mirror of
https://github.com/nolen777/eagle0.git
synced 2026-07-29 07:15:58 +00:00
Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
0df9700fdd |
@@ -255,7 +255,7 @@ jobs:
|
||||
echo "=== All images pushed successfully ==="
|
||||
|
||||
deploy:
|
||||
runs-on: ubuntu-latest
|
||||
runs-on: [self-hosted, bazel]
|
||||
needs: [build-all]
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||||
if: needs.build-all.outputs.skip_build != 'true' && (github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true'))
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environment: production
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||||
@@ -334,11 +334,25 @@ jobs:
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||||
ssh-keyscan -H "$DO_DROPLET_IP" >> ~/.ssh/known_hosts 2>/dev/null || true
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||||
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- name: Download warmup binary
|
||||
id: download-warmup
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continue-on-error: true
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uses: actions/download-artifact@v8
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with:
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name: warmup-binary
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path: scripts/bin/
|
||||
|
||||
- name: Build warmup binary fallback
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if: steps.download-warmup.outcome != 'success'
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run: |
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echo "::warning::warmup-binary artifact was unavailable; rebuilding warmup binary before deploy"
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./ci/github_actions/ensure_bazel_installed.sh
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bazel build \
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--platforms=//:linux_x86_64 \
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--extra_toolchains=@llvm_toolchain_linux//:cc-toolchain-x86_64-linux \
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//ci:warmup_tar
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mkdir -p scripts/bin
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tar -xf bazel-bin/ci/warmup_tar.tar -C scripts/bin --strip-components=1
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- name: Copy config files to droplet
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run: |
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||||
# Create directory structure on remote
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||||
@@ -177,12 +177,10 @@ jobs:
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env:
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DO_CDN_PAT: ${{ secrets.DO_CDN_PAT }}
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run: |
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UNITY_VERSION=$(grep "m_EditorVersion:" src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt | head -1 | sed 's/m_EditorVersion: //')
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UNITY_MAJOR_MINOR=$(echo "$UNITY_VERSION" | sed -E 's/^([0-9]+)\.([0-9]+).*/\1.\2/')
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curl -s -X DELETE "https://api.digitalocean.com/v2/cdn/endpoints/8c98df29-6f0c-4704-8e82-ca40a2b81aa8/cache" \
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-H "Authorization: Bearer $DO_CDN_PAT" \
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-H "Content-Type: application/json" \
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-d "{\"files\": [\"addressables/iOS/$UNITY_MAJOR_MINOR/*\"]}" \
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-d '{"files": ["addressables/iOS/*"]}' \
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--fail || echo "Warning: CDN purge failed (non-fatal)"
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- name: Archive Build Log
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||||
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@@ -267,7 +267,6 @@ jobs:
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runs-on: [self-hosted, macOS, notarize]
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outputs:
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deployed_version: ${{ steps.deploy-mac.outputs.deployed_version }}
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deployed_unity_major_minor: ${{ steps.deploy-mac.outputs.deployed_unity_major_minor }}
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concurrency:
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group: mac-deploy-${{ github.ref }}
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cancel-in-progress: false
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@@ -496,9 +495,6 @@ jobs:
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rm "$SPARKLE_PRIVATE_KEY_PATH"
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echo "deployed_version=$VERSION" >> $GITHUB_OUTPUT
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UNITY_VERSION=$(grep "m_EditorVersion:" src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt | head -1 | sed 's/m_EditorVersion: //')
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UNITY_MAJOR_MINOR=$(echo "$UNITY_VERSION" | sed -E 's/^([0-9]+)\.([0-9]+).*/\1.\2/')
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echo "deployed_unity_major_minor=$UNITY_MAJOR_MINOR" >> $GITHUB_OUTPUT
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# Artifact cleanup is handled by the cleanup job on ubuntu-latest
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- name: Cleanup build directory
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@@ -519,7 +515,7 @@ jobs:
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curl -s -X DELETE "https://api.digitalocean.com/v2/cdn/endpoints/8c98df29-6f0c-4704-8e82-ca40a2b81aa8/cache" \
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-H "Authorization: Bearer $DO_CDN_PAT" \
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-H "Content-Type: application/json" \
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-d '{"files": ["mac/*", "addressables/StandaloneOSX/${{ needs.deploy-mac.outputs.deployed_unity_major_minor }}/*"]}' \
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-d '{"files": ["mac/*", "addressables/StandaloneOSX/*"]}' \
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--fail || echo "Warning: CDN purge failed (non-fatal)"
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curl -X POST "https://admin.eagle0.net/notify-update?platform=mac&version=${{ needs.deploy-mac.outputs.deployed_version }}&required=false" \
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@@ -36,6 +36,8 @@ permissions:
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jobs:
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build-shardok-arm64:
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runs-on: [self-hosted, bazel]
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env:
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DOCKER_CONFIG: ${{ runner.temp }}/shardok-arm64-docker-config
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outputs:
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image_tag: ${{ steps.push-shardok.outputs.image_tag }}
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steps:
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@@ -148,8 +150,14 @@ jobs:
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env:
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DO_REGISTRY_TOKEN: ${{ secrets.DO_REGISTRY_TOKEN }}
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run: |
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if [ -z "${DO_REGISTRY_TOKEN}" ]; then
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echo "ERROR: DO_REGISTRY_TOKEN is not set"
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exit 1
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fi
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mkdir -p "${DOCKER_CONFIG}"
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AUTH=$(echo -n "${DO_REGISTRY_TOKEN}:${DO_REGISTRY_TOKEN}" | base64)
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echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > ~/.docker/config.json
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echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > "${DOCKER_CONFIG}/config.json"
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- name: Push Shardok ARM64 image to DigitalOcean
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id: push-shardok
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@@ -196,14 +204,13 @@ jobs:
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echo "Also tagged as: registry.digitalocean.com/eagle0/shardok-server:arm64-latest"
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deploy-hetzner:
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# Keep this on a self-hosted Mac runner for IPv6 reachability to Hetzner,
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# but do not require a Bazel runner slot for artifact transport/deploy work.
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runs-on: [self-hosted, macOS, ARM64]
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runs-on: [self-hosted, bazel]
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needs: [build-shardok-arm64]
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if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
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environment: production
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env:
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SHARDOK_IMAGE: ${{ needs.build-shardok-arm64.outputs.image_tag }}
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DOCKER_CONFIG: ${{ runner.temp }}/shardok-arm64-deploy-docker-config
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steps:
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- name: Setup SSH key
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run: |
|
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@@ -219,6 +226,11 @@ jobs:
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run: |
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set -ex
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if [ -z "${DO_REGISTRY_TOKEN}" ]; then
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echo "ERROR: DO_REGISTRY_TOKEN is not set"
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exit 1
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fi
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|
||||
# Hetzner is IPv6-only, while Docker can be redirected to IPv4-only
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||||
# DigitalOcean registry/blob endpoints. Pull on the runner and copy
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||||
# the Docker-loadable tarball over SSH instead.
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@@ -235,8 +247,8 @@ jobs:
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fi
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||||
|
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AUTH=$(echo -n "${DO_REGISTRY_TOKEN}:${DO_REGISTRY_TOKEN}" | base64)
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mkdir -p ~/.docker
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echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > ~/.docker/config.json
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mkdir -p "${DOCKER_CONFIG}"
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echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > "${DOCKER_CONFIG}/config.json"
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IMAGE_TAR="${RUNNER_TEMP}/shardok-arm64-image.tar"
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"$CRANE" pull "${SHARDOK_IMAGE}" "$IMAGE_TAR"
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@@ -29,16 +29,6 @@ If you catch yourself about to run `git push origin main` or `git push origin <b
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||||
|
||||
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
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||||
/usr/libexec/PlistBuddy -c "Set :ITSAppUsesNonExemptEncryption false" "$INFO_PLIST" 2>/dev/null \
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||||
|| /usr/libexec/PlistBuddy -c "Add :ITSAppUsesNonExemptEncryption bool false" "$INFO_PLIST"
|
||||
echo "Set ITSAppUsesNonExemptEncryption=false in Info.plist"
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||||
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||||
# Remove UIApplicationSceneManifest if present.
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||||
# 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,
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||||
# 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"
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||||
else
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||||
echo "No UIApplicationSceneManifest in Info.plist (deep links should work)"
|
||||
fi
|
||||
fi
|
||||
|
||||
# Unity always generates "Unity-iPhone" as the main app scheme
|
||||
|
||||
@@ -13,10 +13,7 @@ set -euxo pipefail
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||||
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.
@@ -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);
|
||||
|
||||
@@ -37,17 +37,16 @@ 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;
|
||||
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) {
|
||||
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) {
|
||||
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]);
|
||||
@@ -156,9 +152,9 @@ 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) {
|
||||
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
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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
|
||||
@@ -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,
|
||||
@@ -322,16 +327,16 @@ 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;
|
||||
};
|
||||
|
||||
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();
|
||||
@@ -417,8 +422,7 @@ 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) {
|
||||
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)};
|
||||
@@ -428,7 +432,7 @@ auto AICommandEvaluator::FindBestCommand(
|
||||
originalIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
std::make_shared<SequenceRandomGenerator>(std::move(sequence)),
|
||||
std::make_shared<SequenceRandomGenerator>(sequence),
|
||||
guessedEngine,
|
||||
attackerStrategy,
|
||||
allCastleCoords,
|
||||
@@ -507,15 +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,
|
||||
@@ -528,9 +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;
|
||||
|
||||
@@ -575,47 +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(
|
||||
@@ -78,11 +78,11 @@ public:
|
||||
private:
|
||||
const AIScoreCalculator& scorer_;
|
||||
const APDCache& apdCache_;
|
||||
BattalionTypeGetter battalionTypeGetter_;
|
||||
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(
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -5,32 +5,18 @@
|
||||
#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 {
|
||||
|
||||
[[nodiscard]] inline auto CurrentAIExperimentId() -> int {
|
||||
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);
|
||||
}
|
||||
|
||||
[[nodiscard]] inline auto IsAIExperiment(const int id) -> bool {
|
||||
return CurrentAIExperimentId() == id;
|
||||
}
|
||||
inline auto IsAIExperiment(const int id) -> bool { return CurrentAIExperimentId() == id; }
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
|
||||
@@ -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"
|
||||
@@ -12,18 +15,19 @@
|
||||
namespace shardok {
|
||||
|
||||
using net::eagle0::shardok::storage::fb::Coords;
|
||||
using std::shared_ptr;
|
||||
|
||||
struct CoordsAndDistance {
|
||||
Coords coords;
|
||||
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
|
||||
|
||||
|
||||
@@ -25,12 +25,7 @@ class AIEvaluationCounter {
|
||||
public:
|
||||
AIEvaluationCounter();
|
||||
~AIEvaluationCounter();
|
||||
AIEvaluationCounter(const AIEvaluationCounter&) = delete;
|
||||
auto operator=(const AIEvaluationCounter&) -> AIEvaluationCounter& = delete;
|
||||
AIEvaluationCounter(AIEvaluationCounter&&) = delete;
|
||||
auto operator=(AIEvaluationCounter&&) -> AIEvaluationCounter& = delete;
|
||||
|
||||
[[nodiscard]] static int GetCurrentCount();
|
||||
static int GetCurrentCount();
|
||||
};
|
||||
|
||||
// Configuration structure for iterative deepening time budget
|
||||
@@ -44,10 +39,10 @@ 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,
|
||||
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(
|
||||
|
||||
@@ -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));
|
||||
}
|
||||
|
||||
@@ -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::ranges::sort(sortedIndices, [&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(
|
||||
@@ -398,8 +406,9 @@ 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;
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
@@ -356,7 +352,7 @@ 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);
|
||||
}
|
||||
|
||||
+4
-2
@@ -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
|
||||
|
||||
+9
-8
@@ -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
|
||||
|
||||
@@ -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) {
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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"
|
||||
@@ -28,7 +27,8 @@
|
||||
#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 +330,9 @@ GameStateW AiBattleSimulator::CreateInitialGameState() const {
|
||||
// Load map
|
||||
auto hexMapProto = LoadMap(config_.map_name());
|
||||
|
||||
// Create player info protos
|
||||
std::vector<net::eagle0::shardok::common::PlayerInfo> playerInfoProtos;
|
||||
|
||||
// Attacker info
|
||||
net::eagle0::shardok::common::PlayerInfo attackerInfo;
|
||||
attackerInfo.set_player_id(ATTACKER_ID);
|
||||
@@ -339,6 +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(attackerInfo);
|
||||
|
||||
// Defender info
|
||||
net::eagle0::shardok::common::PlayerInfo defenderInfo;
|
||||
@@ -349,14 +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);
|
||||
|
||||
std::vector<net::eagle0::shardok::common::PlayerInfo> playerInfoProtos{
|
||||
std::move(attackerInfo),
|
||||
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();
|
||||
@@ -450,7 +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
|
||||
@@ -546,7 +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
|
||||
@@ -914,7 +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; }
|
||||
|
||||
@@ -958,4 +957,5 @@ 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
|
||||
|
||||
@@ -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"); }
|
||||
|
||||
+1
-6
@@ -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; }
|
||||
@@ -191,8 +187,7 @@ 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");
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
|
||||
@@ -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 {
|
||||
@@ -32,21 +33,23 @@ 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(
|
||||
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::ranges::find_if(
|
||||
*gameState->player_infos(),
|
||||
const auto &player = std::find_if(
|
||||
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;
|
||||
@@ -95,7 +98,7 @@ auto AvailableCommandsFactoryImpl::GetPlayerSetupCommands(
|
||||
gameState,
|
||||
reinforcementPositions);
|
||||
|
||||
return std::make_shared<CommandList>(previewCommands);
|
||||
return make_shared<CommandList>(previewCommands);
|
||||
}
|
||||
|
||||
void AvailableCommandsFactoryImpl::AddAvailableCommandsForOneUnit(
|
||||
@@ -115,7 +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); }
|
||||
}
|
||||
@@ -194,9 +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;
|
||||
@@ -236,7 +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());
|
||||
@@ -249,7 +252,7 @@ auto AvailableCommandsFactoryImpl::GetAvailableCommands(
|
||||
}
|
||||
|
||||
if (commands.empty()) return nullptr;
|
||||
return std::make_shared<CommandList>(commands);
|
||||
return make_shared<CommandList>(commands);
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -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);
|
||||
@@ -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 {
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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 ¤tWeather,
|
||||
|
||||
@@ -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) {}
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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(
|
||||
|
||||
@@ -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!");
|
||||
@@ -443,7 +440,7 @@ 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 +452,7 @@ 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)
|
||||
@@ -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)) {
|
||||
|
||||
+9
-7
@@ -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 {
|
||||
@@ -29,9 +31,8 @@ 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) {
|
||||
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 +72,7 @@ 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 +86,7 @@ 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 +120,7 @@ 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 +142,7 @@ 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);
|
||||
}
|
||||
|
||||
@@ -240,10 +241,11 @@ 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;
|
||||
|
||||
for (int fromIndex = 0; fromIndex < indexCount; ++fromIndex) {
|
||||
for (int fromIndex = 0; fromIndex < indexCount; fromIndex++) {
|
||||
distances[fromIndex] = std::async(
|
||||
std::launch::deferred,
|
||||
&OnDemandActionPointDistances::GenerateDistances,
|
||||
|
||||
+8
-10
@@ -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));
|
||||
}
|
||||
};
|
||||
|
||||
+1
-1
@@ -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));
|
||||
|
||||
+6
-6
@@ -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>;
|
||||
|
||||
+5
-5
@@ -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";
|
||||
@@ -35,20 +35,20 @@ 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;
|
||||
|
||||
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());
|
||||
}
|
||||
|
||||
+1
-1
@@ -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,
|
||||
|
||||
+12
-13
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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)) {
|
||||
@@ -385,10 +384,10 @@ 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);
|
||||
}
|
||||
|
||||
|
||||
+2
-2
@@ -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;
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_result_applier/GameStateCopier.hpp"
|
||||
|
||||
#include <cstring>
|
||||
#include <utility>
|
||||
|
||||
namespace shardok {
|
||||
|
||||
@@ -19,7 +18,7 @@ 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) {
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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)) {
|
||||
|
||||
@@ -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>();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
@@ -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)
|
||||
@@ -48,9 +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))) {
|
||||
|
||||
@@ -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
|
||||
|
||||
+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
|
||||
|
||||
+5
-14
@@ -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,
|
||||
@@ -126,7 +117,7 @@ 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)
|
||||
|
||||
+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
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
-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)) {
|
||||
|
||||
@@ -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) {
|
||||
|
||||
@@ -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()) {
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user