingPosGroupIndex)->positions();
|
||||
availablePositions.reserve(startingPositions->size());
|
||||
for (const auto* pos : *startingPositions) {
|
||||
for (const auto* pos : *attackerPositions->Get(startingPosGroupIndex)->positions()) {
|
||||
if (!state.GetOccupant(*pos)) { availablePositions.push_back(*pos); }
|
||||
}
|
||||
}
|
||||
@@ -291,7 +286,7 @@ auto TutorialBattleController::ExecuteReinforcementsAction(
|
||||
AddChangedUnit(reinforcementsResult, changedUnit);
|
||||
}
|
||||
|
||||
eventResults.actionResults.push_back(std::move(reinforcementsResult));
|
||||
eventResults.actionResults.push_back(reinforcementsResult);
|
||||
return eventResults;
|
||||
}
|
||||
|
||||
|
||||
@@ -19,6 +19,12 @@
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using std::begin;
|
||||
using std::end;
|
||||
using std::find_if;
|
||||
using std::optional;
|
||||
using std::remove_if;
|
||||
|
||||
using Unit = net::eagle0::shardok::storage::fb::Unit;
|
||||
using Units = flatbuffers::Vector<const Unit *>;
|
||||
|
||||
|
||||
@@ -21,8 +21,7 @@ static inline void AddChangedUnit(ActionResult& result, const Unit& unit) {
|
||||
}
|
||||
|
||||
static inline void AddUnitToResolved(ResolvedUnit& resolvedUnit, const Unit& unit) {
|
||||
*resolvedUnit.mutable_unit_bytes() =
|
||||
std::string(reinterpret_cast<const char*>(&unit), sizeof(Unit));
|
||||
*resolvedUnit.mutable_unit_bytes() = std::string((char*)&unit, sizeof(Unit));
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -28,7 +28,6 @@ auto CubeToOffset(const Cube &cube) -> Coords {
|
||||
|
||||
auto CubesWithinDistance(const Cube &c1, const int distance) -> std::vector<Cube> {
|
||||
std::vector<Cube> cubes{};
|
||||
cubes.reserve(1 + 3 * distance * (distance + 1));
|
||||
|
||||
for (int x = -distance; x <= distance; x++) {
|
||||
for (int y = std::max(-distance, -x - distance); y <= std::min(distance, -x + distance);
|
||||
@@ -43,7 +42,6 @@ auto CubesWithinDistance(const Cube &c1, const int distance) -> std::vector<Cube
|
||||
|
||||
auto CubesWithExactDistance(const Cube &c1, const int distance) -> std::vector<Cube> {
|
||||
std::vector<Cube> cubes{};
|
||||
cubes.reserve(distance == 0 ? 1 : 6 * distance);
|
||||
|
||||
for (int x = -distance; x <= distance; x++) {
|
||||
for (int y = std::max(-distance, -x - distance); y <= std::min(distance, -x + distance);
|
||||
@@ -72,7 +70,7 @@ auto FixupCube(
|
||||
newZ = -newY - newX;
|
||||
}
|
||||
|
||||
return Cube(static_cast<int16_t>(newX), static_cast<int16_t>(newY), static_cast<int16_t>(newZ));
|
||||
return Cube(int16_t(newX), int16_t(newY), int16_t(newZ));
|
||||
}
|
||||
|
||||
// Always rounds half up, instead of away from zero.
|
||||
@@ -92,7 +90,6 @@ auto CubeLerp(const Cube &c1, const Cube &c2, const double t) -> std::vector<Cub
|
||||
const auto zDiff = abs(newZ - floatZ);
|
||||
|
||||
std::vector<Cube> cubes{};
|
||||
cubes.reserve(2);
|
||||
cubes.push_back(FixupCube(newX, xDiff, newY, yDiff, newZ, zDiff));
|
||||
|
||||
// The 0.5 case represents a situation where the line passes exactly between two hexes. In that
|
||||
@@ -114,9 +111,6 @@ auto CubeLineInclusive(const Cube &c1, const Cube &c2) -> std::vector<Cube> {
|
||||
std::vector<Cube> cubes;
|
||||
|
||||
const auto dist = CubeDistance(c1, c2);
|
||||
if (dist == 0) { return {c1}; }
|
||||
|
||||
cubes.reserve(2 * (dist + 1));
|
||||
const double reciprocal = 1.0 / dist;
|
||||
|
||||
for (int i = 0; i <= dist; i++) {
|
||||
|
||||
@@ -9,7 +9,6 @@
|
||||
#include "HexMapUtils.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <memory>
|
||||
#include <ranges>
|
||||
|
||||
@@ -19,12 +18,15 @@
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using std::any_of;
|
||||
using std::begin;
|
||||
using std::end;
|
||||
using Terrain = net::eagle0::shardok::storage::fb::Terrain;
|
||||
|
||||
const std::array<Coords, 6> ADJACENT_TILE_MODS_EVEN_ROW =
|
||||
const vector<Coords> ADJACENT_TILE_MODS_EVEN_ROW =
|
||||
{Coords(-1, 0), Coords(0, 1), Coords(1, 0), Coords(1, -1), Coords(0, -1), Coords(-1, -1)};
|
||||
|
||||
const std::array<Coords, 6> ADJACENT_TILE_MODS_ODD_ROW =
|
||||
const vector<Coords> ADJACENT_TILE_MODS_ODD_ROW =
|
||||
{Coords(-1, 1), Coords(0, 1), Coords(1, 1), Coords(1, 0), Coords(0, -1), Coords(-1, 0)};
|
||||
|
||||
auto AllCastleCoords(const HexMap *hexMap) -> CoordsSet {
|
||||
@@ -79,7 +81,7 @@ auto HasForestAccess(
|
||||
const Coords &coords,
|
||||
const Units *units,
|
||||
const HexMap *hexMap,
|
||||
const std::vector<PlayerId> &allyPids,
|
||||
const vector<PlayerId> &allyPids,
|
||||
const PlayerId player) -> bool {
|
||||
if (GetTerrain(hexMap, coords)->type() ==
|
||||
net::eagle0::shardok::storage::fb::Terrain_::Type_FOREST)
|
||||
@@ -87,16 +89,13 @@ auto HasForestAccess(
|
||||
|
||||
const CoordsSet adjacentCoords = HexMapUtils::GetAdjacentCoords(hexMap, coords);
|
||||
|
||||
return std::any_of(
|
||||
std::begin(adjacentCoords),
|
||||
std::end(adjacentCoords),
|
||||
[&](const Coords &adjCoords) {
|
||||
if (KnownEnemyOccupant(player, units, allyPids, adjCoords)) return false;
|
||||
if (GetTerrain(hexMap, adjCoords)->type() ==
|
||||
net::eagle0::shardok::storage::fb::Terrain_::Type_FOREST)
|
||||
return true;
|
||||
return false;
|
||||
});
|
||||
return any_of(begin(adjacentCoords), end(adjacentCoords), [&](const Coords &adjCoords) {
|
||||
if (KnownEnemyOccupant(player, units, allyPids, adjCoords)) return false;
|
||||
if (GetTerrain(hexMap, adjCoords)->type() ==
|
||||
net::eagle0::shardok::storage::fb::Terrain_::Type_FOREST)
|
||||
return true;
|
||||
return false;
|
||||
});
|
||||
}
|
||||
|
||||
const std::vector<CoordsSet> HexMapUtils::standardCoords =
|
||||
@@ -177,13 +176,12 @@ auto HexMapUtils::GetAdjacentCoords(const HexMap *map, const Coords &origin) ->
|
||||
}
|
||||
|
||||
auto HexMapUtils::GetAdjacentTiles(const HexMap *map, const Coords &origin)
|
||||
-> std::vector<AdjacentTile> {
|
||||
std::vector<AdjacentTile> adjacentTiles{};
|
||||
adjacentTiles.reserve(6);
|
||||
-> vector<AdjacentTile> {
|
||||
vector<AdjacentTile> adjacentTiles{};
|
||||
|
||||
const auto &modifierSet =
|
||||
(origin.row() % 2 ? ADJACENT_TILE_MODS_ODD_ROW : ADJACENT_TILE_MODS_EVEN_ROW);
|
||||
auto dir = static_cast<HexMapDirection>(0);
|
||||
auto dir = HexMapDirection(0);
|
||||
for (const Coords &modifier : modifierSet) {
|
||||
Coords adjacentCoords =
|
||||
Coords(origin.row() + modifier.row(), origin.column() + modifier.column());
|
||||
@@ -198,17 +196,17 @@ auto HexMapUtils::GetAdjacentTiles(const HexMap *map, const Coords &origin)
|
||||
}
|
||||
|
||||
[[nodiscard]] auto GetTilesAcrossWater(const HexMap *map, const Coords &coords) -> CoordsSet {
|
||||
const std::vector<AdjacentTile> adjacentTiles = HexMapUtils::GetAdjacentTiles(map, coords);
|
||||
const vector<AdjacentTile> adjacentTiles = HexMapUtils::GetAdjacentTiles(map, coords);
|
||||
CoordsSet braveWaterTargets(map);
|
||||
|
||||
for (const AdjacentTile &adjacentTile : adjacentTiles) {
|
||||
const auto *terrain = GetTerrain(map, adjacentTile.coords);
|
||||
if (IsWater(static_cast<net::eagle0::shardok::common::Terrain_Type>(terrain->type()))) {
|
||||
if (IsWater((net::eagle0::shardok::common::Terrain_Type)terrain->type())) {
|
||||
if (terrain->modifier().bridge().present()) continue;
|
||||
if (terrain->modifier().ice().present()) continue;
|
||||
for (int i = -1; i <= 1; i++) {
|
||||
const auto nextDirection =
|
||||
static_cast<HexMapDirection>((adjacentTile.directionTo + i + 6) % 6);
|
||||
(HexMapDirection)((adjacentTile.directionTo + i + 6) % 6);
|
||||
const auto &maybeNext =
|
||||
MaybeTileInDirection(map, adjacentTile.coords, nextDirection);
|
||||
|
||||
@@ -329,7 +327,7 @@ void MaybeAdd(const Cube &cube, CoordsSet &set, const HexMap *map) {
|
||||
const auto c2 = OffsetToCube(coords2);
|
||||
|
||||
auto line = CubeLineInclusive(c1, c2);
|
||||
return std::any_of(std::begin(line), std::end(line), [&map](const Cube &c) {
|
||||
return std::any_of(begin(line), end(line), [&map](const Cube &c) {
|
||||
const auto betweenCoords = CubeToOffset(c);
|
||||
if (CoordsAreValid(map, betweenCoords) &&
|
||||
GetTerrain(map, betweenCoords)->type() ==
|
||||
@@ -680,13 +678,11 @@ auto KnownAdjacentEnemies(
|
||||
const PlayerId playerId,
|
||||
const Units *units,
|
||||
const HexMap *map,
|
||||
const std::vector<PlayerId> &allyPids,
|
||||
const Coords &coords) -> std::vector<const Unit *> {
|
||||
std::vector<const Unit *> knownAdjacentEnemies{};
|
||||
const CoordsSet &adjacentCoords = HexMapUtils::GetAdjacentCoords(map, coords);
|
||||
knownAdjacentEnemies.reserve(adjacentCoords.size());
|
||||
const vector<PlayerId> &allyPids,
|
||||
const Coords &coords) -> vector<const Unit *> {
|
||||
vector<const Unit *> knownAdjacentEnemies{};
|
||||
|
||||
for (const Coords &adjCoords : adjacentCoords) {
|
||||
for (const Coords &adjCoords : HexMapUtils::GetAdjacentCoords(map, coords)) {
|
||||
const auto *possibleEnemy = KnownEnemyOccupant(playerId, units, allyPids, adjCoords);
|
||||
if (possibleEnemy) { knownAdjacentEnemies.push_back(possibleEnemy); }
|
||||
}
|
||||
@@ -697,7 +693,7 @@ auto KnownAdjacentEnemies(
|
||||
auto KnownEnemyOccupant(
|
||||
const PlayerId playerId,
|
||||
const Units *units,
|
||||
const std::vector<PlayerId> &allyPids,
|
||||
const vector<PlayerId> &allyPids,
|
||||
const Coords &coords) -> const Unit * {
|
||||
const auto *occupant = Occupant(units, coords);
|
||||
if (occupant) {
|
||||
|
||||
@@ -29,6 +29,7 @@ using Terrain = net::eagle0::shardok::storage::fb::Terrain;
|
||||
using UnitView = net::eagle0::shardok::api::UnitView;
|
||||
using Unit = net::eagle0::shardok::storage::fb::Unit;
|
||||
using Units = flatbuffers::Vector<const Unit *>;
|
||||
using std::vector;
|
||||
|
||||
struct alignas(16) AdjacentTile {
|
||||
HexMapDirection directionTo;
|
||||
@@ -58,7 +59,7 @@ public:
|
||||
-> const CoordsSet &;
|
||||
|
||||
[[nodiscard]] static auto GetAdjacentTiles(const HexMap *map, const Coords &coords)
|
||||
-> std::vector<AdjacentTile>;
|
||||
-> vector<AdjacentTile>;
|
||||
|
||||
[[nodiscard]] static auto LineIsBlockedByMountains(
|
||||
const HexMap *map,
|
||||
@@ -77,7 +78,7 @@ auto HasForestAccess(
|
||||
const Coords &coords,
|
||||
const Units *units,
|
||||
const HexMap *hexMap,
|
||||
const std::vector<PlayerId> &allyPids,
|
||||
const vector<PlayerId> &allyPids,
|
||||
PlayerId player) -> bool;
|
||||
|
||||
auto GetTerrain(const HexMap *map, const Coords &coords) -> const Terrain *;
|
||||
@@ -123,10 +124,10 @@ static inline auto Occupant(const Units &units, const Coords &coords) -> const U
|
||||
}
|
||||
|
||||
static inline auto Occupants(
|
||||
const std::vector<const Unit *> &units,
|
||||
const vector<const Unit *> &units,
|
||||
const int rowCount,
|
||||
const int columnCount) -> std::vector<const Unit *> {
|
||||
std::vector<const Unit *> positions(rowCount * columnCount);
|
||||
const int columnCount) -> vector<const Unit *> {
|
||||
vector<const Unit *> positions(rowCount * columnCount);
|
||||
|
||||
for (const auto &unit : units) {
|
||||
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) {
|
||||
@@ -141,8 +142,8 @@ static inline auto Occupants(
|
||||
static inline auto Occupants(
|
||||
const flatbuffers::Vector<const Unit *> &units,
|
||||
const int rowCount,
|
||||
const int columnCount) -> std::vector<const Unit *> {
|
||||
std::vector<const Unit *> positions(rowCount * columnCount);
|
||||
const int columnCount) -> vector<const Unit *> {
|
||||
vector<const Unit *> positions(rowCount * columnCount);
|
||||
|
||||
for (const auto &unit : units) {
|
||||
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) {
|
||||
@@ -154,7 +155,7 @@ static inline auto Occupants(
|
||||
return positions;
|
||||
}
|
||||
|
||||
static inline auto Occupant(const std::vector<const Unit *> &units, const Coords &coords)
|
||||
static inline auto Occupant(const vector<const Unit *> &units, const Coords &coords)
|
||||
-> const Unit * {
|
||||
for (const auto &unit : units) {
|
||||
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
|
||||
@@ -207,7 +208,7 @@ auto Occupant(const UnitContainer &units, const Coords &coords) -> std::optional
|
||||
static inline auto FriendlyOccupant(
|
||||
const PlayerId pid,
|
||||
const Units *units,
|
||||
const std::vector<PlayerId> &allyPids,
|
||||
const vector<PlayerId> &allyPids,
|
||||
const Coords &coords) -> const Unit * {
|
||||
const auto *occupant = Occupant(units, coords);
|
||||
if (occupant) {
|
||||
@@ -224,7 +225,7 @@ template<class U, class UnitContainer>
|
||||
auto FriendlyOccupant(
|
||||
PlayerId pid,
|
||||
const UnitContainer &units,
|
||||
const std::vector<PlayerId> &allyPids,
|
||||
const vector<PlayerId> &allyPids,
|
||||
const Coords &coords) -> std::optional<U> {
|
||||
auto occupantOptional = Occupant(units, coords);
|
||||
if (occupantOptional.has_value()) {
|
||||
@@ -240,14 +241,14 @@ auto FriendlyOccupant(
|
||||
auto KnownEnemyOccupant(
|
||||
PlayerId playerId,
|
||||
const Units *units,
|
||||
const std::vector<PlayerId> &allyPids,
|
||||
const vector<PlayerId> &allyPids,
|
||||
const Coords &coords) -> const Unit *;
|
||||
|
||||
template<class UnitContainer>
|
||||
auto KnownEnemyOccupant(
|
||||
PlayerId playerId,
|
||||
const UnitContainer &units,
|
||||
const std::vector<PlayerId> &allyPids,
|
||||
const vector<PlayerId> &allyPids,
|
||||
const Coords &coords) -> std::optional<typename UnitContainer::value_type> {
|
||||
auto occupantOptional = Occupant(units, coords);
|
||||
if (occupantOptional.has_value()) {
|
||||
@@ -264,7 +265,7 @@ auto KnownEnemyOccupant(
|
||||
[[nodiscard]] static inline auto KnownOccupant(
|
||||
const PlayerId playerId,
|
||||
const Units *units,
|
||||
const std::vector<PlayerId> &allyPids,
|
||||
const vector<PlayerId> &allyPids,
|
||||
const Coords &coords) -> const Unit * {
|
||||
const auto *occupant = Occupant(units, coords);
|
||||
if (occupant) {
|
||||
@@ -281,8 +282,8 @@ auto KnownAdjacentEnemies(
|
||||
PlayerId playerId,
|
||||
const Units *units,
|
||||
const HexMap *map,
|
||||
const std::vector<PlayerId> &allyPids,
|
||||
const Coords &coords) -> std::vector<const Unit *>;
|
||||
const vector<PlayerId> &allyPids,
|
||||
const Coords &coords) -> vector<const Unit *>;
|
||||
|
||||
auto DirectionsTo(int columnCount, const Coords &origin, const Coords &destination)
|
||||
-> HexMapDirectionsTo;
|
||||
|
||||
@@ -41,7 +41,6 @@ auto AlliedPids(const GameState *gameState, int playerId) -> std::vector<PlayerI
|
||||
std::vector<PlayerId> allyPids{};
|
||||
|
||||
if (pi->allies()) {
|
||||
allyPids.reserve(pi->allies()->size());
|
||||
for (const auto &ally : *pi->allies()) { allyPids.push_back(ally->player_id()); }
|
||||
}
|
||||
return allyPids;
|
||||
|
||||
@@ -121,7 +121,7 @@ auto AttackOrientationForAttack(
|
||||
const PlayerId playerId,
|
||||
const Units *units,
|
||||
const HexMap *hexMap,
|
||||
const std::vector<PlayerId> &allyPids) -> CoordsSet {
|
||||
const vector<PlayerId> &allyPids) -> CoordsSet {
|
||||
CoordsSet cs(hexMap); // NOLINT(readability-identifier-length)
|
||||
for (const Unit *unit : *units) {
|
||||
if (unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
|
||||
@@ -139,7 +139,7 @@ auto AttackOrientationForAttack(
|
||||
const PlayerId playerId,
|
||||
const Units *units,
|
||||
const HexMap *hexMap,
|
||||
const std::vector<PlayerId> &allyPids,
|
||||
const vector<PlayerId> &allyPids,
|
||||
const Coords &coords) -> bool {
|
||||
CoordsSet adjCoords = HexMapUtils::GetAdjacentCoords(hexMap, coords);
|
||||
return std::any_of(std::begin(adjCoords), std::end(adjCoords), [&](const Coords &adjCoords) {
|
||||
|
||||
@@ -27,14 +27,14 @@ ExertsZoneOfControl(const SettingsGetter &settings, const Unit *unit, PlayerId t
|
||||
PlayerId playerId,
|
||||
const Units *units,
|
||||
const HexMap *hexMap,
|
||||
const std::vector<PlayerId> &allyPids) -> CoordsSet;
|
||||
const vector<PlayerId> &allyPids) -> CoordsSet;
|
||||
|
||||
[[nodiscard]] auto IsInEnemyZoc(
|
||||
const SettingsGetter &settings,
|
||||
PlayerId playerId,
|
||||
const Units *units,
|
||||
const HexMap *hexMap,
|
||||
const std::vector<PlayerId> &allyPids,
|
||||
const vector<PlayerId> &allyPids,
|
||||
const Coords &coords) -> bool;
|
||||
|
||||
[[nodiscard]] auto AttackOrientationForAttack(
|
||||
|
||||
@@ -93,9 +93,9 @@ auto TargetIsHiddenFromOpponents(const ActionResultType type) -> bool {
|
||||
hiddenActor = unit.hidden();
|
||||
}
|
||||
}
|
||||
wasHidden = beforeState && actorId >= 0 &&
|
||||
wasHidden = beforeState &&
|
||||
beforeState->units()->size() > static_cast<unsigned int>(actorId) &&
|
||||
beforeState->units()->Get(actorId)->hidden();
|
||||
beforeState->units()->Get(result.actor().value())->hidden();
|
||||
}
|
||||
const PlayerId actorPlayer = result.has_player() ? result.player().value() : -1;
|
||||
const bool actorIsSelfOrAlly =
|
||||
|
||||
@@ -38,41 +38,10 @@ auto GameStateFilteredForPlayerWithAllies(
|
||||
gsv.set_game_id(gameState->game_id()->str());
|
||||
gsv.set_month(gameState->month());
|
||||
|
||||
gsv.mutable_player_infos()->Reserve(gameState->player_infos()->size());
|
||||
for (const auto& info : *gameState->player_infos()) {
|
||||
*gsv.add_player_infos() = fb::ToPlayerInfoProto(info);
|
||||
}
|
||||
|
||||
int reserveUnitCount = 0;
|
||||
int normalUnitCount = 0;
|
||||
for (const auto& unit : *gameState->units()) {
|
||||
switch (unit->status()) {
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT:
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_NEVER_ENTERED_UNIT:
|
||||
++reserveUnitCount;
|
||||
break;
|
||||
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT:
|
||||
++normalUnitCount;
|
||||
break;
|
||||
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_DESTROYED_SUMMONED_UNIT:
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_CAPTURED_UNIT:
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_FLED_UNIT:
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_RETREATED_UNIT:
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_OUTLAWED_UNIT:
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_EVACUATED_UNIT:
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_SECURED_UNIT:
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT:
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_PENDING_REINFORCEMENT: break;
|
||||
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_UNKNOWN_UNIT:
|
||||
throw ShardokInternalErrorException("Unknown unit status");
|
||||
}
|
||||
}
|
||||
|
||||
gsv.mutable_reserve_units()->Reserve(reserveUnitCount);
|
||||
gsv.mutable_units()->Reserve(normalUnitCount);
|
||||
for (const auto& unit : *gameState->units()) {
|
||||
switch (unit->status()) {
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT:
|
||||
@@ -111,14 +80,12 @@ auto GameStateFilteredForPlayerWithAllies(
|
||||
if (gameState->eligible_charger_id() > -1) {
|
||||
gsv.mutable_eligible_charger_id()->set_value(gameState->eligible_charger_id());
|
||||
}
|
||||
gsv.mutable_possible_chargee_ids()->Reserve(gameState->possible_chargee_ids()->size());
|
||||
gsv.mutable_possible_chargee_ids()->Add(
|
||||
gameState->possible_chargee_ids()->begin(),
|
||||
gameState->possible_chargee_ids()->end());
|
||||
|
||||
*gsv.mutable_status() = fb::ToProto(gameState->status());
|
||||
|
||||
gsv.mutable_player_totals()->Reserve(gameState->player_infos()->size());
|
||||
for (const auto* player : *gameState->player_infos()) {
|
||||
auto* newTotal = gsv.add_player_totals();
|
||||
newTotal->set_player_id(player->player_id());
|
||||
|
||||
@@ -16,6 +16,9 @@
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using std::begin;
|
||||
using std::end;
|
||||
|
||||
using flatbuffers::FlatBufferBuilder;
|
||||
using flatbuffers::Offset;
|
||||
|
||||
@@ -59,7 +62,6 @@ auto GuessMeteorTarget(
|
||||
|
||||
// Build a set of valid coords within meteor range
|
||||
std::vector<Coords> validCoordsInRange;
|
||||
validCoordsInRange.reserve(1 + 3 * meteorRange * (meteorRange + 1));
|
||||
for (const Cube &cube : CubesWithinDistance(mageCube, meteorRange)) {
|
||||
Coords coords = CubeToOffset(cube);
|
||||
if (CoordsAreValidProto(hexMap, coords) && coords != mageLocation) {
|
||||
@@ -95,7 +97,6 @@ auto GuessMeteorTarget(
|
||||
// Priority 3: Find a castle not occupied by the caster's player
|
||||
// Build set of occupied coords by caster's player
|
||||
std::unordered_set<int> casterOccupiedIndices;
|
||||
casterOccupiedIndices.reserve(units.size());
|
||||
for (const auto &unit : units) {
|
||||
if (unit.player_id() == casterPlayerId) {
|
||||
Coords loc = FromCoordsProto(unit.location());
|
||||
@@ -156,7 +157,6 @@ auto GameStateGuesser::GuessedState(
|
||||
auto gameIdOffset = fbb.CreateString(gameStateView.game_id());
|
||||
|
||||
std::vector<Offset<net::eagle0::shardok::storage::fb::PlayerInfo>> piVec{};
|
||||
piVec.reserve(gameStateView.player_infos_size());
|
||||
for (const PlayerInfoProto &pi : gameStateView.player_infos()) {
|
||||
piVec.push_back(fb::FromPlayerInfoProto(fbb, pi));
|
||||
}
|
||||
@@ -164,12 +164,9 @@ auto GameStateGuesser::GuessedState(
|
||||
|
||||
auto statusDescription = fbb.CreateString(gameStateView.status().description());
|
||||
|
||||
std::vector<PlayerId> winningShardokIdsVec;
|
||||
winningShardokIdsVec.reserve(10);
|
||||
winningShardokIdsVec.insert(
|
||||
winningShardokIdsVec.end(),
|
||||
std::begin(gameStateView.status().winning_shardok_ids()),
|
||||
std::end(gameStateView.status().winning_shardok_ids()));
|
||||
std::vector<PlayerId> winningShardokIdsVec = {
|
||||
begin(gameStateView.status().winning_shardok_ids()),
|
||||
end(gameStateView.status().winning_shardok_ids())};
|
||||
for (int i = gameStateView.status().winning_shardok_ids_size(); i < 10; i++) {
|
||||
winningShardokIdsVec.push_back(-1);
|
||||
}
|
||||
@@ -216,9 +213,6 @@ auto GameStateGuesser::GuessedState(
|
||||
|
||||
std::vector<UnitId> foundUnits{};
|
||||
std::vector<Unit> unitsVec{};
|
||||
const int knownUnitCount = gameStateView.units_size() + gameStateView.reserve_units_size();
|
||||
foundUnits.reserve(knownUnitCount);
|
||||
unitsVec.reserve(knownUnitCount + 6);
|
||||
for (const auto &uv : gameStateView.units()) {
|
||||
unitsVec.push_back(GuessedUnit(
|
||||
settings,
|
||||
@@ -353,12 +347,9 @@ auto GameStateGuesser::GuessedState(
|
||||
|
||||
auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
|
||||
|
||||
std::vector<UnitId> chargeeIdsVec;
|
||||
chargeeIdsVec.reserve(6);
|
||||
chargeeIdsVec.insert(
|
||||
chargeeIdsVec.end(),
|
||||
std::begin(gameStateView.possible_chargee_ids()),
|
||||
std::end(gameStateView.possible_chargee_ids()));
|
||||
auto chargeeIdsVec = std::vector<UnitId>(
|
||||
begin(gameStateView.possible_chargee_ids()),
|
||||
end(gameStateView.possible_chargee_ids()));
|
||||
for (int i = gameStateView.possible_chargee_ids_size(); i < 6; i++) {
|
||||
chargeeIdsVec.push_back(-1);
|
||||
}
|
||||
|
||||
@@ -35,6 +35,8 @@ using net::eagle0::common::ShardokLatencyFields;
|
||||
using net::eagle0::common::VictoryCondition;
|
||||
using net::eagle0::shardok::api::PlacementCommand;
|
||||
using net::eagle0::shardok::common::EndGameCondition;
|
||||
using std::begin;
|
||||
using std::end;
|
||||
|
||||
class NewGameException : public std::exception {
|
||||
private:
|
||||
@@ -85,7 +87,7 @@ auto EagleInterfaceImpl::ControllerForGame(const GameId &gameId, const GameSetup
|
||||
}
|
||||
|
||||
EagleInterfaceImpl::EagleInterfaceImpl(
|
||||
std::shared_ptr<ShardokGamesManager> manager,
|
||||
shared_ptr<ShardokGamesManager> manager,
|
||||
std::string authToken)
|
||||
: gamesManager(std::move(manager)),
|
||||
tokenValidator_(std::move(authToken)) {
|
||||
@@ -117,7 +119,7 @@ auto ConvertPlayerInfo(
|
||||
std::ranges::transform(
|
||||
pi.units(),
|
||||
std::back_inserter(shardokUnits),
|
||||
[shardokPid, &allPids](const net::eagle0::common::CommonUnit &unit) {
|
||||
[shardokPid, allPids](const net::eagle0::common::CommonUnit &unit) {
|
||||
return ConvertUnit(unit, shardokPid, allPids);
|
||||
});
|
||||
|
||||
@@ -219,7 +221,6 @@ void EagleInterfaceImpl::StartGame(const NewGameRequest &request) {
|
||||
watcherAllies.reserve(request.watcher_eagle_faction_ids_size());
|
||||
for (const int32_t watcherFid : request.watcher_eagle_faction_ids()) {
|
||||
std::vector<PlayerId> allyPids;
|
||||
allyPids.reserve(userInfoCount);
|
||||
for (int i = 0; i < userInfoCount; i++) {
|
||||
for (const auto &ally : request.user_infos(i).allies()) {
|
||||
if (ally.eagle_faction_id() == watcherFid) {
|
||||
@@ -259,10 +260,10 @@ auto EagleInterfaceImpl::PostCommand(
|
||||
// Validate auth token
|
||||
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
|
||||
|
||||
std::shared_ptr<ShardokGameController> controller;
|
||||
shared_ptr<ShardokGameController> controller;
|
||||
try {
|
||||
controller = ControllerForGame(request->game_id(), request->game_setup_info());
|
||||
} catch (const NewGameException &e) { return e.GetStatus(); }
|
||||
} catch (NewGameException &e) { return e.GetStatus(); }
|
||||
try {
|
||||
{
|
||||
ScopedShardokLatencyTrace trace(
|
||||
@@ -290,13 +291,13 @@ auto EagleInterfaceImpl::PostCommand(
|
||||
request->game_setup_info().known_result_count(),
|
||||
response);
|
||||
}
|
||||
} catch (const ShardokClientErrorException &e) {
|
||||
} catch (ShardokClientErrorException &e) {
|
||||
std::cerr << "Bad request from client: " << e.what() << '\n';
|
||||
return Status(StatusCode::INVALID_ARGUMENT, e.what());
|
||||
} catch (const ShardokInternalErrorException &e) {
|
||||
} catch (ShardokInternalErrorException &e) {
|
||||
std::cerr << "Internal error: " << e.what() << '\n';
|
||||
return Status(StatusCode::INTERNAL, e.what());
|
||||
} catch (const std::exception &e) {
|
||||
} catch (std::exception &e) {
|
||||
std::cerr << "Unknown exception: " << e.what() << '\n';
|
||||
return Status(StatusCode::INTERNAL, e.what());
|
||||
}
|
||||
@@ -320,10 +321,10 @@ auto EagleInterfaceImpl::PostPlacementCommands(
|
||||
// Validate auth token
|
||||
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
|
||||
|
||||
std::shared_ptr<ShardokGameController> controller;
|
||||
shared_ptr<ShardokGameController> controller;
|
||||
try {
|
||||
controller = ControllerForGame(request->game_id(), request->game_setup_info());
|
||||
} catch (const NewGameException &e) { return e.GetStatus(); }
|
||||
} catch (NewGameException &e) { return e.GetStatus(); }
|
||||
try {
|
||||
vector<UnitPlacementInfo> upis;
|
||||
upis.reserve(request->placement_commands().size());
|
||||
@@ -359,13 +360,13 @@ auto EagleInterfaceImpl::PostPlacementCommands(
|
||||
request->game_setup_info().known_result_count(),
|
||||
response);
|
||||
}
|
||||
} catch (const ShardokClientErrorException &e) {
|
||||
} catch (ShardokClientErrorException &e) {
|
||||
std::cerr << "Bad request from client: " << e.what() << '\n';
|
||||
return Status(StatusCode::INVALID_ARGUMENT, e.what());
|
||||
} catch (const ShardokInternalErrorException &e) {
|
||||
} catch (ShardokInternalErrorException &e) {
|
||||
std::cerr << "Internal error: " << e.what() << '\n';
|
||||
return Status(StatusCode::INTERNAL, e.what());
|
||||
} catch (const std::exception &e) {
|
||||
} catch (std::exception &e) {
|
||||
std::cerr << "Unknown exception: " << e.what() << '\n';
|
||||
return Status(StatusCode::INTERNAL, e.what());
|
||||
}
|
||||
@@ -374,7 +375,7 @@ auto EagleInterfaceImpl::PostPlacementCommands(
|
||||
}
|
||||
|
||||
void EagleInterfaceImpl::PopulateGameStatusResponse(
|
||||
std::shared_ptr<ShardokGameController> &controller,
|
||||
shared_ptr<ShardokGameController> &controller,
|
||||
const int64_t startingActionId,
|
||||
GameStatusResponse *response) {
|
||||
ScopedShardokLatencyTrace trace(
|
||||
@@ -399,15 +400,15 @@ void EagleInterfaceImpl::PopulateGameStatusResponse(
|
||||
}
|
||||
} else {
|
||||
response->mutable_game_update_response()->mutable_update_responses()->Add(
|
||||
std::begin(results.mainResults),
|
||||
std::end(results.mainResults));
|
||||
begin(results.mainResults),
|
||||
end(results.mainResults));
|
||||
for (const auto &op : results.filteredResults) {
|
||||
auto *newFilteredResponse =
|
||||
response->mutable_game_update_response()->add_filtered_update_responses();
|
||||
newFilteredResponse->set_eagle_faction_id(op.eagleFactionId);
|
||||
newFilteredResponse->mutable_action_result_views()->Add(
|
||||
std::begin(op.resultViews),
|
||||
std::end(op.resultViews));
|
||||
begin(op.resultViews),
|
||||
end(op.resultViews));
|
||||
|
||||
if (op.availableCommands) {
|
||||
*newFilteredResponse->mutable_available_commands() = *op.availableCommands;
|
||||
@@ -466,18 +467,16 @@ auto EagleInterfaceImpl::SubscribeToGame(
|
||||
// Validate auth token
|
||||
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
|
||||
|
||||
std::shared_ptr<ShardokGameController> controller;
|
||||
shared_ptr<ShardokGameController> controller;
|
||||
try {
|
||||
controller = ControllerForGame(request->game_id(), request->game_setup_info());
|
||||
} catch (const NewGameException &e) {
|
||||
return e.GetStatus();
|
||||
} catch (const ShardokClientErrorException &e) {
|
||||
} catch (NewGameException &e) { return e.GetStatus(); } catch (ShardokClientErrorException &e) {
|
||||
std::cerr << "Bad request from client: " << e.what() << '\n';
|
||||
return Status(StatusCode::INVALID_ARGUMENT, e.what());
|
||||
} catch (const ShardokInternalErrorException &e) {
|
||||
} catch (ShardokInternalErrorException &e) {
|
||||
std::cerr << "Internal error: " << e.what() << '\n';
|
||||
return Status(StatusCode::INTERNAL, e.what());
|
||||
} catch (const std::exception &e) {
|
||||
} catch (std::exception &e) {
|
||||
std::cerr << "Unknown exception in SubscribeToGame: " << e.what() << '\n';
|
||||
return Status(StatusCode::INTERNAL, e.what());
|
||||
}
|
||||
@@ -546,8 +545,8 @@ auto EagleInterfaceImpl::SubscribeToGame(
|
||||
response.set_game_id(gameId_);
|
||||
|
||||
response.mutable_game_update_response()->mutable_update_responses()->Add(
|
||||
std::begin(mainResults),
|
||||
std::end(mainResults));
|
||||
begin(mainResults),
|
||||
end(mainResults));
|
||||
|
||||
// Add filtered results for each player with their faction IDs
|
||||
for (const auto &playerUpdate : filteredResults) {
|
||||
@@ -555,8 +554,8 @@ auto EagleInterfaceImpl::SubscribeToGame(
|
||||
response.mutable_game_update_response()->add_filtered_update_responses();
|
||||
filtered->set_eagle_faction_id(playerUpdate.eagleFactionId);
|
||||
filtered->mutable_action_result_views()->Add(
|
||||
std::begin(playerUpdate.resultViews),
|
||||
std::end(playerUpdate.resultViews));
|
||||
begin(playerUpdate.resultViews),
|
||||
end(playerUpdate.resultViews));
|
||||
if (playerUpdate.availableCommands) {
|
||||
*filtered->mutable_available_commands() = *playerUpdate.availableCommands;
|
||||
}
|
||||
|
||||
@@ -42,6 +42,7 @@ using net::eagle0::common::NewGameRequest;
|
||||
using net::eagle0::common::PlacementCommandsRequest;
|
||||
using net::eagle0::common::PostCommandRequest;
|
||||
using net::eagle0::common::ShardokInternalInterface;
|
||||
using std::shared_ptr;
|
||||
|
||||
class EagleInterfaceImpl final : public ShardokInternalInterface::Service {
|
||||
private:
|
||||
@@ -53,7 +54,7 @@ private:
|
||||
void StartGame(const NewGameRequest& newGameRequest);
|
||||
|
||||
void PopulateGameStatusResponse(
|
||||
std::shared_ptr<ShardokGameController>& controller,
|
||||
shared_ptr<ShardokGameController>& controller,
|
||||
int64_t startingActionId,
|
||||
GameStatusResponse* response);
|
||||
|
||||
|
||||
@@ -8,11 +8,10 @@
|
||||
|
||||
#include "ServerConfiguration.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstdlib>
|
||||
#include <cstring>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
|
||||
|
||||
@@ -51,14 +50,12 @@ ServerConfiguration::ServerConfiguration(const std::string& filePath) {
|
||||
}
|
||||
std::ifstream istr(filePath);
|
||||
|
||||
std::string line;
|
||||
while (std::getline(istr, line)) {
|
||||
std::ranges::replace(line, '=', ' ');
|
||||
std::istringstream lineStream(line);
|
||||
|
||||
std::string key;
|
||||
std::string value;
|
||||
if (!(lineStream >> key >> value)) { continue; }
|
||||
char line[256];
|
||||
while (!istr.eof()) {
|
||||
istr.getline(line, 256);
|
||||
if (strnlen(line, 256) < 3) continue;
|
||||
std::string key = strtok(line, " =");
|
||||
std::string value = strtok(nullptr, " =");
|
||||
|
||||
configValues[key] = value;
|
||||
}
|
||||
|
||||
@@ -16,33 +16,34 @@
|
||||
|
||||
#include "ServerConfiguration.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/UnitConversions.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/ShardokAIClient.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/controller/ShardokGameController.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings_loader/SettingsLoader.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/util/MapLoader.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
|
||||
|
||||
namespace shardok {
|
||||
using std::shared_ptr;
|
||||
|
||||
auto SetUpController(
|
||||
const GameSettingsSPtr &gameSettings,
|
||||
const GameId &gameId,
|
||||
const std::string &mapName,
|
||||
const std::string &customMapBytes,
|
||||
const string &mapName,
|
||||
const string &customMapBytes,
|
||||
int month,
|
||||
const std::vector<Unit> &units,
|
||||
const std::vector<PlayerInfoProto> &playerSetupInfos,
|
||||
const vector<Unit> &units,
|
||||
const vector<PlayerInfoProto> &playerSetupInfos,
|
||||
const TutorialBattleConfigProto &tutorialConfig,
|
||||
const std::string &serializedRequest,
|
||||
const string &serializedRequest,
|
||||
const std::vector<std::pair<int32_t, std::vector<PlayerId>>> &watcherAllies = {})
|
||||
-> std::shared_ptr<ShardokGameController>;
|
||||
-> shared_ptr<ShardokGameController>;
|
||||
|
||||
ShardokGamesManager::ShardokGamesManager(const std::vector<std::string> &extraSettings) {
|
||||
gameSettings = SettingsLoader::LoadSettings();
|
||||
|
||||
for (const std::string &str : extraSettings) {
|
||||
for (const string &str : extraSettings) {
|
||||
std::stringstream stream(str);
|
||||
std::string key;
|
||||
std::string value;
|
||||
string key, value;
|
||||
std::getline(stream, key, '=');
|
||||
std::getline(stream, value);
|
||||
std::cerr << key << " << " << value << '\n';
|
||||
@@ -51,21 +52,6 @@ ShardokGamesManager::ShardokGamesManager(const std::vector<std::string> &extraSe
|
||||
}
|
||||
}
|
||||
|
||||
auto TutorialReinforcementUnitCount(const TutorialBattleConfigProto &tutorialConfig) -> size_t {
|
||||
if (!tutorialConfig.enabled()) { return 0; }
|
||||
|
||||
size_t unitCount = 0;
|
||||
for (const auto &event : tutorialConfig.events()) {
|
||||
if (!event.has_action() || event.action().action_type_case() !=
|
||||
net::eagle0::common::TutorialAction::kReinforcements) {
|
||||
continue;
|
||||
}
|
||||
unitCount += event.action().reinforcements().units_size();
|
||||
}
|
||||
|
||||
return unitCount;
|
||||
}
|
||||
|
||||
auto ShardokGamesManager::GetController(const GameId &gameId)
|
||||
-> std::shared_ptr<ShardokGameController> {
|
||||
std::shared_lock<std::shared_mutex> lk(runningControllersLock);
|
||||
@@ -83,7 +69,7 @@ void ShardokGamesManager::RemoveController(const GameId &gameId) {
|
||||
auto ShardokGamesManager::UnlockedCreateFromGameStateBytes(
|
||||
const byte_vector &gameStateBytes,
|
||||
int32_t startingHistoryCount,
|
||||
const std::string &mapName) -> GameId {
|
||||
const string &mapName) -> GameId {
|
||||
std::unique_lock<std::shared_mutex> lk(runningControllersLock);
|
||||
|
||||
auto gs = GameStateW::FromByteVector(gameStateBytes);
|
||||
@@ -97,13 +83,13 @@ auto ShardokGamesManager::UnlockedCreateFromGameStateBytes(
|
||||
}
|
||||
|
||||
auto ShardokGamesManager::UnlockedCreateSpecifiedGame(
|
||||
const std::string &gameId,
|
||||
const std::vector<PlayerInfoWithUnits> &playerSetupInfos,
|
||||
const std::string &mapName,
|
||||
const std::string &customMapBytes,
|
||||
const string &gameId,
|
||||
const vector<PlayerInfoWithUnits> &playerSetupInfos,
|
||||
const string &mapName,
|
||||
const string &customMapBytes,
|
||||
const int month,
|
||||
const TutorialBattleConfigProto &tutorialConfig,
|
||||
const std::string &serializedRequest,
|
||||
const string &serializedRequest,
|
||||
const std::vector<std::pair<int32_t, std::vector<PlayerId>>> &watcherAllies) -> GameId {
|
||||
// Check for existing game with this ID and early-exit
|
||||
std::unique_lock<std::shared_mutex> lk(runningControllersLock);
|
||||
@@ -118,23 +104,19 @@ auto ShardokGamesManager::UnlockedCreateSpecifiedGame(
|
||||
return gameId;
|
||||
}
|
||||
|
||||
std::vector<PlayerInfoProto> playerInfos{};
|
||||
playerInfos.reserve(playerSetupInfos.size());
|
||||
vector<PlayerInfoProto> playerInfos{};
|
||||
std::transform(
|
||||
std::begin(playerSetupInfos),
|
||||
std::end(playerSetupInfos),
|
||||
std::back_inserter(playerInfos),
|
||||
[](const PlayerInfoWithUnits &psi) { return psi.playerInfo; });
|
||||
|
||||
std::vector<Unit> units{};
|
||||
size_t unitCount = 0;
|
||||
for (const auto &info : playerSetupInfos) { unitCount += info.units.size(); }
|
||||
units.reserve(unitCount);
|
||||
vector<Unit> units{};
|
||||
for (const auto &info : playerSetupInfos) {
|
||||
units.insert(std::end(units), std::begin(info.units), std::end(info.units));
|
||||
}
|
||||
|
||||
const std::shared_ptr<ShardokGameController> controller = SetUpController(
|
||||
const shared_ptr<ShardokGameController> controller = SetUpController(
|
||||
gameSettings,
|
||||
gameId,
|
||||
mapName,
|
||||
@@ -150,9 +132,11 @@ auto ShardokGamesManager::UnlockedCreateSpecifiedGame(
|
||||
}
|
||||
|
||||
auto ShardokGamesManager::LockedCreateGame(
|
||||
const std::shared_ptr<ShardokGameController> &controller,
|
||||
const std::vector<PlayerInfoWithUnits> & /*playerInfos*/,
|
||||
const std::string & /*serializedRequest*/) -> GameId {
|
||||
const shared_ptr<ShardokGameController> &controller,
|
||||
const vector<PlayerInfoWithUnits> & /*playerInfos*/,
|
||||
const string & /*serializedRequest*/) -> GameId {
|
||||
std::vector<std::shared_ptr<ShardokAIClient>> aiClients{};
|
||||
|
||||
GameId newGameId = controller->GetGameId();
|
||||
|
||||
runningControllers[newGameId] = controller;
|
||||
@@ -163,17 +147,16 @@ auto ShardokGamesManager::LockedCreateGame(
|
||||
auto SetUpController(
|
||||
const GameSettingsSPtr &gameSettings,
|
||||
const GameId &gameId,
|
||||
const std::string &mapName,
|
||||
const std::string &customMapBytes,
|
||||
const string &mapName,
|
||||
const string &customMapBytes,
|
||||
const int month,
|
||||
const std::vector<Unit> &units,
|
||||
const std::vector<PlayerInfoProto> &playerInfos,
|
||||
const vector<Unit> &units,
|
||||
const vector<PlayerInfoProto> &playerInfos,
|
||||
const TutorialBattleConfigProto &tutorialConfig,
|
||||
const std::string &serializedRequest,
|
||||
const string &serializedRequest,
|
||||
const std::vector<std::pair<int32_t, std::vector<PlayerId>>> &watcherAllies)
|
||||
-> std::shared_ptr<ShardokGameController> {
|
||||
-> shared_ptr<ShardokGameController> {
|
||||
auto unplacedUnits = std::vector<Unit>();
|
||||
unplacedUnits.reserve(units.size() + TutorialReinforcementUnitCount(tutorialConfig));
|
||||
|
||||
UnitId nextUnitId = 0;
|
||||
for (auto up : units) {
|
||||
@@ -197,15 +180,14 @@ auto SetUpController(
|
||||
}
|
||||
}
|
||||
|
||||
unplacedUnits.push_back(std::move(up));
|
||||
unplacedUnits.push_back(up);
|
||||
}
|
||||
|
||||
// Add reinforcement units from tutorial config as PENDING_REINFORCEMENT.
|
||||
// These units exist in the game state from the start but are invisible and inactive
|
||||
// until the TutorialBattleController activates them at the triggered round.
|
||||
if (tutorialConfig.enabled()) {
|
||||
std::vector<PlayerId> allPlayerIds;
|
||||
allPlayerIds.reserve(playerInfos.size());
|
||||
vector<PlayerId> allPlayerIds;
|
||||
for (size_t i = 0; i < playerInfos.size(); i++) {
|
||||
allPlayerIds.push_back(static_cast<PlayerId>(i));
|
||||
}
|
||||
@@ -224,7 +206,7 @@ auto SetUpController(
|
||||
unit.mutate_unit_id(nextUnitId++);
|
||||
unit.mutate_status(
|
||||
net::eagle0::shardok::storage::fb::UnitStatus_PENDING_REINFORCEMENT);
|
||||
unplacedUnits.push_back(std::move(unit));
|
||||
unplacedUnits.push_back(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -236,7 +218,7 @@ auto SetUpController(
|
||||
effectiveSettings->GetSetter().SetInt(kSettingsKeys.duelBaseAcceptOdds, 200);
|
||||
}
|
||||
|
||||
std::unique_ptr<ShardokEngine> engine = std::make_unique<ShardokEngine>(
|
||||
unique_ptr<ShardokEngine> engine = std::make_unique<ShardokEngine>(
|
||||
effectiveSettings,
|
||||
std::move(unplacedUnits),
|
||||
customMapBytes.empty() ? LoadMap(mapName) : LoadMapFromBytes(customMapBytes),
|
||||
|
||||
@@ -27,6 +27,8 @@ class GameStatePersister;
|
||||
using net::eagle0::shardok::common::GameStatus;
|
||||
using PlayerInfoProto = net::eagle0::shardok::common::PlayerInfo;
|
||||
using TutorialBattleConfigProto = net::eagle0::common::TutorialBattleConfig;
|
||||
using std::string;
|
||||
using std::vector;
|
||||
using VictoryConditionProto = net::eagle0::shardok::common::VictoryCondition;
|
||||
|
||||
namespace shardok {
|
||||
@@ -36,14 +38,14 @@ class ShardokGameController;
|
||||
struct PlayerInfoWithUnits {
|
||||
public:
|
||||
const PlayerInfoProto playerInfo;
|
||||
const std::vector<Unit> units;
|
||||
const vector<Unit> units;
|
||||
|
||||
static auto MakePlayerInfo(
|
||||
const PlayerId pid,
|
||||
const bool def,
|
||||
const int food,
|
||||
const std::vector<VictoryConditionProto> &victoryConditions,
|
||||
const std::vector<PlayerId> &alliedPids,
|
||||
const vector<VictoryConditionProto> &victoryConditions,
|
||||
const vector<PlayerId> &alliedPids,
|
||||
const int32_t eagleFactionId,
|
||||
const bool isAi,
|
||||
const bool cannotBecomeOutlaw) -> PlayerInfoProto {
|
||||
@@ -66,9 +68,9 @@ public:
|
||||
const int32_t eagleFactionId,
|
||||
const bool def,
|
||||
const int food,
|
||||
const std::vector<VictoryConditionProto> &victoryConditions,
|
||||
const std::vector<PlayerId> &alliedPids,
|
||||
std::vector<Unit> us,
|
||||
const vector<VictoryConditionProto> &victoryConditions,
|
||||
const vector<PlayerId> &alliedPids,
|
||||
vector<Unit> us,
|
||||
const bool cannotBecomeOutlaw)
|
||||
: playerInfo(MakePlayerInfo(
|
||||
pid,
|
||||
@@ -91,8 +93,8 @@ private:
|
||||
|
||||
auto LockedCreateGame(
|
||||
const std::shared_ptr<ShardokGameController> &controller,
|
||||
const std::vector<PlayerInfoWithUnits> &playerInfos,
|
||||
const std::string &serializedRequest) -> GameId;
|
||||
const vector<PlayerInfoWithUnits> &playerInfos,
|
||||
const string &serializedRequest) -> GameId;
|
||||
|
||||
public:
|
||||
explicit ShardokGamesManager(const std::vector<std::string> &extraSettings);
|
||||
@@ -103,19 +105,19 @@ public:
|
||||
|
||||
auto UnlockedCreateSpecifiedGame(
|
||||
const GameId &gameId,
|
||||
const std::vector<PlayerInfoWithUnits> &playerSetupInfos,
|
||||
const std::string &mapName,
|
||||
const std::string &customMapBytes,
|
||||
const vector<PlayerInfoWithUnits> &playerSetupInfos,
|
||||
const string &mapName,
|
||||
const string &customMapBytes,
|
||||
int month,
|
||||
const TutorialBattleConfigProto &tutorialConfig,
|
||||
const std::string &serializedRequest,
|
||||
const string &serializedRequest,
|
||||
const std::vector<std::pair<int32_t, std::vector<PlayerId>>> &watcherAllies = {})
|
||||
-> GameId;
|
||||
|
||||
auto UnlockedCreateFromGameStateBytes(
|
||||
const byte_vector &gameStateBytes,
|
||||
int32_t startingHistoryCount,
|
||||
const std::string &mapName) -> GameId;
|
||||
const string &mapName) -> GameId;
|
||||
};
|
||||
} // namespace shardok
|
||||
|
||||
|
||||
@@ -38,10 +38,10 @@ auto GetMapNames() -> std::vector<std::string> {
|
||||
kShardokMapExtension);
|
||||
|
||||
std::vector<std::string> names{};
|
||||
names.reserve(mapFileNames.size());
|
||||
|
||||
for (const auto& fileName : mapFileNames) {
|
||||
names.push_back(fileName.substr(0, fileName.size() - kShardokMapExtension.size()));
|
||||
const size_t lastindex = fileName.find_last_of('.');
|
||||
names.push_back(fileName.substr(0, lastindex));
|
||||
}
|
||||
|
||||
return names;
|
||||
|
||||
+2
-7
@@ -77,15 +77,13 @@ MonoBehaviour:
|
||||
- m_Id: 162a0c1493be4433eb19b6c3755a3f98
|
||||
m_Value: '{UnityEngine.AddressableAssets.Addressables.RuntimePath}/[BuildTarget]'
|
||||
- m_Id: 2af7f42f684fd4296a199c9e60624f6f
|
||||
m_Value: 'ServerData/[BuildTarget]/[UnityMajorMinor]'
|
||||
m_Value: 'ServerData/[BuildTarget]'
|
||||
- m_Id: 32a6cb134d6b249acba4c1423e9667a4
|
||||
m_Value: '[UnityEngine.AddressableAssets.Addressables.BuildPath]/[BuildTarget]'
|
||||
- m_Id: 55b13501972b540abb7332a5bad98342
|
||||
m_Value: 'https://assets.eagle0.net/addressables/[BuildTarget]/[UnityMajorMinor]'
|
||||
m_Value: 'https://assets.eagle0.net/addressables/[BuildTarget]'
|
||||
- m_Id: b347880d4285c4a25a539211b563a545
|
||||
m_Value: '[UnityEditor.EditorUserBuildSettings.activeBuildTarget]'
|
||||
- m_Id: 5f2d9b41fd4b4498a6d1cb5f46f63f72
|
||||
m_Value: '[BuildScript.AddressablesUnityMajorMinor]'
|
||||
m_ProfileEntryNames:
|
||||
- m_Id: 162a0c1493be4433eb19b6c3755a3f98
|
||||
m_Name: Local.LoadPath
|
||||
@@ -102,9 +100,6 @@ MonoBehaviour:
|
||||
- m_Id: b347880d4285c4a25a539211b563a545
|
||||
m_Name: BuildTarget
|
||||
m_InlineUsage: 0
|
||||
- m_Id: 5f2d9b41fd4b4498a6d1cb5f46f63f72
|
||||
m_Name: UnityMajorMinor
|
||||
m_InlineUsage: 0
|
||||
m_ProfileVersion: 1
|
||||
m_LabelTable:
|
||||
m_LabelNames:
|
||||
|
||||
+2
-4
@@ -38,10 +38,8 @@ public class AvailableGameItem : MonoBehaviour {
|
||||
}
|
||||
}
|
||||
|
||||
private void Awake() {
|
||||
TouchTargetUtils.EnsureMinimumTouchTargets(joinButton, dropButton);
|
||||
TouchTargetUtils.EnsureMinimumTouchHeight(heroDropdownController);
|
||||
}
|
||||
// Use this for initialization
|
||||
void Start() {}
|
||||
|
||||
public void JoinClicked() {
|
||||
// Track multiplayer status for tutorial system
|
||||
|
||||
-19
@@ -206,7 +206,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
void Start() {
|
||||
MainQueue.EnsureExists();
|
||||
EnsureOAuthManager();
|
||||
EnsureConnectionTouchTargets();
|
||||
|
||||
var currentResolution = Screen.currentResolution;
|
||||
var resolutions = Screen.resolutions;
|
||||
@@ -240,24 +239,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
TryRestoreSession();
|
||||
}
|
||||
|
||||
private void EnsureConnectionTouchTargets() {
|
||||
TouchTargetUtils.EnsureMinimumTouchHeight(resolutionDropdown);
|
||||
TouchTargetUtils.EnsureMinimumTouchTargets(
|
||||
discordLoginButton,
|
||||
googleLoginButton,
|
||||
githubLoginButton,
|
||||
appleLoginButton,
|
||||
steamLoginButton,
|
||||
twitchLoginButton,
|
||||
connectToQAButton,
|
||||
logoutButton,
|
||||
customBattleButton,
|
||||
cancelCustomBattleButton,
|
||||
lobbyConnectToQAButton,
|
||||
startTutorialButton);
|
||||
TouchTargetUtils.EnsureMinimumTouchHeight(tutorialPhaseDropdown);
|
||||
}
|
||||
|
||||
private static void EnsureOAuthManager() {
|
||||
if (OAuthManager.Instance != null) return;
|
||||
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user