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Author SHA1 Message Date
admin 8eaa748c4d Use direct roll vector declarations 2026-06-23 12:50:28 -07:00
395 changed files with 2487 additions and 2667 deletions
@@ -37,7 +37,7 @@ int main(const int argc, char** argv) {
void ModifyMap(HexMapProto& map) {
const int terrainCount = map.terrain_size();
for (int i = 0; i < terrainCount; ++i) {
for (int i = 0; i < terrainCount; i++) {
const auto existingTerrainType = map.terrain(i).type();
const auto newTerrain =
static_cast<net::eagle0::shardok::common::Terrain_Type>(existingTerrainType + 2);
@@ -37,7 +37,7 @@ auto CalculateMap(
.name = mapName,
.positionsRequiringCrossing = {}};
for (std::size_t i = 0; i < hexMap->attacker_starting_positions()->size(); ++i) {
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;
@@ -54,7 +54,7 @@ void runBattle(const std::vector<shardok::Unit>& units) {
const auto p1UnitCount = randInt(1, static_cast<int>(maxP1UnitCount));
std::vector<shardok::Unit> p1Units{};
p1Units.reserve(p1UnitCount);
for (int i = 0; i < p1UnitCount; ++i) {
for (int i = 0; i < p1UnitCount; i++) {
auto unit = units[i];
unit.mutate_player_id(0);
p1Units.push_back(std::move(unit));
@@ -64,7 +64,7 @@ void runBattle(const std::vector<shardok::Unit>& units) {
const auto p2UnitCount = randInt(1, static_cast<int>(maxP2UnitCount));
std::vector<shardok::Unit> p2Units{};
p2Units.reserve(p2UnitCount);
for (int i = p1UnitCount; i < p1UnitCount + p2UnitCount; ++i) {
for (int i = p1UnitCount; i < p1UnitCount + p2UnitCount; i++) {
auto unit = units[i];
unit.mutate_player_id(1);
p2Units.push_back(std::move(unit));
@@ -158,7 +158,7 @@ auto main(int /*argc*/, char** argv) -> int {
std::array<std::thread, THREAD_COUNT> threads;
for (int i = 0; i < THREAD_COUNT; ++i) {
for (int i = 0; i < THREAD_COUNT; i++) {
threads[i] = std::thread(runBattlesThread, randomUnits);
}
@@ -27,7 +27,7 @@ struct TargetAndAttackLocations {
Coords target;
CoordsSet attackLocations;
[[nodiscard]] auto operator==(const TargetAndAttackLocations& rhs) const -> bool = default;
auto operator==(const TargetAndAttackLocations& rhs) const -> bool = default;
};
struct TargetPriorityList {
@@ -39,7 +39,7 @@ struct TargetPriorityList {
priorityOrder(po) {}
};
[[nodiscard]] auto EffectiveDistance(
auto EffectiveDistance(
const Unit* unit,
const HexMap* map,
const AttackLocations& attackLocations,
@@ -47,7 +47,7 @@ struct TargetPriorityList {
const BattalionTypeGetter& battalionTypeGetter,
ActionPoints braveWaterCost) -> DIST_T;
[[nodiscard]] auto EffectiveDistance(
auto EffectiveDistance(
const Unit* unit,
const HexMap* map,
const CoordsSet& locations,
@@ -55,14 +55,14 @@ struct TargetPriorityList {
const BattalionTypeGetter& battalionTypeGetter,
ActionPoints braveWaterCost) -> DIST_T;
[[nodiscard]] auto EffectiveDistance(
auto EffectiveDistance(
const Unit* unit,
const ActionPointDistances* notBravingApd,
const ActionPointDistances* bravingApd,
const CoordsSet& locations) -> DIST_T;
// Chooses a list of targets in priority order for each unit.
[[nodiscard]] auto GenerateTargetPriorities(
auto GenerateTargetPriorities(
const std::vector<const Unit*>& occupants,
const HexMap* map,
const CoordsSet& targets,
@@ -53,8 +53,8 @@ AttackLocationsCache::AttackLocationsCache(const HexMap *hexMap, const SettingsG
auto emptySet = CoordsSet(columnCount, rowCount);
for (MapIndex r = 0; r < hexMap->row_count(); ++r) {
for (MapIndex c = 0; c < hexMap->column_count(); ++c) {
for (MapIndex r = 0; r < hexMap->row_count(); r++) {
for (MapIndex c = 0; c < hexMap->column_count(); c++) {
auto location = Coords(r, c);
const auto terrain = GetTerrain(hexMap, location);
@@ -21,12 +21,16 @@
namespace shardok {
// No need to forward declare internal functions - use the public interface instead
// Helper constants and static variables
static const std::vector<double> kAverageSequence = {0.5};
static const auto kAverageGenerator = std::make_shared<SequenceRandomGenerator>(kAverageSequence);
constexpr bool kMultithread = true;
constexpr bool kLogging = false;
// Helper function to determine if a command type is deterministic
static auto IsDeterministic(const CommandType type) -> bool {
switch (type) {
case net::eagle0::shardok::common::MOVE_COMMAND:
@@ -59,6 +63,7 @@ static auto RandomnessSampleForRepeat(const int repeatIteration, const int maxRe
return static_cast<double>(repeatIteration) / static_cast<double>(maxRepeatCount - 1);
}
// Helper function to sort commands by score
static auto CommandSorter(
const AICommandEvaluator::IndexAndScore& l,
const AICommandEvaluator::IndexAndScore& r) -> bool {
@@ -78,7 +83,7 @@ AICommandEvaluator::AICommandEvaluator(
BattalionTypeGetter battalionTypeGetter)
: scorer_(scorer),
apdCache_(apdCache),
battalionTypeGetter_(std::move(battalionTypeGetter)) {}
battalionTypeGetter_(std::move(battalionTypeGetter)) {} // Move the function object
auto AICommandEvaluator::PerformLookahead(
const PlayerId pid,
@@ -331,7 +336,7 @@ auto AICommandEvaluator::FindBestCommand(
std::vector<CommandEvaluation> commandEvaluations(commandCount);
for (uint32_t index = 0; index < commandCount; ++index) {
for (uint32_t index = 0; index < commandCount; index++) {
const auto originalIndex = filteredIndices[index];
const auto& guessedDescriptor = guessedDescriptors->at(originalIndex);
const auto guessedCommandType = guessedDescriptor->GetCommandType();
@@ -418,7 +423,7 @@ auto AICommandEvaluator::FindBestCommand(
ScoreValue sum = 0.0;
const int sampleCount = std::max(1, maxRepeatCount);
commandEvaluations[index].lookaheadFutures.reserve(sampleCount);
for (int repeatIteration = 0; repeatIteration < sampleCount; ++repeatIteration) {
for (int repeatIteration = 0; repeatIteration < sampleCount; repeatIteration++) {
// In each iteration, use a double from [0, 1] as the random roll
auto sequence =
std::vector{RandomnessSampleForRepeat(repeatIteration, sampleCount)};
@@ -582,7 +587,7 @@ auto AICommandEvaluator::EvaluateCommand(
const int sampleCount = std::max(1, maxRepeatCount);
lookaheadFutures.reserve(sampleCount);
for (int repeatIteration = 0; repeatIteration < sampleCount; ++repeatIteration) {
for (int repeatIteration = 0; repeatIteration < sampleCount; repeatIteration++) {
auto sequence = std::vector{RandomnessSampleForRepeat(repeatIteration, sampleCount)};
auto evaluation = EvaluateWithRandomness(
pid,
@@ -78,7 +78,7 @@ public:
private:
const AIScoreCalculator& scorer_;
const APDCache& apdCache_;
BattalionTypeGetter battalionTypeGetter_;
BattalionTypeGetter battalionTypeGetter_; // Store by value
struct ImmediateAndLookaheadScore {
ScoreValue immediateScore{};
@@ -104,14 +104,17 @@ auto DefenderDistanceBuf(
pointCostToDesiredTargetWithBraving);
}
std::ranges::sort(pointCosts, [](const WithoutAndWith &left, const WithoutAndWith &right) {
return left.without == right.without ? left.with < right.with
: left.without < right.without;
});
std::sort(
begin(pointCosts),
end(pointCosts),
[](const WithoutAndWith &left, const WithoutAndWith &right) {
return left.without == right.without ? left.with < right.with
: left.without < right.without;
});
// experiment: add dummy values to the end with very high cost, so there's never an advantage
// to leaving a defender unit alive in a castle.
for (size_t i = attackerUnits.size(); i < 20; ++i) { pointCosts.emplace_back(999, 999); }
for (size_t i = attackerUnits.size(); i < 20; i++) { pointCosts.emplace_back(999, 999); }
double sum = 0.0;
double decr = kPerUnitDebufDecay;
@@ -13,7 +13,7 @@
namespace shardok {
[[nodiscard]] auto DefenderDistanceBuf(
auto DefenderDistanceBuf(
const Coords &defenderLocation,
const HexMap *hexMap,
const MapId &mapId,
@@ -12,7 +12,7 @@
namespace shardok {
[[nodiscard]] inline auto CurrentAIExperimentId() -> int {
inline auto CurrentAIExperimentId() -> int {
const char* rawValue = std::getenv("SHARDOK_SCORING_EXPERIMENT_ID");
if (rawValue == nullptr) { return 0; }
@@ -28,9 +28,7 @@ namespace shardok {
return experimentId;
}
[[nodiscard]] inline auto IsAIExperiment(const int id) -> bool {
return CurrentAIExperimentId() == id;
}
inline auto IsAIExperiment(const int id) -> bool { return CurrentAIExperimentId() == id; }
} // namespace shardok
@@ -18,12 +18,12 @@ struct CoordsAndDistance {
int distance;
};
[[nodiscard]] auto MinimumDistanceAndTarget(
auto MinimumDistanceAndTarget(
const ActionPointDistances *apd,
const Coords &origin,
const CoordsSet &destinations) -> CoordsAndDistance;
[[nodiscard]] auto MinimumDistance(
auto MinimumDistance(
const ActionPointDistances *apd,
const Coords &origin,
const CoordsSet &destinations) -> int;
@@ -20,12 +20,12 @@ using GameState = net::eagle0::shardok::storage::fb::GameState;
using PlayerInfo = net::eagle0::shardok::storage::fb::PlayerInfo;
using Unit = net::eagle0::shardok::storage::fb::Unit;
[[nodiscard]] auto HasAttachedHeroWithProfession(
auto HasAttachedHeroWithProfession(
const Unit *unit,
net::eagle0::shardok::storage::fb::Profession profession) -> bool;
[[nodiscard]] auto CastleClaimCapableAttackerUnitCount(const GameStateW &gameState) -> int;
[[nodiscard]] auto PlayerInfoForPid(const GameStateW &, PlayerId pid) -> const PlayerInfo *;
auto CastleClaimCapableAttackerUnitCount(const GameStateW &gameState) -> int;
auto PlayerInfoForPid(const GameStateW &, PlayerId pid) -> const PlayerInfo *;
} // namespace shardok
@@ -26,13 +26,11 @@ struct AIStrategy {
};
extern AIStrategy FleeStrategy;
[[nodiscard]] auto AttackUnitsStrategy(const vector<TargetPriorityList>& targetPriorities)
-> AIStrategy;
[[nodiscard]] auto AttackCastlesStrategy(const vector<TargetPriorityList>& targetPriorities)
-> AIStrategy;
auto AttackUnitsStrategy(const vector<TargetPriorityList>& targetPriorities) -> AIStrategy;
auto AttackCastlesStrategy(const vector<TargetPriorityList>& targetPriorities) -> AIStrategy;
extern AIStrategy HoldCastlesStrategy;
extern AIStrategy ScatterStrategy;
[[nodiscard]] auto CrossRiversStrategy(const CoordsSet& targetLocations) -> AIStrategy;
auto CrossRiversStrategy(const CoordsSet& targetLocations) -> AIStrategy;
} // namespace shardok
@@ -30,7 +30,7 @@ public:
AIEvaluationCounter(AIEvaluationCounter&&) = delete;
auto operator=(AIEvaluationCounter&&) -> AIEvaluationCounter& = delete;
[[nodiscard]] static int GetCurrentCount();
static int GetCurrentCount();
};
// Configuration structure for iterative deepening time budget
@@ -44,7 +44,7 @@ struct AITimeBudget {
// Time budget is calculated dynamically based on number of available commands:
// budget = msPerCommand × numCommands (clamped to 200-5000ms)
// If isAllAiBattle is true, uses allAiBattleTimeBudgetMaximum instead of the normal maximum.
[[nodiscard]] auto CalculateTimeBudget(
auto CalculateTimeBudget(
PlayerId playerId,
const GameSettingsSPtr& settings,
const GameStateW& state,
@@ -17,9 +17,9 @@ using net::eagle0::shardok::storage::fb::Unit;
using ScoreValue = double;
class AttackLocations;
[[nodiscard]] auto ContextFreeUnitValue(const Unit *unit) -> ScoreValue;
auto ContextFreeUnitValue(const Unit *unit) -> ScoreValue;
[[nodiscard]] auto GetRangedAttackBonus(
auto GetRangedAttackBonus(
const Unit *unit,
bool isAttacker,
const HexMap *map,
@@ -32,7 +32,7 @@ class AttackLocations;
double minVigorToCast,
ActionPoints archeryActionPointCost = 0) -> double;
[[nodiscard]] auto UnitValue(
auto UnitValue(
const Unit *unit,
bool isAttacker,
const std::vector<const Unit *> &attackerUnits,
@@ -18,7 +18,7 @@ auto UnitIdsRequiringWaterCrossing(
const BattalionTypeGetter &battalionTypeGetter) -> vector<UnitId> {
// Put out all the fires, except on bridges
fb::HexMapW mapCopy = fb::CopyHexMap(gameState->hex_map());
for (uint32_t index = 0; index < mapCopy->terrain()->size(); ++index) {
for (uint32_t index = 0; index < mapCopy->terrain()->size(); index++) {
if (IsWater(mapCopy->terrain()->Get(index)->type())) continue;
// const_cast is safe because we own the mutable buffer (mapCopy)
const_cast<net::eagle0::shardok::storage::fb::Terrain *>(
@@ -155,7 +155,7 @@ auto WaterCrossingTiles(
// 1) the tile is water
// 2) the tile does not already have a bridge (that is not on fire)
// 3) the tile is not already frozen
for (int index = 0; index < mapSize; ++index) {
for (int index = 0; index < mapSize; index++) {
const auto startTerrain = *hexMap->terrain()->Get(index);
if (!IsWater(startTerrain.type())) continue;
@@ -31,7 +31,7 @@ static inline void AssertValid(const Coords& c, const HexMap* hexMap) {
}
// Units that need a water crossing to reach at least one of the destinations
[[nodiscard]] auto UnitIdsRequiringWaterCrossing(
auto UnitIdsRequiringWaterCrossing(
const GameStateW& gameState,
PlayerId pid,
const CoordsSet& destinations,
@@ -39,14 +39,14 @@ static inline void AssertValid(const Coords& c, const HexMap* hexMap) {
const BattalionTypeGetter& battalionTypeGetter) -> vector<UnitId>;
// Units belonging to the player that are capable of creating water crossings
[[nodiscard]] auto UnitIdsToCreateWaterCrossing(
auto UnitIdsToCreateWaterCrossing(
const GameStateW& gameState,
PlayerId pid,
const BattalionTypeGetter& battalionTypeGetter) -> vector<UnitId>;
// Whether a unit of the given type can reach destination from origin, given the current state
// of the map
[[nodiscard]] auto CanReach(
auto CanReach(
const Coords& origin,
const Coords& destination,
const HexMap* hexMap,
@@ -56,12 +56,11 @@ static inline void AssertValid(const Coords& c, const HexMap* hexMap) {
// Returns the *non*-water tiles from which you could bridge/freeze water to allow a unit to cross
// from origin to destination
[[nodiscard]] auto CrossingStartLocations(const HexMap* hexMap, const CoordsSet& waterCrossingTiles)
-> CoordsSet;
auto CrossingStartLocations(const HexMap* hexMap, const CoordsSet& waterCrossingTiles) -> CoordsSet;
// Returns the water tiles that, if they were bridged/frozen, would allow a unit to cross from
// origin to destination
[[nodiscard]] auto WaterCrossingTiles(
auto WaterCrossingTiles(
const Coords& origin,
const Coords& destination,
const HexMap* hexMap,
@@ -69,7 +68,7 @@ static inline void AssertValid(const Coords& c, const HexMap* hexMap) {
const BattalionTypeSPtr& battalionType) -> CoordsSet;
// Returns the set of tiles that the attacker should try to approach in order to bridge/freeze
[[nodiscard]] auto IntendedCrossingStarts(
auto IntendedCrossingStarts(
const GameStateW& gameState,
const vector<UnitId>& unitIdsCreatingCrossing,
const CoordsSet& tilesToStartCrossingFrom,
@@ -77,7 +76,7 @@ static inline void AssertValid(const Coords& c, const HexMap* hexMap) {
const BattalionTypeGetter& battalionTypeGetter) -> CoordsSet;
// Calculate score based on water crossing strategy
[[nodiscard]] auto WaterCrossingScore(
auto WaterCrossingScore(
PlayerId playerId,
const BattalionTypeGetter& battalionTypeGetter,
const GameStateW& gameState,
@@ -51,7 +51,7 @@ IterativeDeepeningAI::IterativeDeepeningAI(
castleCoords(castleCoords),
scorer(scorer),
apdCache(apdCache),
battalionTypeGetter(std::move(battalionTypeGetter)) {}
battalionTypeGetter(std::move(battalionTypeGetter)) {} // Move the function object
auto IterativeDeepeningAI::IterativeSearch(
const GameSettingsSPtr& settings,
@@ -79,7 +79,7 @@ private:
CoordsSet castleCoords;
const AIScoreCalculator& scorer;
const APDCache& apdCache;
BattalionTypeGetter battalionTypeGetter;
BattalionTypeGetter battalionTypeGetter; // Store by value, not reference!
// Reusable vectors to reduce memory allocations
mutable std::vector<std::vector<ScoreValue>> scoresByDepth;
@@ -182,7 +182,7 @@ auto ShardokAIClient::StandardChooseCommandIndex(
<< " round=" << guessedState->current_round() << "\n";
const auto maxDump = std::max(commandCount, realAvailableCommands->size());
for (size_t i = 0; i < maxDump; ++i) {
for (size_t i = 0; i < maxDump; i++) {
const auto realName = i < realAvailableCommands->size()
? net::eagle0::shardok::common::CommandType_Name(
(*realAvailableCommands)[i]->GetCommandType())
@@ -214,13 +214,13 @@ auto ShardokAIClient::StandardChooseCommandIndex(
// Group by unit to find the missing position per unit
std::unordered_map<int, std::set<std::pair<int, int>>> realPositions;
std::unordered_map<int, std::set<std::pair<int, int>>> guessedPositions;
for (size_t i = 0; i < realAvailableCommands->size(); ++i) {
for (size_t i = 0; i < realAvailableCommands->size(); i++) {
const auto &cmd = (*realAvailableCommands)[i];
realPositions[cmd->GetActorUnitId()].emplace(
cmd->GetTargetRow(),
cmd->GetTargetColumn());
}
for (size_t i = 0; i < commandCount; ++i) {
for (size_t i = 0; i < commandCount; i++) {
const auto &cmd = (*guessedCommands)[i];
guessedPositions[cmd->GetActorUnitId()].emplace(
cmd->GetTargetRow(),
@@ -250,7 +250,7 @@ auto ShardokAIClient::StandardChooseCommandIndex(
// Dump all guessed state units for full picture
std::cerr << " Guessed state units (" << guessedState->units()->size() << " total):\n";
for (size_t i = 0; i < guessedState->units()->size(); ++i) {
for (size_t i = 0; i < guessedState->units()->size(); i++) {
const auto *u = guessedState->units()->Get(static_cast<unsigned int>(i));
std::cerr << " unit_id=" << u->unit_id() << " player=" << u->player_id()
<< " status=" << static_cast<int>(u->status()) << " loc=("
@@ -263,7 +263,7 @@ auto ShardokAIClient::StandardChooseCommandIndex(
"AI command count mismatch: guessed=" + std::to_string(commandCount) +
" real=" + std::to_string(realAvailableCommands->size()));
}
for (size_t i = 0; i < commandCount; ++i) {
for (size_t i = 0; i < commandCount; i++) {
CheckCommand((*realAvailableCommands)[i], (*guessedCommands)[i]);
}
@@ -490,7 +490,7 @@ auto ShardokAIClient::ChooseCommandIndex(
if (totalChoices % 1000 == 0) {
std::cout << "TYPES CHOSEN:\n";
vector<std::pair<int, CommandType>> choices{};
for (int i = 0; i <= net::eagle0::shardok::common::CommandType_MAX; ++i) {
for (int i = 0; i <= net::eagle0::shardok::common::CommandType_MAX; i++) {
if (typeChosenCount[i] != 0) {
choices.emplace_back(typeChosenCount[i], static_cast<CommandType>(i));
}
@@ -43,7 +43,7 @@ auto SortActionsByWeight(
std::vector<size_t> sortedIndices(actions.size());
std::iota(sortedIndices.begin(), sortedIndices.end(), 0);
std::ranges::sort(sortedIndices, [&weights](size_t a, size_t b) {
std::sort(sortedIndices.begin(), sortedIndices.end(), [&weights](size_t a, size_t b) {
return weights[a] > weights[b];
});
@@ -398,8 +398,9 @@ std::vector<size_t> ShardokGameEngine::filterActions(
const MCTSGameState& /*state*/) const {
// All filtering is already done in getLegalActions() using AICommandFilter
// This method is used by simulation policies and doesn't need additional filtering
std::vector<size_t> indices(actions.size());
std::iota(indices.begin(), indices.end(), 0);
std::vector<size_t> indices;
indices.reserve(actions.size());
for (size_t i = 0; i < actions.size(); ++i) { indices.push_back(i); }
return indices;
}
@@ -23,7 +23,7 @@ using net::eagle0::shardok::storage::fb::PlayerInfo;
using ScoreValue = double;
[[nodiscard]] auto AttackerHoldsCriticalTilesVictoryScore(
auto AttackerHoldsCriticalTilesVictoryScore(
const GameStateW& gameState,
const CoordsSet& criticalTileLocations,
const PlayerInfo* player,
@@ -32,12 +32,12 @@ using ScoreValue = double;
const BattalionTypeGetter& battalionTypeGetter,
ActionPoints braveWaterCost) -> ScoreValue;
[[nodiscard]] auto DefenderHoldsCriticalTilesVictoryScore(
auto DefenderHoldsCriticalTilesVictoryScore(
const GameStateW& gameState,
const CoordsSet& criticalTileLocations,
const PlayerInfo* player) -> ScoreValue;
[[nodiscard]] auto LastPlayerStandingVictoryScore(
auto LastPlayerStandingVictoryScore(
const GameStateW& gameState,
const PlayerInfo* player,
const APDCache& apdCache,
@@ -230,7 +230,7 @@ auto MakeMCTSOptimizedAIScoreCalculator(
std::vector<BattalionTypeSPtr> battalionTypes(BattalionTypeId::BattalionTypeId_MAX + 1);
for (int typeId = BattalionTypeId::BattalionTypeId_MIN;
typeId <= BattalionTypeId::BattalionTypeId_MAX;
++typeId) {
typeId++) {
auto battalionTypeId = static_cast<BattalionTypeId>(typeId);
battalionTypes[battalionTypeId] = settingsGetter.GetBattalionType(battalionTypeId);
}
@@ -356,7 +356,7 @@ auto MakeStandardAIScoreCalculatorWithExperiment(
std::vector<BattalionTypeSPtr> battalionTypes(BattalionTypeId::BattalionTypeId_MAX + 1);
for (int typeId = BattalionTypeId::BattalionTypeId_MIN;
typeId <= BattalionTypeId::BattalionTypeId_MAX;
++typeId) {
typeId++) {
auto battalionTypeId = static_cast<BattalionTypeId>(typeId);
battalionTypes[battalionTypeId] = settingsGetter.GetBattalionType(battalionTypeId);
}
@@ -7,7 +7,8 @@
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
namespace shardok::score_calculator_internal {
namespace shardok {
namespace score_calculator_internal {
auto EffectiveDistanceCache::GetOrCompute(
const Unit* unit,
@@ -124,4 +125,5 @@ auto AttackerMultiplierForTargetDistance(
isLateGame);
}
} // namespace shardok::score_calculator_internal
} // namespace score_calculator_internal
} // namespace shardok
@@ -24,7 +24,8 @@
#include "src/main/flatbuffer/net/eagle0/shardok/storage/hex_map_generated.h"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit_generated.h"
namespace shardok::score_calculator_internal {
namespace shardok {
namespace score_calculator_internal {
using HexMap = net::eagle0::shardok::storage::fb::HexMap;
using Unit = net::eagle0::shardok::storage::fb::Unit;
@@ -50,13 +51,13 @@ struct EffectiveDistanceCache {
struct CacheKey {
UnitId unitId;
Coords target;
[[nodiscard]] bool operator==(const CacheKey& other) const {
bool operator==(const CacheKey& other) const {
return unitId == other.unitId && target == other.target;
}
};
struct CacheKeyHash {
[[nodiscard]] size_t operator()(const CacheKey& key) const {
size_t operator()(const CacheKey& key) const {
return std::hash<UnitId>{}(key.unitId) ^ (std::hash<int>{}(key.target.row()) << 1) ^
(std::hash<int>{}(key.target.column()) << 2);
}
@@ -64,7 +65,7 @@ struct EffectiveDistanceCache {
mutable gtl::flat_hash_map<CacheKey, DIST_T, CacheKeyHash> cache;
[[nodiscard]] DIST_T GetOrCompute(
DIST_T GetOrCompute(
const Unit* unit,
const Coords& target,
const ActionPointDistances* notBravingApd,
@@ -74,12 +75,11 @@ struct EffectiveDistanceCache {
/// Calculate score for FLEE strategy
/// Returns negative score based on fleeing units
[[nodiscard]] auto FleeStrategyScoreForState(const GameStateW& gameState, PlayerId playerId)
-> ScoreValue;
auto FleeStrategyScoreForState(const GameStateW& gameState, PlayerId playerId) -> ScoreValue;
/// Calculate attacker multiplier based on distance to priority targets
/// This is used to weight attacker units by their proximity to objectives
[[nodiscard]] auto AttackerMultiplierForTargetDistance(
auto AttackerMultiplierForTargetDistance(
const Unit* attackingUnit,
const std::vector<TargetAndAttackLocations>& priorityList,
const std::vector<const Unit*>& occupants,
@@ -89,6 +89,7 @@ struct EffectiveDistanceCache {
const ActionPointDistances* bravingApd,
bool isLateGame) -> double;
} // namespace shardok::score_calculator_internal
} // namespace score_calculator_internal
} // namespace shardok
#endif // EAGLE0_SHARDOK_AI_SCORE_PRIVATE_AI_SCORE_CALCULATOR_SHARED_UTILITIES_HPP
@@ -10,7 +10,8 @@
#include <iostream>
#include <sstream>
namespace shardok::ai_battle_simulator {
namespace shardok {
namespace ai_battle_simulator {
using net::eagle0::shardok::ai_battle_simulator::AIAlgorithmType;
using net::eagle0::shardok::ai_battle_simulator::PlayerConfig;
@@ -109,4 +110,5 @@ std::string AiBattleConfigLoader::ToJsonString(const BattleConfigProto& config)
return jsonString;
}
} // namespace shardok::ai_battle_simulator
} // namespace ai_battle_simulator
} // namespace shardok
@@ -13,7 +13,8 @@
#include "src/main/protobuf/net/eagle0/shardok/ai_battle_simulator/ai_battle_config.pb.h"
#pragma clang diagnostic pop
namespace shardok::ai_battle_simulator {
namespace shardok {
namespace ai_battle_simulator {
using BattleConfigProto = net::eagle0::shardok::ai_battle_simulator::BattleConfig;
@@ -40,6 +41,7 @@ public:
[[nodiscard]] static std::string ToJsonString(const BattleConfigProto& config);
};
} // namespace shardok::ai_battle_simulator
} // namespace ai_battle_simulator
} // namespace shardok
#endif // EAGLE0_SHARDOK_AI_BATTLE_SIMULATOR_AI_BATTLE_CONFIG_HPP
@@ -28,7 +28,8 @@
#include "src/main/protobuf/net/eagle0/shardok/common/player_info.pb.h"
#pragma clang diagnostic pop
namespace shardok::ai_battle_simulator {
namespace shardok {
namespace ai_battle_simulator {
namespace {
@@ -330,6 +331,10 @@ GameStateW AiBattleSimulator::CreateInitialGameState() const {
// Load map
auto hexMapProto = LoadMap(config_.map_name());
// Create player info protos
std::vector<net::eagle0::shardok::common::PlayerInfo> playerInfoProtos;
playerInfoProtos.reserve(2);
// Attacker info
net::eagle0::shardok::common::PlayerInfo attackerInfo;
attackerInfo.set_player_id(ATTACKER_ID);
@@ -339,6 +344,7 @@ 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));
// Defender info
net::eagle0::shardok::common::PlayerInfo defenderInfo;
@@ -349,10 +355,7 @@ 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);
std::vector<net::eagle0::shardok::common::PlayerInfo> playerInfoProtos{
std::move(attackerInfo),
std::move(defenderInfo)};
playerInfoProtos.push_back(std::move(defenderInfo));
// Create units from config
std::vector<net::eagle0::shardok::storage::fb::Unit> units;
@@ -958,4 +961,5 @@ BattleResult AiBattleSimulator::CreateResultFromGameState(
return result;
}
} // namespace shardok::ai_battle_simulator
} // namespace ai_battle_simulator
} // namespace shardok
@@ -30,9 +30,7 @@ class ShardokEngine;
// Type alias for hex map
using HexMap = net::eagle0::shardok::storage::fb::HexMap;
} // namespace shardok
namespace shardok::ai_battle_simulator {
namespace ai_battle_simulator {
using BattleConfigProto = net::eagle0::shardok::ai_battle_simulator::BattleConfig;
@@ -148,6 +146,7 @@ private:
CreateResultFromGameState(const GameStateW& state, int totalRounds, int totalCommands) const;
};
} // namespace shardok::ai_battle_simulator
} // namespace ai_battle_simulator
} // namespace shardok
#endif // EAGLE0_SHARDOK_AI_BATTLE_SIMULATOR_AI_BATTLE_SIMULATOR_HPP
@@ -191,8 +191,7 @@ int main(int argc, char *argv[]) {
}
std::cout << "],\"has_game_status\":" << (hasGameStatus ? "true" : "false") << "}\n";
return 0;
}
if (!resultPath.empty()) {
} else if (!resultPath.empty()) {
ActionResult result;
if (!result.ParseFromString(ReadFile(resultPath))) {
throw std::runtime_error("Failed to parse Shardok action result proto");
@@ -7,7 +7,8 @@
#include "src/main/cpp/net/eagle0/common/mcts/abstract/MCTSTypes.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/ShardokAIClient.hpp"
namespace shardok::ai_testing_common {
namespace shardok {
namespace ai_testing_common {
auto AIClientFactory::Create(
PlayerId playerId,
@@ -29,4 +30,5 @@ auto AIClientFactory::Create(
mctsConfig);
}
} // namespace shardok::ai_testing_common
} // namespace ai_testing_common
} // namespace shardok
@@ -8,7 +8,8 @@
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok::ai_testing_common {
namespace shardok {
namespace ai_testing_common {
auto GamePhaseRunner::RunSetupPhase(
ShardokEngine& engine,
@@ -57,4 +58,5 @@ auto GamePhaseRunner::RunSingleTurn(ShardokEngine& engine, PlayerId playerId, Sh
return true;
}
} // namespace shardok::ai_testing_common
} // namespace ai_testing_common
} // namespace shardok
@@ -9,7 +9,8 @@
#include "src/main/cpp/net/eagle0/common/byte_vector.hpp"
#include "src/main/cpp/net/eagle0/shardok/util/BattalionTypeRegistrar.hpp"
namespace shardok::ai_testing_common {
namespace shardok {
namespace ai_testing_common {
auto GameSettingsFactory::CreateDefault() -> GameSettingsSPtr {
auto settings = std::make_shared<GameSettings>();
@@ -30,4 +31,5 @@ auto GameSettingsFactory::CreateDefault() -> GameSettingsSPtr {
return settings;
}
} // namespace shardok::ai_testing_common
} // namespace ai_testing_common
} // namespace shardok
@@ -10,7 +10,8 @@
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
namespace shardok::ai_testing_common {
namespace shardok {
namespace ai_testing_common {
/**
* Factory class for creating GameSettings instances with standard configuration.
@@ -32,6 +33,7 @@ public:
static auto CreateDefault() -> GameSettingsSPtr;
};
} // namespace shardok::ai_testing_common
} // namespace ai_testing_common
} // namespace shardok
#endif // EAGLE0_SHARDOK_AI_TESTING_COMMON_GAME_SETTINGS_FACTORY_HPP
@@ -32,8 +32,9 @@ private:
static auto CannotBecomeOutlaw(const GameStateW &gameState, PlayerId pid) -> bool {
if (pid == UNCONTROLLED_PLAYER_ID) return false;
const auto &player = std::ranges::find_if(
*gameState->player_infos(),
const auto &player = std::find_if(
std::begin(*gameState->player_infos()),
std::end(*gameState->player_infos()),
[pid](const PlayerInfoFb *pi) { return pi->player_id() == pid; });
return (player != std::end(*gameState->player_infos()) && player->cannot_become_outlaw());
@@ -42,8 +43,9 @@ private:
static auto IsAttacker(const GameStateW &gameState, PlayerId pid) -> bool {
if (pid == UNCONTROLLED_PLAYER_ID) return false;
const auto &player = std::ranges::find_if(
*gameState->player_infos(),
const auto &player = std::find_if(
std::begin(*gameState->player_infos()),
std::end(*gameState->player_infos()),
[pid](const PlayerInfoFb *pi) { return pi->player_id() == pid; });
return (player == std::end(*gameState->player_infos()) || !player->is_defender());
@@ -189,12 +189,12 @@ struct BattalionType {
}
[[nodiscard]] auto GetCostToEnterTerrain(const TerrainProto &terrain) const -> ActionCost {
if (HasBridge(terrain.modifier())) {
return {ActionCost::standard,
if (HasBridge(terrain.modifier()))
return ActionCost(
ActionCost::standard,
ActionPoints(std::ceil(
100.0 * minimumCostToEnterBridge /
terrain.modifier().bridge().integrity().value()))};
}
terrain.modifier().bridge().integrity().value())));
if (IsFrozen(terrain.modifier())) return costToEnterIce;
auto terrainCost = GetCostToEnterTerrainType(terrain.type());
@@ -208,11 +208,11 @@ struct BattalionType {
[[nodiscard]] auto GetCostToEnterTerrain(
const net::eagle0::shardok::storage::fb::Terrain_::Type terrainType,
const net::eagle0::shardok::storage::fb::TileModifier &tm) const -> ActionCost {
if (tm.bridge().present()) {
return {ActionCost::standard,
if (tm.bridge().present())
return ActionCost(
ActionCost::standard,
ActionPoints(
std::ceil(100.0 * minimumCostToEnterBridge / tm.bridge().integrity()))};
}
std::ceil(100.0 * minimumCostToEnterBridge / tm.bridge().integrity())));
if (tm.ice().present()) return costToEnterIce;
auto terrainCost = GetCostToEnterTerrainType(terrainType);
@@ -44,7 +44,7 @@ inline constexpr DamageType DamageType_aessence = DamageType::DamageType_aessenc
inline constexpr DamageType DamageType_impact = DamageType::DamageType_impact;
inline constexpr int NUM_DAMAGE_TYPES = static_cast<int>(DamageType::NUM_DAMAGE_TYPES);
[[nodiscard]] static inline bool DamageTypeGetsTerrainDefense(const DamageType type) {
static inline bool DamageTypeGetsTerrainDefense(const DamageType type) {
switch (type) {
case DamageType_slashing:
case DamageType_puncturing:
@@ -132,13 +132,11 @@ public:
return damageByType.at(PenetratingIndex(type));
};
[[nodiscard]] bool operator==(const CombatDamage& cmpr) const {
return damageByType == cmpr.damageByType;
}
bool operator==(const CombatDamage& cmpr) const { return damageByType == cmpr.damageByType; }
[[nodiscard]] bool operator!=(const CombatDamage& cmpr) const { return !(*this == cmpr); }
bool operator!=(const CombatDamage& cmpr) const { return !(*this == cmpr); }
[[nodiscard]] bool operator<=(const CombatDamage& cmpr) const {
bool operator<=(const CombatDamage& cmpr) const {
return std::ranges::equal(
damageByType,
cmpr.damageByType,
@@ -147,7 +145,7 @@ public:
});
}
[[nodiscard]] bool operator>=(const CombatDamage& cmpr) const {
bool operator>=(const CombatDamage& cmpr) const {
return std::ranges::equal(
damageByType,
cmpr.damageByType,
@@ -156,15 +154,11 @@ public:
});
}
[[nodiscard]] bool operator>(const CombatDamage& cmpr) const {
return ((*this >= cmpr) && !(*this == cmpr));
}
bool operator>(const CombatDamage& cmpr) const { return ((*this >= cmpr) && !(*this == cmpr)); }
[[nodiscard]] bool operator<(const CombatDamage& cmpr) const {
return ((*this <= cmpr) && !(*this == cmpr));
}
bool operator<(const CombatDamage& cmpr) const { return ((*this <= cmpr) && !(*this == cmpr)); }
[[nodiscard]] CombatDamage operator+(const CombatDamage& add) const {
CombatDamage operator+(const CombatDamage& add) const {
return Builder()
.SetSlashing(
GetNormalDamageOfType(DamageType_slashing) +
@@ -225,7 +219,7 @@ public:
.Build();
}
[[nodiscard]] CombatDamage operator*(const double factor) const {
CombatDamage operator*(const double factor) const {
return Builder()
.SetSlashing(GetNormalDamageOfType(DamageType_slashing) * factor)
.SetPuncturing(GetNormalDamageOfType(DamageType_puncturing) * factor)
@@ -448,7 +442,7 @@ public:
[[nodiscard]] auto ToBuilder() const -> Builder {
Builder builder = Builder();
for (int i = 0; i < static_cast<int>(NUM_DAMAGE_TYPES); ++i) {
for (int i = 0; i < static_cast<int>(NUM_DAMAGE_TYPES); i++) {
const auto type = static_cast<DamageType>(i);
builder.SetDamageByType(type, false, this->GetNormalDamageOfType(type));
builder.SetDamageByType(type, true, this->GetPenetratingDamageOfType(type));
@@ -457,9 +451,7 @@ public:
}
};
[[nodiscard]] inline CombatDamage operator*(const double factor, const CombatDamage& dmg) {
return dmg * factor;
}
inline CombatDamage operator*(const double factor, const CombatDamage& dmg) { return dmg * factor; }
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_COMBAT_DAMAGE_HPP
@@ -21,23 +21,19 @@ using WeatherFb = net::eagle0::shardok::storage::fb::Weather;
using TerrainProto = net::eagle0::shardok::common::Terrain;
using Terrain = net::eagle0::shardok::storage::fb::Terrain;
[[nodiscard]] auto PropensityByTerrain(const Terrain *terrain, const SettingsGetter &settings)
-> int;
auto PropensityByTerrain(const Terrain *terrain, const SettingsGetter &settings) -> int;
[[nodiscard]] auto PropensityByTerrain(const TerrainProto &terrain, const SettingsGetter &settings)
-> int;
auto PropensityByTerrain(const TerrainProto &terrain, const SettingsGetter &settings) -> int;
[[nodiscard]] auto PropensityByTerrain(
auto PropensityByTerrain(
const TerrainType &terrainType,
const TileModifierProto &modifier,
const SettingsGetter &settings) -> int;
[[nodiscard]] auto GetFireDamage(
int troops,
double openEndedPercentileRoll1,
double openEndedPercentileRoll2) -> CombatDamage;
auto GetFireDamage(int troops, double openEndedPercentileRoll1, double openEndedPercentileRoll2)
-> CombatDamage;
[[nodiscard]] auto GetExtinguishOdds(
auto GetExtinguishOdds(
const SettingsGetter &settings,
const Terrain *terrain,
const WeatherFb *currentWeather,
@@ -45,7 +41,7 @@ using Terrain = net::eagle0::shardok::storage::fb::Terrain;
double intelligence,
bool ownTile) -> PercentileRollOdds;
[[nodiscard]] auto GetStartFireOdds(
auto GetStartFireOdds(
const SettingsGetter &settings,
const Terrain &terrain,
const WeatherFb &currentWeather,
@@ -36,19 +36,25 @@ public:
using BaseType::BaseType;
// Default constructor
GameStateW() = default;
GameStateW() : BaseType() {}
// Copy constructor
GameStateW(const GameStateW& other) = default;
GameStateW(const GameStateW& other) : BaseType(other) {}
// Move constructor
GameStateW(GameStateW&& other) noexcept = default;
GameStateW(GameStateW&& other) noexcept : BaseType(std::move(other)) {}
// Copy assignment
GameStateW& operator=(const GameStateW& other) = default;
GameStateW& operator=(const GameStateW& other) {
BaseType::operator=(other);
return *this;
}
// Move assignment
GameStateW& operator=(GameStateW&& other) noexcept = default;
GameStateW& operator=(GameStateW&& other) noexcept {
BaseType::operator=(std::move(other));
return *this;
}
// Constructor from base type
GameStateW(const BaseType& base) : BaseType(base) {}
@@ -42,7 +42,7 @@ private:
[[nodiscard]] virtual auto InternalExecute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> std::vector<ActionResult> {
return InternalExecuteWithRoll(currentState, generator, std::nullopt);
return InternalExecuteWithRoll(currentState, generator, std::optional<int32_t>());
}
[[nodiscard]] virtual auto InternalExecuteWithRoll(
@@ -443,7 +443,7 @@ void ShardokEngine::PostPlacementCommands(
reinforcementPositions);
// first make sure they're all valid and there are no duplicates
for (size_t i = 0; i < placementInfos.size(); ++i) {
for (size_t i = 0; i < placementInfos.size(); i++) {
const UnitPlacementInfo &pi = placementInfos[i];
const auto it = std::ranges::find_if(*placementCommands, [pi](const CommandSPtr &cmd) {
@@ -455,7 +455,7 @@ void ShardokEngine::PostPlacementCommands(
}
// check that we're not double-filling any location or double-placing any unit
for (size_t j = i + 1; j < placementInfos.size(); ++j) {
for (size_t j = i + 1; j < placementInfos.size(); j++) {
const UnitPlacementInfo &other = placementInfos[j];
if (pi.unitId == other.unitId)
@@ -31,7 +31,7 @@ auto ActionPointDistances::BraveWaterPossibleCoords(const HexMap* hexMap) const
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) {
for (int i = 0; i < indexCount; i++) {
if (const Terrain* terrain = hexMap->terrain()->Get(i);
IsWater(terrain->type()) && !terrain->modifier().bridge().present() &&
!terrain->modifier().ice().present()) {
@@ -71,7 +71,7 @@ auto ActionPointDistances::CreateIndexToCoords(const HexMap* hexMap) -> std::vec
const int indexCount = hexMap->row_count() * columnCount;
std::vector<Coords> indexToCoords;
indexToCoords.reserve(indexCount);
for (int i = 0; i < indexCount; ++i) {
for (int i = 0; i < indexCount; i++) {
indexToCoords.emplace_back(
static_cast<int8_t>(i / columnCount),
static_cast<int8_t>(i % columnCount));
@@ -85,7 +85,7 @@ auto ActionPointDistances::CreateAdjacencyTable(const HexMap* hexMap)
const int indexCount = hexMap->row_count() * columnCount;
std::vector<std::array<int, 6>> adjacencyTable;
adjacencyTable.reserve(indexCount);
for (int i = 0; i < indexCount; ++i) {
for (int i = 0; i < indexCount; i++) {
const Coords coords(
static_cast<int8_t>(i / columnCount),
static_cast<int8_t>(i % columnCount));
@@ -119,7 +119,7 @@ void ActionPointDistances::PopulateOne(
// Find starting index (the one with distance 0)
const int distanceCount = static_cast<int>(ds.size());
for (int i = 0; i < distanceCount; ++i) {
for (int i = 0; i < distanceCount; i++) {
if (ds[i] == 0) {
pq.emplace(0, i);
break;
@@ -141,7 +141,7 @@ void ActionPointDistances::PopulateOne(
// Prefetch terrain data for all neighbors to reduce memory stalls
const std::array<int, 6>& neighbors = adjacencyTable[currentIndex];
for (int i = 0; i < 6 && neighbors[i] != -1; ++i) {
for (int i = 0; i < 6 && neighbors[i] != -1; i++) {
__builtin_prefetch(hexMap->terrain()->Get(neighbors[i]), 0, 3);
}
@@ -243,7 +243,7 @@ OnDemandActionPointDistances::OnDemandActionPointDistances(
auto braveWaterPossibleCoords = includeBravingWater ? BraveWaterPossibleCoords(map) : nullptr;
for (int fromIndex = 0; fromIndex < indexCount; ++fromIndex) {
for (int fromIndex = 0; fromIndex < indexCount; fromIndex++) {
distances[fromIndex] = std::async(
std::launch::deferred,
&OnDemandActionPointDistances::GenerateDistances,
@@ -43,7 +43,7 @@ protected:
const std::shared_ptr<BraveableTileInfo> &braveWaterPossibleCoords,
const std::vector<Coords> &indexToCoords,
const std::vector<std::array<int, 6>> &adjacencyTable);
[[nodiscard]] static auto GenerateDistances(
static auto GenerateDistances(
int fromIndex,
const HexMap *hexMap,
bool includeBravingWater,
@@ -51,15 +51,13 @@ protected:
const BattalionTypeSPtr &battalionType,
const std::shared_ptr<BraveableTileInfo> &braveWaterPossibleCoords)
-> std::vector<DIST_T>;
[[nodiscard]] auto BraveWaterPossibleCoords(const HexMap *hexMap) const
-> std::shared_ptr<BraveableTileInfo>;
auto BraveWaterPossibleCoords(const HexMap *hexMap) const -> std::shared_ptr<BraveableTileInfo>;
// Create coordinate lookup table for efficient index->coords conversion
[[nodiscard]] static auto CreateIndexToCoords(const HexMap *hexMap) -> std::vector<Coords>;
static auto CreateIndexToCoords(const HexMap *hexMap) -> std::vector<Coords>;
// Create adjacency lookup table for efficient neighbor access
[[nodiscard]] static auto CreateAdjacencyTable(const HexMap *hexMap)
-> std::vector<std::array<int, 6>>;
static auto CreateAdjacencyTable(const HexMap *hexMap) -> std::vector<std::array<int, 6>>;
[[nodiscard]] auto ToIndex(const Coords &coords) const -> int {
return coords.row() * column_count + coords.column();
@@ -72,9 +70,9 @@ public:
virtual ~ActionPointDistances() = default;
[[nodiscard]] virtual auto Distance(int fromIndex, int toIndex) const -> DIST_T = 0;
virtual auto Distance(int fromIndex, int toIndex) const -> DIST_T = 0;
[[nodiscard]] virtual auto Distance(const Coords &from, const Coords &to) const -> DIST_T = 0;
virtual auto Distance(const Coords &from, const Coords &to) const -> DIST_T = 0;
};
class OnDemandActionPointDistances final : public ActionPointDistances {
@@ -93,11 +91,11 @@ public:
~OnDemandActionPointDistances() override = default;
[[nodiscard]] auto Distance(const int fromIndex, const int toIndex) const -> int16_t override {
auto Distance(const int fromIndex, const int toIndex) const -> int16_t override {
return distances[fromIndex].get()[toIndex];
}
[[nodiscard]] auto Distance(const Coords &from, const Coords &to) const -> int16_t override {
auto Distance(const Coords &from, const Coords &to) const -> int16_t override {
return Distance(ToIndex(from), ToIndex(to));
}
};
@@ -77,7 +77,7 @@ static auto CreateIceClearedMap(const HexMap* map) -> fb::HexMapW {
auto* mutableMap = mapCopy.Get();
auto* terrainVec = mutableMap->mutable_terrain();
for (size_t i = 0; i < terrainVec->size(); ++i) {
for (size_t i = 0; i < terrainVec->size(); i++) {
// Only process tiles with ice
// const_cast is safe here because we own the mutable buffer (mapCopy)
if (auto* terrain = const_cast<Terrain*>(terrainVec->GetMutableObject(i));
@@ -22,7 +22,7 @@ struct MapId {
uint64_t terrainTypesId;
uint64_t modifierId;
[[nodiscard]] auto operator==(const MapId& other) const -> bool {
auto operator==(const MapId& other) const -> bool {
return terrainTypesId == other.terrainTypesId && modifierId == other.modifierId;
}
};
@@ -34,7 +34,7 @@ struct FullCacheKey {
bool includeBravingWater;
int braveWaterCost;
[[nodiscard]] bool operator==(const FullCacheKey& other) const {
bool operator==(const FullCacheKey& other) const {
return mapId == other.mapId && battalionTypeId == other.battalionTypeId &&
includeBravingWater == other.includeBravingWater &&
braveWaterCost == other.braveWaterCost;
@@ -43,7 +43,7 @@ struct FullCacheKey {
// Hash function for FullCacheKey
struct FullCacheKeyHash {
[[nodiscard]] size_t operator()(const FullCacheKey& key) const {
size_t operator()(const FullCacheKey& key) const {
// Pack small fields into a single 64-bit value
uint64_t packed = (static_cast<uint64_t>(key.battalionTypeId) << 32) |
(static_cast<uint64_t>(key.braveWaterCost) << 1) |
@@ -85,7 +85,7 @@ private:
// Epoch system removed - TLS cache uses size-based eviction instead
// Helper to build cache key
[[nodiscard]] static auto MakeCacheKey(
static auto MakeCacheKey(
const MapId& mapId,
const BattalionTypeSPtr& battalionType,
bool includeBravingWater,
@@ -107,7 +107,7 @@ public:
bool includeBravingWater,
int braveWaterActionPointCost = -1) -> const ActionPointDistances*;
[[nodiscard]] static auto GetMapId(const HexMap* map) -> MapId;
static auto GetMapId(const HexMap* map) -> MapId;
// Consolidate the thread-safe cache into the persistent cache and clear
// the current thread's local cache. This is only safe if we know reads
@@ -116,7 +116,7 @@ public:
// Cache management methods
static void ClearThreadLocalCache();
[[nodiscard]] static size_t GetThreadLocalCacheSize();
static size_t GetThreadLocalCacheSize();
};
using APDCache = std::shared_ptr<ActionPointDistancesCache>;
@@ -42,13 +42,13 @@ auto FixedActionPointDistances::Create(
int chunkSize = (indexCount + ASYNC_COUNT - 1) / ASYNC_COUNT;
// Break into chunks for async
for (int chunkIdx = 0; chunkIdx < ASYNC_COUNT; ++chunkIdx) {
for (int chunkIdx = 0; chunkIdx < ASYNC_COUNT; chunkIdx++) {
futures[chunkIdx] = std::async(std::launch::async, [=]() -> vector<vector<DIST_T>> {
vector<vector<DIST_T>> chunkVec;
chunkVec.reserve(chunkSize);
const int chunkStartIndex = chunkIdx * chunkSize;
for (int i = 0; i < chunkSize; ++i) {
for (int i = 0; i < chunkSize; i++) {
const auto fromIndex = chunkStartIndex + i;
if (fromIndex >= indexCount) { continue; }
chunkVec.push_back(ActionPointDistances::GenerateDistances(
@@ -65,7 +65,7 @@ auto FixedActionPointDistances::Create(
apd->distances.reserve(indexCount);
for (int chunkIdx = 0; chunkIdx < ASYNC_COUNT; ++chunkIdx) {
for (int chunkIdx = 0; chunkIdx < ASYNC_COUNT; chunkIdx++) {
auto resultsVec = futures[chunkIdx].get();
apd->distances.insert(apd->distances.end(), resultsVec.begin(), resultsVec.end());
}
@@ -24,7 +24,7 @@ private:
public:
// Factory method to create FixedActionPointDistances
[[nodiscard]] static auto Create(
static auto Create(
const HexMap *map,
const BattalionTypeSPtr &battalionType,
bool includeBravingWater,
@@ -68,7 +68,7 @@ void ApplyResolvedUnit(
// If a VIP was captured, alter the morale of all this player's units
if (status == net::eagle0::shardok::storage::fb::UnitStatus_CAPTURED_UNIT &&
unit.has_attached_hero() && unit.attached_hero().is_vip()) {
for (uint32_t i = 0; i < inoutState->units()->size(); ++i) {
for (uint32_t i = 0; i < inoutState->units()->size(); i++) {
auto *playerUnit = GetMutableUnit(inoutState, i);
if (playerUnit->player_id() != unit.player_id()) continue;
if (playerUnit->unit_id() == unit.unit_id()) continue;
@@ -248,12 +248,12 @@ void MutatingApplyResult(
static_cast<net::eagle0::shardok::storage::fb::GameStatus_::State>(
result.game_status().state())));
const int winningShardokIdCount = result.game_status().winning_shardok_ids_size();
for (int i = 0; i < winningShardokIdCount; ++i) {
for (int i = 0; i < winningShardokIdCount; i++) {
mutatingGameState->mutable_status()->mutable_winning_shardok_ids()->Mutate(
i,
result.game_status().winning_shardok_ids(i));
}
for (int i = winningShardokIdCount; i < 10; ++i) {
for (int i = winningShardokIdCount; i < 10; i++) {
mutatingGameState->mutable_status()->mutable_winning_shardok_ids()->Mutate(i, -1);
}
@@ -385,10 +385,10 @@ void MutatingApplyResult(
internalAssert(mutatingGameState->mutate_eligible_charger_id(-1));
}
const int possibleChargeeCount = result.possible_chargees_size();
for (int i = 0; i < possibleChargeeCount; ++i) {
for (int i = 0; i < possibleChargeeCount; i++) {
mutatingGameState->mutable_possible_chargee_ids()->Mutate(i, result.possible_chargees(i));
}
for (int i = possibleChargeeCount; i < 6; ++i) {
for (int i = possibleChargeeCount; i < 6; i++) {
mutatingGameState->mutable_possible_chargee_ids()->Mutate(i, -1);
}
@@ -23,11 +23,11 @@ void MutatingApplyResult(
GameStateW& mutatingGameState,
const ActionResultProto& actionResult,
const SettingsGetter& settings);
[[nodiscard]] auto ApplyResult(
auto ApplyResult(
GameStateW startingState,
const ActionResultProto& actionResult,
const SettingsGetter& settings) -> GameStateW;
[[nodiscard]] auto ApplyResults(
auto ApplyResults(
const GameStateW& startingState,
const std::vector<ActionResultProto>& actionResults,
const SettingsGetter& settings) -> GameStateW;
@@ -19,7 +19,7 @@ auto CopyWithExtraUnits(const GameStateW& original, int additionalCount) -> Game
// Add the requested units plus some extra slack for future use
int extraSlack = std::max(5, additionalCount * 2);
for (int i = 0; i < additionalCount + extraSlack; ++i) {
for (int i = 0; i < additionalCount + extraSlack; i++) {
Unit unit;
unit.mutate_unit_id(static_cast<int16_t>(endGST.units.size()));
if (i < additionalCount) {
@@ -9,8 +9,7 @@
namespace shardok {
[[nodiscard]] auto CopyWithExtraUnits(const GameStateW& original, int additionalCount)
-> GameStateW;
auto CopyWithExtraUnits(const GameStateW& original, int additionalCount) -> GameStateW;
} // namespace shardok
@@ -90,7 +90,7 @@ auto BurnStructuresResult(const GameStateW &gameState, const SettingsGetter &set
*result.mutable_changed_tile_modifiers() = {burnedTmcs.begin(), burnedTmcs.end()};
return result;
} else {
return std::nullopt;
return std::optional<ActionResultProto>();
}
}
@@ -25,9 +25,10 @@ static inline auto GameIsOver(const GameStatusFb* status) -> bool {
}
auto UpdateGameStatusAction::GetPlayerInfo(int playerId) const -> const PlayerInfoFb* {
return *std::ranges::find_if(*gameState->player_infos(), [playerId](const PlayerInfoFb* pi) {
return pi->player_id() == playerId;
});
return *std::find_if(
std::begin(*gameState->player_infos()),
std::end(*gameState->player_infos()),
[playerId](const PlayerInfoFb* pi) { return pi->player_id() == playerId; });
}
static inline auto HasVictoryCondition(const PlayerInfoFb* pi, const VictoryCondition condition)
@@ -29,7 +29,7 @@ auto UpdateOpponentKnowledgeAction::InternalExecute(
auto unitAfter = *unit;
for (PlayerId pid = 0; pid < 10; ++pid) {
for (PlayerId pid = 0; pid < 10; pid++) {
if (pid == unitPid) continue;
if (static_cast<unsigned int>(pid) >= playerCount) continue;
int bump = PlayerIsDefender(currentState, pid) ? defenderKnowledgeGain
@@ -126,7 +126,7 @@ void BraveWaterCommandFactory::AddAvailableBraveWaterCommands(
}
for (const auto &target : braveWaterTargets) {
std::optional<UnitId> ambusher = std::nullopt;
std::optional<UnitId> ambusher = std::optional<UnitId>();
const auto &targetOccupant = Occupant(units, target);
if (targetOccupant) { ambusher = targetOccupant->unit_id(); }
commands.push_back(BraveWaterCommandFactory(settings)
@@ -19,7 +19,7 @@ private:
public:
explicit CommandFactoriesList(const SettingsGetter& settings);
[[nodiscard]] auto GetFactories() const -> std::vector<std::shared_ptr<const CommandFactory>>;
auto GetFactories() const -> std::vector<std::shared_ptr<const CommandFactory>>;
};
} // namespace shardok
@@ -41,7 +41,7 @@ public:
virtual void AddAvailableCommands(CommandList& commands, const CommandParams& params) const = 0;
[[nodiscard]] virtual auto IncludeInFollowUps() const -> bool { return true; }
virtual auto IncludeInFollowUps() const -> bool { return true; }
};
} // namespace shardok
@@ -27,7 +27,7 @@ void FearCommandFactory::AddAvailableFearCommands(
if (costForFear.IsPossible(remainingActionPoints)) {
const int range = settings.Backing().fear_range();
for (int distance = 1; distance <= range; ++distance) {
for (int distance = 1; distance <= range; distance++) {
const auto coordsSet = TilesWithExactDistance(hexMap, position, distance);
for (const Coords &fearCoords : coordsSet) {
@@ -46,7 +46,7 @@ auto LightningBoltCommandFactory::AddAvailableLightningBoltCommands(
ActionCost::UsesAllActionCost(settings.Backing().lightning_action_point_cost());
const int lightningRange = settings.Backing().lightning_range();
if (costForLightning.IsPossible(remainingActionPoints)) {
for (int distance = 1; distance <= lightningRange; ++distance) {
for (int distance = 1; distance <= lightningRange; distance++) {
CoordsSet coords = TilesWithExactDistance(hexMap, position, distance);
for (const Coords &lightningCoords : coords) {
@@ -41,7 +41,7 @@ void RaiseDeadCommandFactory::AddAvailableRaiseDeadCommands(
const BattalionTypeSPtr &undeadType = settings.GetBattalionType(
net::eagle0::shardok::storage::fb::BattalionTypeId_UNDEAD);
for (int distance = 1; distance <= range; ++distance) {
for (int distance = 1; distance <= range; distance++) {
const CoordsSet coordsSet = TilesWithExactDistance(hexMap, position, distance);
for (const Coords &raiseDeadCoords : coordsSet) {
@@ -34,7 +34,7 @@ void ScoutCommandFactory::AddAvailableScoutCommands(
const Coords unitLocation = unit->location();
if (costForScout.IsPossible(remainingActionPoints)) {
for (int distance = 1; distance <= scoutRange; ++distance) {
for (int distance = 1; distance <= scoutRange; distance++) {
CoordsSet coordsSet = TilesWithExactDistance(hexMap, unitLocation, distance);
for (const Coords& scoutCoords : coordsSet) {
@@ -46,13 +46,13 @@ public:
~ArcheryCommand() override = default;
[[nodiscard]] auto GetCommandType() const -> CommandType override {
auto GetCommandType() const -> CommandType override {
return net::eagle0::shardok::common::ARCHERY_COMMAND;
}
auto CanUseClientRoll() const -> bool override { return true; }
[[nodiscard]] auto GetCommandProto() const -> CommandProto override;
auto GetCommandProto() const -> CommandProto override;
[[nodiscard]] int GetActorUnitId() const override { return attackerId; }
[[nodiscard]] MapIndex GetTargetRow() const override { return defenderLocation.row(); }
@@ -32,11 +32,11 @@ public:
~ControlCommand() override = default;
[[nodiscard]] auto GetCommandType() const -> CommandType override {
auto GetCommandType() const -> CommandType override {
return net::eagle0::shardok::common::CONTROL_COMMAND;
}
[[nodiscard]] auto GetCommandProto() const -> CommandProto override;
auto GetCommandProto() const -> CommandProto override;
[[nodiscard]] auto CanBeFollowUp() const -> bool override { return false; }
[[nodiscard]] auto CanDoWithLowMorale() const -> bool override { return true; }
[[nodiscard]] auto CanDoWhileStunned() const -> bool override { return false; }
@@ -41,11 +41,11 @@ public:
[[nodiscard]] auto ExecuteWithRoll(const GameStateW& currentState, double roll) const
-> vector<ActionResult>;
[[nodiscard]] auto GetCommandType() const -> CommandType override {
auto GetCommandType() const -> CommandType override {
return net::eagle0::shardok::common::DISMISS_UNIT_COMMAND;
}
[[nodiscard]] auto GetCommandProto() const -> CommandProto override;
auto GetCommandProto() const -> CommandProto override;
[[nodiscard]] auto CanBeFollowUp() const -> bool override { return false; }
[[nodiscard]] auto CanDoWithLowMorale() const -> bool override { return true; }
[[nodiscard]] auto CanDoWhileStunned() const -> bool override { return false; }
@@ -75,7 +75,7 @@ auto EndTurnCommand::InternalExecute(
// Any heroes in fire get burninated
// Decrement stun counters, increment cast state
const auto beforeFireUnitsCount = runningGameState->units()->size();
for (size_t i = 0; i < beforeFireUnitsCount; ++i) {
for (size_t i = 0; i < beforeFireUnitsCount; i++) {
const auto *beforeUnit = runningGameState->units()->Get(static_cast<unsigned int>(i));
if (beforeUnit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT)
continue;
@@ -114,7 +114,7 @@ auto EndTurnCommand::InternalExecute(
endTurnResult.mutable_next_player()->set_value(NextPlayerId(currentState, GetPlayerId()));
const auto unitsAtEndOfRoundCount = runningGameState->units()->size();
for (size_t i = 0; i < unitsAtEndOfRoundCount; ++i) {
for (size_t i = 0; i < unitsAtEndOfRoundCount; i++) {
// Grab the unit fresh because it might have been modified by a previous iteration of the
// loop
const auto *eorUnit = runningGameState->units()->Get(static_cast<unsigned int>(i));
@@ -85,7 +85,7 @@ auto FearCommand::GetFearOdds(
double attackerWisdom,
const double defenderCharisma) -> PercentileRollOdds {
const std::array otherFactors = {
MakeOtherFactor(static_cast<int>(50.0 - defenderCharisma), opponentCharismaString)};
MakeOtherFactor(int(50.0 - defenderCharisma), opponentCharismaString)};
return MakeOdds(
fearBaseOdds,
0,
@@ -31,11 +31,11 @@ public:
int agilityXp,
int professionKnowledgeBump);
[[nodiscard]] auto GetCommandType() const -> CommandType override {
auto GetCommandType() const -> CommandType override {
return net::eagle0::shardok::common::FORTIFY_COMMAND;
}
[[nodiscard]] auto GetCommandProto() const -> CommandProto override;
auto GetCommandProto() const -> CommandProto override;
[[nodiscard]] int GetActorUnitId() const override { return fortifyingUnitId; }
};
@@ -37,7 +37,7 @@ public:
return net::eagle0::shardok::common::HIDE_COMMAND;
}
[[nodiscard]] auto GetCommandProto() const -> CommandProto override;
auto GetCommandProto() const -> CommandProto override;
[[nodiscard]] int GetActorUnitId() const override { return actorId; }
[[nodiscard]] MapIndex GetTargetRow() const override { return target.row(); }
@@ -143,9 +143,8 @@ auto HolyWaveInspireAction::InternalExecute(
resultProto.set_type(net::eagle0::shardok::common::INSPIRED_TROOPS);
float newMorale = moraleBefore + static_cast<float>(inspireBuf);
float moraleCap =
inspiredUnit->battalion().base_morale() + static_cast<float>(maxInspireOverBase);
float newMorale = moraleBefore + float(inspireBuf);
float moraleCap = inspiredUnit->battalion().base_morale() + float(maxInspireOverBase);
if (moraleCap < newMorale) newMorale = moraleCap;
if (newMorale > 100) newMorale = 100;
@@ -51,11 +51,11 @@ public:
~MeleeCommand() override = default;
[[nodiscard]] auto GetCommandType() const -> CommandType override {
auto GetCommandType() const -> CommandType override {
return net::eagle0::shardok::common::MELEE_COMMAND;
}
[[nodiscard]] auto GetCommandProto() const -> CommandProto override;
auto GetCommandProto() const -> CommandProto override;
auto CanUseClientRoll() const -> bool override { return true; }
@@ -33,11 +33,11 @@ public:
~MeteorCancelCommand() override = default;
[[nodiscard]] auto GetCommandType() const -> CommandType override {
auto GetCommandType() const -> CommandType override {
return net::eagle0::shardok::common::METEOR_CANCEL_COMMAND;
}
[[nodiscard]] auto GetCommandProto() const -> CommandProto override;
auto GetCommandProto() const -> CommandProto override;
[[nodiscard]] auto IsRequiredToEndTurn() const -> bool override { return requiredToEndTurn; }
[[nodiscard]] auto CanDoWithLowMorale() const -> bool override { return true; }
[[nodiscard]] auto CanDoWithLowVigor() const -> bool override { return true; }
@@ -33,11 +33,11 @@ public:
const CoordsSet& nextRoundTargets);
~MeteorStartCommand() override = default;
[[nodiscard]] auto GetCommandType() const -> CommandType override {
auto GetCommandType() const -> CommandType override {
return net::eagle0::shardok::common::METEOR_START_COMMAND;
}
[[nodiscard]] auto GetCommandProto() const -> CommandProto override;
auto GetCommandProto() const -> CommandProto override;
[[nodiscard]] int GetActorUnitId() const override { return casterId; }
};
@@ -38,11 +38,11 @@ public:
~MeteorTargetCommand() override = default;
[[nodiscard]] auto GetCommandType() const -> CommandType override {
auto GetCommandType() const -> CommandType override {
return net::eagle0::shardok::common::METEOR_TARGET_COMMAND;
}
[[nodiscard]] auto GetCommandProto() const -> CommandProto override;
auto GetCommandProto() const -> CommandProto override;
[[nodiscard]] auto IsRequiredToEndTurn() const -> bool override { return requiredToEndTurn; }
[[nodiscard]] auto CanDoWithLowMorale() const -> bool override { return true; }
[[nodiscard]] auto CanDoWithLowVigor() const -> bool override { return true; }
@@ -135,8 +135,9 @@ auto shardok::MoveCommand::InternalExecute(
KnownAdjacentEnemies(player, allUnits, map, allyPids, destination);
for (const Unit* possibleChargee : newAdjacentEnemies) {
if (std::ranges::find_if(
knownAdjacentEnemies,
if (std::find_if(
knownAdjacentEnemies.begin(),
knownAdjacentEnemies.end(),
[possibleChargee](const Unit* adj) {
return adj->unit_id() == possibleChargee->unit_id();
}) == knownAdjacentEnemies.end()) {
@@ -109,7 +109,7 @@ auto GetNewUnit(
unit.mutate_player_id(playerId);
unit.mutate_commanding_unit_id(commandingUnitId);
for (uint32_t i = 0; i < unit.opponent_knowledge()->size(); ++i) {
for (uint32_t i = 0; i < unit.opponent_knowledge()->size(); i++) {
unit.mutable_opponent_knowledge()->Mutate(i, 0);
}
@@ -46,11 +46,11 @@ public:
~ReinforceCommand() override = default;
[[nodiscard]] auto GetCommandType() const -> CommandType override {
auto GetCommandType() const -> CommandType override {
return net::eagle0::shardok::common::REINFORCE_COMMAND;
}
[[nodiscard]] auto GetCommandProto() const -> CommandProto override;
auto GetCommandProto() const -> CommandProto override;
[[nodiscard]] auto IsRequiredToEndTurn() const -> bool override { return false; }
[[nodiscard]] auto CanBeFollowUp() const -> bool override { return true; }
@@ -34,7 +34,7 @@ public:
return net::eagle0::shardok::common::RELEASE_UNIT_COMMAND;
}
[[nodiscard]] auto GetCommandProto() const -> CommandProto override;
auto GetCommandProto() const -> CommandProto override;
[[nodiscard]] auto CanBeFollowUp() const -> bool override { return false; }
[[nodiscard]] auto CanDoWithLowMorale() const -> bool override { return true; }
[[nodiscard]] auto CanDoWhileStunned() const -> bool override { return false; }
@@ -57,7 +57,7 @@ public:
return net::eagle0::shardok::common::REPAIR_COMMAND;
}
[[nodiscard]] auto GetCommandProto() const -> CommandProto override;
auto GetCommandProto() const -> CommandProto override;
[[nodiscard]] auto IsRequiredToEndTurn() const -> bool override { return false; }
[[nodiscard]] auto CanBeFollowUp() const -> bool override { return true; }
@@ -55,11 +55,11 @@ public:
[[nodiscard]] auto ExecuteWithRoll(const GameStateW& currentState, double roll) const
-> vector<ActionResult>;
[[nodiscard]] auto GetCommandType() const -> CommandType override {
auto GetCommandType() const -> CommandType override {
return net::eagle0::shardok::common::SCOUT_COMMAND;
}
[[nodiscard]] auto GetCommandProto() const -> CommandProto override;
auto GetCommandProto() const -> CommandProto override;
[[nodiscard]] auto CanBeFollowUp() const -> bool override { return true; }
[[nodiscard]] auto CanDoWithLowMorale() const -> bool override { return false; }
@@ -43,11 +43,11 @@ public:
~StartFireCommand() override = default;
[[nodiscard]] auto GetCommandType() const -> CommandType override {
auto GetCommandType() const -> CommandType override {
return net::eagle0::shardok::common::START_FIRE_COMMAND;
}
[[nodiscard]] auto GetCommandProto() const -> CommandProto override;
auto GetCommandProto() const -> CommandProto override;
[[nodiscard]] auto CanBeFollowUp() const -> bool override { return true; }
[[nodiscard]] auto CanDoWithLowMorale() const -> bool override { return false; }
@@ -47,7 +47,7 @@ auto GetAcceptOdds(
double baseDeadliness = settings.Backing().base_deadliness();
for (int i = 0; i < NUM_RUNS; ++i) {
for (int i = 0; i < NUM_RUNS; i++) {
double defenderRoll;
if (statsKnown) {
defenderRoll = i * 100.0 / (NUM_RUNS - 1);
@@ -114,7 +114,7 @@ auto GetAcceptOdds(
Hero defendingHero = defender->attached_hero();
defenderWins = 0;
for (int i = 0; i < NUM_RUNS; ++i) {
for (int i = 0; i < NUM_RUNS; i++) {
double defenderRoll;
if (heroStatsKnown) {
defenderRoll = i * 100.0 / (NUM_RUNS - 1);
@@ -141,7 +141,7 @@ public:
return Wrapper(); // Return empty wrapper for invalid data
}
size_t offset = 0;
size_t offset;
std::memcpy(&offset, str.data(), sizeof(size_t));
size_t size = str.size() - sizeof(size_t);
@@ -159,7 +159,7 @@ public:
return Wrapper(); // Return empty wrapper for invalid data
}
size_t offset = 0;
size_t offset;
std::memcpy(&offset, bv.data(), sizeof(size_t));
size_t size = bv.size() - sizeof(size_t);
@@ -46,15 +46,15 @@ auto ConvertVictoryCondition(const net::eagle0::shardok::common::VictoryConditio
auto FromPlayerInfoProto(flatbuffers::FlatBufferBuilder& fbb, const PlayerInfoProto& piProto)
-> flatbuffers::Offset<net::eagle0::shardok::storage::fb::PlayerInfo> {
std::vector<AlliedPlayer> alliesVec;
auto alliesVec = std::vector<AlliedPlayer>();
alliesVec.reserve(piProto.allies_size());
for (const auto& apProto : piProto.allies()) { alliesVec.emplace_back(apProto.player_id()); }
const auto alliesOffset = fbb.CreateVectorOfStructs(alliesVec);
std::vector<int8_t> vcVec;
auto vcVec = std::vector<int8_t>();
const int victoryConditionCount = piProto.victory_conditions_size();
vcVec.reserve(victoryConditionCount);
for (int i = 0; i < victoryConditionCount; ++i) {
for (int i = 0; i < victoryConditionCount; i++) {
vcVec.push_back(ConvertVictoryCondition(piProto.victory_conditions(i)));
}
const auto vcOffset = fbb.CreateVector(vcVec);
@@ -142,7 +142,7 @@ auto SetupInitialGameState(
&endGameCondition);
auto gameIdOffset = fbb.CreateString(gameId);
std::vector<Offset<PlayerInfo>> playerInfoVec;
auto playerInfoVec = std::vector<Offset<PlayerInfo>>();
playerInfoVec.reserve(playerInfoProtos.size());
for (const auto& piProto : playerInfoProtos) {
playerInfoVec.push_back(FromPlayerInfoProto(fbb, piProto));
@@ -162,7 +162,7 @@ auto SetupInitialGameState(
// Add slack units: 3 per necromancer, minimum 5 for general use
const int slackUnits = std::max(5, necromancerCount * 3);
std::vector<Unit> unitsVec;
auto unitsVec = std::vector<Unit>();
unitsVec.reserve(units.size() + slackUnits);
for (const auto& unit : units) {
Unit modifiedUnit = unit;
@@ -191,7 +191,7 @@ auto SetupInitialGameState(
}
// Add slack units for future expansion (e.g., necromancer raise dead)
for (int i = 0; i < slackUnits; ++i) {
for (int i = 0; i < slackUnits; i++) {
Unit slackUnit;
slackUnit.mutate_unit_id(static_cast<int16_t>(units.size() + i));
slackUnit.mutate_status(net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT);
@@ -28,7 +28,7 @@ using net::eagle0::shardok::storage::fb::Unit;
using Weather = net::eagle0::shardok::storage::fb::Weather;
using GameStatusProto = net::eagle0::shardok::common::GameStatus;
[[nodiscard]] auto SetupInitialGameState(
auto SetupInitialGameState(
const GameId& gameId,
const HexMapProto& hexMapProto,
const std::vector<PlayerInfoProto>& playerInfoProtos,
@@ -37,14 +37,14 @@ using GameStatusProto = net::eagle0::shardok::common::GameStatus;
bool isWinter,
const SettingsGetter& settings) -> GameStateW;
[[nodiscard]] auto FromPlayerInfoProto(
auto FromPlayerInfoProto(
flatbuffers::FlatBufferBuilder& fbb,
const PlayerInfoProto& playerInfoProto)
-> flatbuffers::Offset<net::eagle0::shardok::storage::fb::PlayerInfo>;
[[nodiscard]] auto ToPlayerInfoProto(const PlayerInfo* fbPI) -> PlayerInfoProto;
[[nodiscard]] auto ToWeatherProto(const Weather* fbW) -> net::eagle0::shardok::common::Weather;
[[nodiscard]] auto ToProto(const GameStatus* fbStatus) -> GameStatusProto;
auto ToPlayerInfoProto(const PlayerInfo* fbPI) -> PlayerInfoProto;
auto ToWeatherProto(const Weather* fbW) -> net::eagle0::shardok::common::Weather;
auto ToProto(const GameStatus* fbStatus) -> GameStatusProto;
} // namespace shardok::fb
@@ -22,15 +22,15 @@ using HexMap = net::eagle0::shardok::storage::fb::HexMap;
using HexMapW = Wrapper<HexMap>;
using HexMapProto = net::eagle0::shardok::common::HexMap;
[[nodiscard]] auto ConvertHexMapProto(
auto ConvertHexMapProto(
FlatBufferBuilder& fbb,
const net::eagle0::shardok::common::HexMap& mapProto,
bool isWinter = false,
float initialWinterIceIntegrity = 0.0f) -> Offset<HexMap>;
[[nodiscard]] auto ToProto(const HexMap* hexMap) -> HexMapProto;
auto ToProto(const HexMap* hexMap) -> HexMapProto;
[[nodiscard]] auto CopyHexMap(const HexMap* hexMap) -> HexMapW;
auto CopyHexMap(const HexMap* hexMap) -> HexMapW;
} // namespace shardok::fb
@@ -16,7 +16,7 @@ namespace shardok::fb {
using Terrain = net::eagle0::shardok::storage::fb::Terrain;
using TerrainProto = net::eagle0::shardok::common::Terrain;
[[nodiscard]] auto ToTerrainProto(const Terrain* terrain) -> TerrainProto;
auto ToTerrainProto(const Terrain* terrain) -> TerrainProto;
} // namespace shardok::fb
@@ -16,7 +16,7 @@ namespace shardok::fb {
using TileModifier = net::eagle0::shardok::storage::fb::TileModifier;
using TileModifierProto = net::eagle0::shardok::common::TileModifier;
[[nodiscard]] auto ToTileModifierProto(const TileModifier& tileModifier) -> TileModifierProto;
auto ToTileModifierProto(const TileModifier& tileModifier) -> TileModifierProto;
} // namespace shardok::fb
@@ -23,12 +23,10 @@ namespace shardok {
using Coords = net::eagle0::shardok::storage::fb::Coords;
using CoordsProto = net::eagle0::shardok::common::Coords;
[[nodiscard]] auto MakeCoordsProto(int row, int column) -> net::eagle0::shardok::common::Coords;
auto MakeCoordsProto(int row, int column) -> net::eagle0::shardok::common::Coords;
[[nodiscard]] static inline auto IsUnplaced(const Coords &c) -> bool {
return c.row() < 0 || c.column() < 0;
}
[[nodiscard]] static inline auto IsUnplaced(const CoordsProto &c) -> bool {
static inline auto IsUnplaced(const Coords &c) -> bool { return c.row() < 0 || c.column() < 0; }
static inline auto IsUnplaced(const CoordsProto &c) -> bool {
return c.row() < 0 || c.column() < 0;
}
@@ -43,15 +41,14 @@ using CoordsProto = net::eagle0::shardok::common::Coords;
} // namespace shardok
namespace net::eagle0::shardok::storage::fb {
[[nodiscard]] auto operator==(const Coords &lhs, const net::eagle0::shardok::common::Coords &rhs)
-> bool;
auto operator==(const Coords &lhs, const net::eagle0::shardok::common::Coords &rhs) -> bool;
}
namespace net::eagle0::shardok::common {
[[nodiscard]] auto operator==(
auto operator==(
const net::eagle0::shardok::common::Coords &lhs,
const net::eagle0::shardok::common::Coords &rhs) -> bool;
[[nodiscard]] auto operator==(
auto operator==(
const net::eagle0::shardok::common::Coords &lhs,
const net::eagle0::shardok::storage::fb::Coords &rhs) -> bool;
} // namespace net::eagle0::shardok::common
@@ -59,7 +56,7 @@ namespace net::eagle0::shardok::common {
namespace std {
template<>
struct hash<net::eagle0::shardok::common::Coords> {
[[nodiscard]] auto operator()(const net::eagle0::shardok::common::Coords &c) const -> size_t {
auto operator()(const net::eagle0::shardok::common::Coords &c) const -> size_t {
return size_t(c.row() << 16 | c.column());
}
};
@@ -19,7 +19,7 @@ namespace shardok {
constexpr bool kCoordsSetIndexChecks = false;
constexpr size_t STANDARD_SIZE = size_t{12} * 14;
constexpr size_t STANDARD_SIZE = 12 * 14;
using HexMap = net::eagle0::shardok::storage::fb::HexMap;
using BackingBitset = common::IterableBitset<168>;
@@ -34,7 +34,7 @@ private:
uint32_t indexCount;
[[nodiscard]] auto Index(const int row, const int column) const -> int {
return (row * mapWidth) + column;
return row * mapWidth + column;
}
[[nodiscard]] auto Index(const Coords& c) const -> int { return Index(c.row(), c.column()); }
@@ -137,7 +137,7 @@ public:
}
void Filter(const std::function<bool(int, int)>& f) {
for (uint32_t i = 0; i < indexCount; ++i) {
for (uint32_t i = 0; i < indexCount; i++) {
if (Contains(i) && !f(i / mapWidth, i % mapWidth)) { Remove(i); }
}
}
@@ -41,11 +41,11 @@ inline HexMapDirection& operator++(HexMapDirection& dir) {
}
struct HexMapDirectionsTo {
HexMapDirection main{};
HexMapDirection secondary{}; // Only valid if exactly on the line
bool usesSecondary{};
HexMapDirection main;
HexMapDirection secondary; // Only valid if exactly on the line
bool usesSecondary;
bool Matches(const HexMapDirection dir) const {
bool Matches(const HexMapDirection dir) {
return dir == main || (usesSecondary && dir == secondary);
}
};
@@ -13,13 +13,13 @@
namespace shardok {
using HexMap = net::eagle0::shardok::storage::fb::HexMap;
[[nodiscard]] auto GetModifierHash(const HexMap* map) -> uint64_t;
auto GetModifierHash(const HexMap* map) -> uint64_t;
// Helper function to compute modifier byte for consistent hashing
// Excludes ice from hash since AI pathfinding should ignore ice
// Compact bit layout: bridge=bit0, fire=bit1, snow=bit2
template<typename TileModifier>
[[nodiscard]] auto ComputeModifierByte(const TileModifier& modifier) -> int8_t {
auto ComputeModifierByte(const TileModifier& modifier) -> int8_t {
return static_cast<int8_t>(
modifier.bridge().present() | modifier.fire().present() << 1 |
modifier.snow().present() << 2);
@@ -27,7 +27,7 @@ template<typename TileModifier>
// Overload for protobuf modifier
template<typename ProtoModifier>
[[nodiscard]] auto ComputeModifierByteProto(const ProtoModifier& modifier) -> int8_t {
auto ComputeModifierByteProto(const ProtoModifier& modifier) -> int8_t {
return static_cast<int8_t>(
modifier.has_bridge() | modifier.has_fire() << 1 | modifier.has_snow() << 2);
}
@@ -34,25 +34,23 @@ using TerrainType::Terrain_Type_UNKNOWN;
constexpr int kTerrainTypeCount = net::eagle0::shardok::common::Terrain_Type_Type_ARRAYSIZE;
[[nodiscard]] auto AllowsHiding(const Terrain* terrain) -> bool;
[[nodiscard]] auto AllowsHiding(net::eagle0::shardok::storage::fb::Terrain_::Type type) -> bool;
[[nodiscard]] auto AllowsHiding(const net::eagle0::shardok::storage::fb::TileModifier& modifier)
-> bool;
auto AllowsHiding(const Terrain* terrain) -> bool;
auto AllowsHiding(net::eagle0::shardok::storage::fb::Terrain_::Type type) -> bool;
auto AllowsHiding(const net::eagle0::shardok::storage::fb::TileModifier& modifier) -> bool;
[[nodiscard]] auto AllowsHiding(const TerrainProto& terrain) -> bool;
[[nodiscard]] auto AllowsHiding(TerrainType type) -> bool;
[[nodiscard]] auto AllowsHiding(const TileModifierProto& modifier) -> bool;
auto AllowsHiding(const TerrainProto& terrain) -> bool;
auto AllowsHiding(TerrainType type) -> bool;
auto AllowsHiding(const TileModifierProto& modifier) -> bool;
[[nodiscard]] auto AllowsFortification(const Terrain* terrain) -> bool;
auto AllowsFortification(const Terrain* terrain) -> bool;
[[nodiscard]] auto IsWater(net::eagle0::shardok::storage::fb::Terrain_::Type type) -> bool;
[[nodiscard]] auto IsWater(TerrainType type) -> bool;
auto IsWater(net::eagle0::shardok::storage::fb::Terrain_::Type type) -> bool;
auto IsWater(TerrainType type) -> bool;
[[nodiscard]] auto IsTraversible(const net::eagle0::shardok::storage::fb::Terrain& terrain) -> bool;
auto IsTraversible(const net::eagle0::shardok::storage::fb::Terrain& terrain) -> bool;
[[nodiscard]] auto MakeHexMapTerrain(TerrainType tp, TileModifierProto mod = TileModifierProto())
-> TerrainProto;
[[nodiscard]] auto MakeHexMapTerrain(
auto MakeHexMapTerrain(TerrainType tp, TileModifierProto mod = TileModifierProto()) -> TerrainProto;
auto MakeHexMapTerrain(
net::eagle0::shardok::storage::fb::Terrain_::Type tp,
const net::eagle0::shardok::storage::fb::TileModifier& mod =
net::eagle0::shardok::storage::fb::TileModifier()) -> Terrain;
@@ -23,9 +23,9 @@ namespace shardok {
using SingleModifier = net::eagle0::shardok::common::TileModifier_SingleModifier;
using TileModifierProto = net::eagle0::shardok::common::TileModifier;
SingleModifier MakeSingleModifier(const std::optional<double>& integ = std::nullopt);
SingleModifier MakeSingleModifier(const std::optional<double>& integ = std::optional<double>());
[[nodiscard]] bool operator==(const SingleModifier& lhs, const SingleModifier& rhs);
bool operator==(const SingleModifier& lhs, const SingleModifier& rhs);
TileModifierProto MakeTileModifier(bool onFire = false);
@@ -12,10 +12,10 @@
namespace shardok {
using TileModifierWithCoords = net::eagle0::shardok::common::TileModifierWithCoords;
[[nodiscard]] auto MakeTmc(const Coords &coordinates, const TileModifierProto &modifier)
auto MakeTmc(const Coords &coordinates, const TileModifierProto &modifier)
-> TileModifierWithCoords;
[[nodiscard]] auto MakeTmc(
auto MakeTmc(
const Coords &coordinates,
const net::eagle0::shardok::storage::fb::TileModifier &modifier) -> TileModifierWithCoords;
@@ -76,7 +76,7 @@ public:
return settings.backingStruct;
}
[[nodiscard]] auto GetRandomGenerator() const -> std::shared_ptr<RandomGenerator> {
[[nodiscard]] auto GetRandomGenerator() const -> const std::shared_ptr<RandomGenerator> {
return settings.randomGenerator;
}
@@ -130,7 +130,7 @@ int32_t MutatingInternalTakeDamage(
double takenDamage = 0.0;
for (int i = 0; i < NUM_DAMAGE_TYPES; ++i) {
for (int i = 0; i < NUM_DAMAGE_TYPES; i++) {
const auto damageType = static_cast<DamageType>(i);
const double armamentAdjustment =
1.0 - ((type->baseResistanceByType[i] +
@@ -52,7 +52,7 @@ auto MutatingTakeDamage(
const CombatDamage heroDamage = heroDamageRatio * damage;
double vigorHit = 0.0;
for (int i = 0; i < NUM_DAMAGE_TYPES; ++i) {
for (int i = 0; i < NUM_DAMAGE_TYPES; i++) {
vigorHit += heroDamage.GetNormalDamageOfType(DamageType(i)) * kHeroMortalityFactor;
vigorHit += heroDamage.GetPenetratingDamageOfType(DamageType(i)) * kHeroMortalityFactor;
// TODO: hero should have adjustments for damage types too
@@ -45,7 +45,7 @@ auto OpponentKnowledge(const Unit &unit, const PlayerId toPlayer) -> int {
if (toPlayer == -1) {
// handle observer, with pid -1
int8_t max = 0;
for (uint32_t i = 0; i < unit.opponent_knowledge()->size(); ++i) {
for (uint32_t i = 0; i < unit.opponent_knowledge()->size(); i++) {
max = std::max(max, unit.opponent_knowledge()->Get(i));
}
return max;
@@ -59,7 +59,7 @@ auto OpponentKnowledge(const Unit *unit, const PlayerId toPlayer) -> int {
if (toPlayer == -1) {
// handle observer, with pid -1
int8_t max = 0;
for (uint32_t i = 0; i < unit->opponent_knowledge()->size(); ++i) {
for (uint32_t i = 0; i < unit->opponent_knowledge()->size(); i++) {
max = std::max(max, unit->opponent_knowledge()->Get(i));
}
return max;
@@ -190,7 +190,7 @@ void MutatingBumpOpponentKnowledge(Unit *unit, const PlayerId pid, const int bum
void MutatingBumpAllKnowledgeToMinimum(Unit *unit, const int minimum) {
const auto current = unit->opponent_knowledge();
for (uint32_t i = 0; i < current->size(); ++i) {
for (uint32_t i = 0; i < current->size(); i++) {
if (current->Get(i) < minimum) { unit->mutable_opponent_knowledge()->Mutate(i, minimum); }
}
}
@@ -220,7 +220,7 @@ auto InternalTakeDamageFb(
CombatDamage heroDamage = heroDamageRatio * totalDamage;
double vigorHit = 0.0;
for (int i = 0; i < NUM_DAMAGE_TYPES; ++i) {
for (int i = 0; i < NUM_DAMAGE_TYPES; i++) {
const auto damageType = static_cast<DamageType>(i);
vigorHit += heroDamage.GetNormalDamageOfType(damageType) * heroMortalityFactor;
vigorHit += heroDamage.GetPenetratingDamageOfType(damageType) * heroMortalityFactor;
@@ -237,7 +237,7 @@ auto InternalTakeDamageFb(
double takenDamage = 0.0;
double terrainAdjustment = battalionType->GetDamageTakenMultiplierForTerrain(&terrain);
for (int i = 0; i < NUM_DAMAGE_TYPES; ++i) {
for (int i = 0; i < NUM_DAMAGE_TYPES; i++) {
const auto damageType = static_cast<DamageType>(i);
double armamentAdjustment = 1.0 - (battalionType->baseResistanceByType[i] +
(battalion.armament() / 100.0) *
@@ -22,12 +22,12 @@ namespace shardok {
using Unit = net::eagle0::shardok::storage::fb::Unit;
using Units = flatbuffers::Vector<const Unit *>;
[[nodiscard]] auto IsDestroyed(const Unit &unit) -> bool;
auto IsDestroyed(const Unit &unit) -> bool;
[[nodiscard]] auto MaxActionPoints(const Unit &unit) -> ActionPoints;
auto MaxActionPoints(const Unit &unit) -> ActionPoints;
[[nodiscard]] auto OpponentKnowledge(const Unit &unit, PlayerId toPlayer) -> int;
[[nodiscard]] auto OpponentKnowledge(const Unit *unit, PlayerId toPlayer) -> int;
auto OpponentKnowledge(const Unit &unit, PlayerId toPlayer) -> int;
auto OpponentKnowledge(const Unit *unit, PlayerId toPlayer) -> int;
// Returns the casualty count.
auto MutatingApplyDamageFrom(
@@ -50,7 +50,7 @@ auto MutatingApplyEnvironmentalDamage(
double baseDeadliness,
const BattalionTypeSPtr &type) -> int32_t;
[[nodiscard]] auto WithTakenDamageFb(
auto WithTakenDamageFb(
const Unit *victim,
const CombatDamage &amount,
const Terrain &terrain,
@@ -71,10 +71,8 @@ void MutatingBumpCharismaXp(Unit *unit, int newXp);
void MutatingBumpOpponentKnowledge(Unit *unit, PlayerId pid, int bump);
void MutatingBumpAllKnowledgeToMinimum(Unit *unit, int bump);
[[nodiscard]] auto ReserveUnitsForPlayer(const Units *units, PlayerId pid)
-> std::map<UnitId, const Unit *>;
[[nodiscard]] auto PlacedUnitsForPlayer(const Units *units, PlayerId pid)
-> std::map<UnitId, const Unit *>;
auto ReserveUnitsForPlayer(const Units *units, PlayerId pid) -> std::map<UnitId, const Unit *>;
auto PlacedUnitsForPlayer(const Units *units, PlayerId pid) -> std::map<UnitId, const Unit *>;
} // namespace shardok

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