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@@ -84,6 +84,16 @@ find . -name "*.cpp" -o -name "*.hpp" | xargs clang-format -i
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find . -name "*.cs" | xargs clang-format -i
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||||
```
|
||||
|
||||
### Static Analysis
|
||||
```bash
|
||||
# Run clang-tidy static analysis on C++ files
|
||||
# Note: This may show some header include errors but will still analyze the main file
|
||||
bazel run @llvm_toolchain//:clang-tidy -- --checks='readability-*,bugprone-*,clang-analyzer-*' <file_path> -- -I/Users/dancrosby/CodingProjects/github/eagle0 -std=c++20
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||||
|
||||
# Example for AI files:
|
||||
bazel run @llvm_toolchain//:clang-tidy -- --checks='readability-*,bugprone-*,clang-analyzer-*' /Users/dancrosby/CodingProjects/github/eagle0/src/main/cpp/net/eagle0/shardok/ai/AIUnitScoreCalculator.cpp -- -I/Users/dancrosby/CodingProjects/github/eagle0 -std=c++20
|
||||
```
|
||||
|
||||
## Language-Specific Patterns
|
||||
|
||||
**Scala (Strategic Layer):**
|
||||
|
||||
+7
-7
@@ -4,14 +4,14 @@ bazel_dep(name = "apple_support", repo_name = "build_bazel_apple_support", versi
|
||||
# bazel-toolchain
|
||||
#
|
||||
|
||||
bazel_dep(name = "toolchains_llvm", version = "1.2.0")
|
||||
bazel_dep(name = "toolchains_llvm", version = "1.4.0")
|
||||
|
||||
# Configure and register the toolchain.
|
||||
llvm = use_extension("@toolchains_llvm//toolchain/extensions:llvm.bzl", "llvm")
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||||
|
||||
llvm.toolchain(
|
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name = "llvm_toolchain",
|
||||
llvm_version = "19.1.0",
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llvm_version = "20.1.2",
|
||||
)
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||||
|
||||
use_repo(llvm, "llvm_toolchain")
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||||
@@ -22,14 +22,14 @@ register_toolchains(
|
||||
dev_dependency = True,
|
||||
)
|
||||
|
||||
bazel_dep(name = "rules_pkg", version = "1.0.1")
|
||||
bazel_dep(name = "bazel_skylib", version = "1.7.1")
|
||||
bazel_dep(name = "rules_pkg", version = "1.1.0")
|
||||
bazel_dep(name = "bazel_skylib", version = "1.8.1")
|
||||
bazel_dep(name = "protobuf", repo_name = "com_google_protobuf", version = "29.2")
|
||||
bazel_dep(name = "grpc", version = "1.71.0")
|
||||
bazel_dep(name = "grpc-java", version = "1.71.0")
|
||||
bazel_dep(name = "googletest", version = "1.15.2")
|
||||
bazel_dep(name = "rules_go", repo_name = "io_bazel_rules_go", version = "0.50.1")
|
||||
bazel_dep(name = "gazelle", repo_name = "bazel_gazelle", version = "0.40.0")
|
||||
bazel_dep(name = "googletest", version = "1.17.0")
|
||||
bazel_dep(name = "rules_go", repo_name = "io_bazel_rules_go", version = "0.56.1")
|
||||
bazel_dep(name = "gazelle", repo_name = "bazel_gazelle", version = "0.45.0")
|
||||
|
||||
go_sdk = use_extension("@io_bazel_rules_go//go:extensions.bzl", "go_sdk")
|
||||
|
||||
|
||||
Generated
+61
-35
@@ -13,7 +13,8 @@
|
||||
"https://bcr.bazel.build/modules/abseil-cpp/20240116.1/MODULE.bazel": "37bcdb4440fbb61df6a1c296ae01b327f19e9bb521f9b8e26ec854b6f97309ed",
|
||||
"https://bcr.bazel.build/modules/abseil-cpp/20240116.2/MODULE.bazel": "73939767a4686cd9a520d16af5ab440071ed75cec1a876bf2fcfaf1f71987a16",
|
||||
"https://bcr.bazel.build/modules/abseil-cpp/20240722.0/MODULE.bazel": "88668a07647adbdc14cb3a7cd116fb23c9dda37a90a1681590b6c9d8339a5b84",
|
||||
"https://bcr.bazel.build/modules/abseil-cpp/20240722.0/source.json": "59af9f8a8a4817092624e21263fe1fb7d7951a3b06f0570c610c7e5a9caf5f29",
|
||||
"https://bcr.bazel.build/modules/abseil-cpp/20250127.1/MODULE.bazel": "c4a89e7ceb9bf1e25cf84a9f830ff6b817b72874088bf5141b314726e46a57c1",
|
||||
"https://bcr.bazel.build/modules/abseil-cpp/20250127.1/source.json": "03c90ee57977264436d3231676dcddae116c4769a5d02b6fc16c2c9e019b583a",
|
||||
"https://bcr.bazel.build/modules/apple_support/1.11.1/MODULE.bazel": "1843d7cd8a58369a444fc6000e7304425fba600ff641592161d9f15b179fb896",
|
||||
"https://bcr.bazel.build/modules/apple_support/1.15.1/MODULE.bazel": "a0556fefca0b1bb2de8567b8827518f94db6a6e7e7d632b4c48dc5f865bc7c85",
|
||||
"https://bcr.bazel.build/modules/apple_support/1.17.1/MODULE.bazel": "655c922ab1209978a94ef6ca7d9d43e940cd97d9c172fb55f94d91ac53f8610b",
|
||||
@@ -40,6 +41,7 @@
|
||||
"https://bcr.bazel.build/modules/bazel_features/1.17.0/MODULE.bazel": "039de32d21b816b47bd42c778e0454217e9c9caac4a3cf8e15c7231ee3ddee4d",
|
||||
"https://bcr.bazel.build/modules/bazel_features/1.18.0/MODULE.bazel": "1be0ae2557ab3a72a57aeb31b29be347bcdc5d2b1eb1e70f39e3851a7e97041a",
|
||||
"https://bcr.bazel.build/modules/bazel_features/1.19.0/MODULE.bazel": "59adcdf28230d220f0067b1f435b8537dd033bfff8db21335ef9217919c7fb58",
|
||||
"https://bcr.bazel.build/modules/bazel_features/1.21.0/MODULE.bazel": "675642261665d8eea09989aa3b8afb5c37627f1be178382c320d1b46afba5e3b",
|
||||
"https://bcr.bazel.build/modules/bazel_features/1.27.0/MODULE.bazel": "621eeee06c4458a9121d1f104efb80f39d34deff4984e778359c60eaf1a8cb65",
|
||||
"https://bcr.bazel.build/modules/bazel_features/1.27.0/source.json": "ed8cf0ef05c858dce3661689d0a2b110ff398e63994e178e4f1f7555a8067fed",
|
||||
"https://bcr.bazel.build/modules/bazel_features/1.3.0/MODULE.bazel": "cdcafe83ec318cda34e02948e81d790aab8df7a929cec6f6969f13a489ccecd9",
|
||||
@@ -57,7 +59,8 @@
|
||||
"https://bcr.bazel.build/modules/bazel_skylib/1.6.1/MODULE.bazel": "8fdee2dbaace6c252131c00e1de4b165dc65af02ea278476187765e1a617b917",
|
||||
"https://bcr.bazel.build/modules/bazel_skylib/1.7.0/MODULE.bazel": "0db596f4563de7938de764cc8deeabec291f55e8ec15299718b93c4423e9796d",
|
||||
"https://bcr.bazel.build/modules/bazel_skylib/1.7.1/MODULE.bazel": "3120d80c5861aa616222ec015332e5f8d3171e062e3e804a2a0253e1be26e59b",
|
||||
"https://bcr.bazel.build/modules/bazel_skylib/1.7.1/source.json": "f121b43eeefc7c29efbd51b83d08631e2347297c95aac9764a701f2a6a2bb953",
|
||||
"https://bcr.bazel.build/modules/bazel_skylib/1.8.1/MODULE.bazel": "88ade7293becda963e0e3ea33e7d54d3425127e0a326e0d17da085a5f1f03ff6",
|
||||
"https://bcr.bazel.build/modules/bazel_skylib/1.8.1/source.json": "7ebaefba0b03efe59cac88ed5bbc67bcf59a3eff33af937345ede2a38b2d368a",
|
||||
"https://bcr.bazel.build/modules/boringssl/0.0.0-20211025-d4f1ab9/MODULE.bazel": "6ee6353f8b1a701fe2178e1d925034294971350b6d3ac37e67e5a7d463267834",
|
||||
"https://bcr.bazel.build/modules/boringssl/0.0.0-20230215-5c22014/MODULE.bazel": "4b03dc0d04375fa0271174badcd202ed249870c8e895b26664fd7298abea7282",
|
||||
"https://bcr.bazel.build/modules/boringssl/0.0.0-20240530-2db0eb3/MODULE.bazel": "d0405b762c5e87cd445b7015f2b8da5400ef9a8dbca0bfefa6c1cea79d528a97",
|
||||
@@ -91,8 +94,8 @@
|
||||
"https://bcr.bazel.build/modules/gazelle/0.34.0/MODULE.bazel": "abdd8ce4d70978933209db92e436deb3a8b737859e9354fb5fd11fb5c2004c8a",
|
||||
"https://bcr.bazel.build/modules/gazelle/0.36.0/MODULE.bazel": "e375d5d6e9a6ca59b0cb38b0540bc9a05b6aa926d322f2de268ad267a2ee74c0",
|
||||
"https://bcr.bazel.build/modules/gazelle/0.37.0/MODULE.bazel": "d1327ba0907d0275ed5103bfbbb13518f6c04955b402213319d0d6c0ce9839d4",
|
||||
"https://bcr.bazel.build/modules/gazelle/0.40.0/MODULE.bazel": "42ba5378ebe845fca43989a53186ab436d956db498acde790685fe0e8f9c6146",
|
||||
"https://bcr.bazel.build/modules/gazelle/0.40.0/source.json": "1e5ef6e4d8b9b6836d93273c781e78ff829ea2e077afef7a57298040fa4f010a",
|
||||
"https://bcr.bazel.build/modules/gazelle/0.45.0/MODULE.bazel": "ecd19ebe9f8e024e1ccffb6d997cc893a974bcc581f1ae08f386bdd448b10687",
|
||||
"https://bcr.bazel.build/modules/gazelle/0.45.0/source.json": "111d182facc5f5e80f0b823d5f077b74128f40c3fd2eccc89a06f34191bd3392",
|
||||
"https://bcr.bazel.build/modules/google_benchmark/1.8.2/MODULE.bazel": "a70cf1bba851000ba93b58ae2f6d76490a9feb74192e57ab8e8ff13c34ec50cb",
|
||||
"https://bcr.bazel.build/modules/google_benchmark/1.8.4/MODULE.bazel": "c6d54a11dcf64ee63545f42561eda3fd94c1b5f5ebe1357011de63ae33739d5e",
|
||||
"https://bcr.bazel.build/modules/google_benchmark/1.8.5/MODULE.bazel": "9ba9b31b984022828a950e3300410977eda2e35df35584c6b0b2d0c2e52766b7",
|
||||
@@ -104,7 +107,8 @@
|
||||
"https://bcr.bazel.build/modules/googletest/1.14.0.bcr.1/MODULE.bazel": "22c31a561553727960057361aa33bf20fb2e98584bc4fec007906e27053f80c6",
|
||||
"https://bcr.bazel.build/modules/googletest/1.14.0/MODULE.bazel": "cfbcbf3e6eac06ef9d85900f64424708cc08687d1b527f0ef65aa7517af8118f",
|
||||
"https://bcr.bazel.build/modules/googletest/1.15.2/MODULE.bazel": "6de1edc1d26cafb0ea1a6ab3f4d4192d91a312fd2d360b63adaa213cd00b2108",
|
||||
"https://bcr.bazel.build/modules/googletest/1.15.2/source.json": "dbdda654dcb3a0d7a8bc5d0ac5fc7e150b58c2a986025ae5bc634bb2cb61f470",
|
||||
"https://bcr.bazel.build/modules/googletest/1.17.0/MODULE.bazel": "dbec758171594a705933a29fcf69293d2468c49ec1f2ebca65c36f504d72df46",
|
||||
"https://bcr.bazel.build/modules/googletest/1.17.0/source.json": "38e4454b25fc30f15439c0378e57909ab1fd0a443158aa35aec685da727cd713",
|
||||
"https://bcr.bazel.build/modules/grpc-java/1.62.2/MODULE.bazel": "99b8771e8c7cacb130170fed2a10c9e8fed26334a93e73b42d2953250885a158",
|
||||
"https://bcr.bazel.build/modules/grpc-java/1.66.0/MODULE.bazel": "86ff26209fac846adb89db11f3714b3dc0090fb2fb81575673cc74880cda4e7e",
|
||||
"https://bcr.bazel.build/modules/grpc-java/1.69.0/MODULE.bazel": "53887af6a00b3b406d70175d3d07e84ea9362016ff55ea90b9185f0227bfaf98",
|
||||
@@ -146,14 +150,18 @@
|
||||
"https://bcr.bazel.build/modules/opentelemetry-proto/1.5.0/source.json": "046b721ce203e88cdaad44d7dd17a86b7200eab9388b663b234e72e13ff7b143",
|
||||
"https://bcr.bazel.build/modules/opentracing-cpp/1.6.0/MODULE.bazel": "b3925269f63561b8b880ae7cf62ccf81f6ece55b62cd791eda9925147ae116ec",
|
||||
"https://bcr.bazel.build/modules/opentracing-cpp/1.6.0/source.json": "da1cb1add160f5e5074b7272e9db6fd8f1b3336c15032cd0a653af9d2f484aed",
|
||||
"https://bcr.bazel.build/modules/package_metadata/0.0.5/MODULE.bazel": "ef4f9439e3270fdd6b9fd4dbc3d2f29d13888e44c529a1b243f7a31dfbc2e8e4",
|
||||
"https://bcr.bazel.build/modules/package_metadata/0.0.5/source.json": "2326db2f6592578177751c3e1f74786b79382cd6008834c9d01ec865b9126a85",
|
||||
"https://bcr.bazel.build/modules/platforms/0.0.10/MODULE.bazel": "8cb8efaf200bdeb2150d93e162c40f388529a25852b332cec879373771e48ed5",
|
||||
"https://bcr.bazel.build/modules/platforms/0.0.10/source.json": "f22828ff4cf021a6b577f1bf6341cb9dcd7965092a439f64fc1bb3b7a5ae4bd5",
|
||||
"https://bcr.bazel.build/modules/platforms/0.0.11/MODULE.bazel": "0daefc49732e227caa8bfa834d65dc52e8cc18a2faf80df25e8caea151a9413f",
|
||||
"https://bcr.bazel.build/modules/platforms/0.0.4/MODULE.bazel": "9b328e31ee156f53f3c416a64f8491f7eb731742655a47c9eec4703a71644aee",
|
||||
"https://bcr.bazel.build/modules/platforms/0.0.5/MODULE.bazel": "5733b54ea419d5eaf7997054bb55f6a1d0b5ff8aedf0176fef9eea44f3acda37",
|
||||
"https://bcr.bazel.build/modules/platforms/0.0.6/MODULE.bazel": "ad6eeef431dc52aefd2d77ed20a4b353f8ebf0f4ecdd26a807d2da5aa8cd0615",
|
||||
"https://bcr.bazel.build/modules/platforms/0.0.7/MODULE.bazel": "72fd4a0ede9ee5c021f6a8dd92b503e089f46c227ba2813ff183b71616034814",
|
||||
"https://bcr.bazel.build/modules/platforms/0.0.8/MODULE.bazel": "9f142c03e348f6d263719f5074b21ef3adf0b139ee4c5133e2aa35664da9eb2d",
|
||||
"https://bcr.bazel.build/modules/platforms/0.0.9/MODULE.bazel": "4a87a60c927b56ddd67db50c89acaa62f4ce2a1d2149ccb63ffd871d5ce29ebc",
|
||||
"https://bcr.bazel.build/modules/platforms/1.0.0/MODULE.bazel": "f05feb42b48f1b3c225e4ccf351f367be0371411a803198ec34a389fb22aa580",
|
||||
"https://bcr.bazel.build/modules/platforms/1.0.0/source.json": "f4ff1fd412e0246fd38c82328eb209130ead81d62dcd5a9e40910f867f733d96",
|
||||
"https://bcr.bazel.build/modules/prometheus-cpp/1.2.4/MODULE.bazel": "0fbe5dcff66311947a3f6b86ebc6a6d9328e31a28413ca864debc4a043f371e5",
|
||||
"https://bcr.bazel.build/modules/prometheus-cpp/1.3.0/MODULE.bazel": "ce82e086bbc0b60267e970f6a54b2ca6d0f22d3eb6633e00e2cc2899c700f3d8",
|
||||
"https://bcr.bazel.build/modules/prometheus-cpp/1.3.0/source.json": "8cb66b4e535afc718e9d104a3db96ccb71a42ee816a100e50fd0d5ac843c0606",
|
||||
@@ -166,7 +174,9 @@
|
||||
"https://bcr.bazel.build/modules/protobuf/27.0-rc2/MODULE.bazel": "b2b0dbafd57b6bec0ca9b251da02e628c357dab53a097570aa7d79d020f107cf",
|
||||
"https://bcr.bazel.build/modules/protobuf/27.0/MODULE.bazel": "7873b60be88844a0a1d8f80b9d5d20cfbd8495a689b8763e76c6372998d3f64c",
|
||||
"https://bcr.bazel.build/modules/protobuf/27.1/MODULE.bazel": "703a7b614728bb06647f965264967a8ef1c39e09e8f167b3ca0bb1fd80449c0d",
|
||||
"https://bcr.bazel.build/modules/protobuf/29.0-rc2.bcr.1/MODULE.bazel": "52f4126f63a2f0bbf36b99c2a87648f08467a4eaf92ba726bc7d6a500bbf770c",
|
||||
"https://bcr.bazel.build/modules/protobuf/29.0-rc2/MODULE.bazel": "6241d35983510143049943fc0d57937937122baf1b287862f9dc8590fc4c37df",
|
||||
"https://bcr.bazel.build/modules/protobuf/29.0-rc3/MODULE.bazel": "33c2dfa286578573afc55a7acaea3cada4122b9631007c594bf0729f41c8de92",
|
||||
"https://bcr.bazel.build/modules/protobuf/29.0/MODULE.bazel": "319dc8bf4c679ff87e71b1ccfb5a6e90a6dbc4693501d471f48662ac46d04e4e",
|
||||
"https://bcr.bazel.build/modules/protobuf/29.2/MODULE.bazel": "5435497c190d86f79b0568698c45044df7c8d97692886cda9fe9cf9053aea712",
|
||||
"https://bcr.bazel.build/modules/protobuf/29.2/source.json": "fe7090cc34072609b26d9beafb122916dabc1d47ba61b242c26c4b06c51384ab",
|
||||
@@ -185,8 +195,9 @@
|
||||
"https://bcr.bazel.build/modules/re2/2021-09-01/MODULE.bazel": "bcb6b96f3b071e6fe2d8bed9cc8ada137a105f9d2c5912e91d27528b3d123833",
|
||||
"https://bcr.bazel.build/modules/re2/2023-09-01/MODULE.bazel": "cb3d511531b16cfc78a225a9e2136007a48cf8a677e4264baeab57fe78a80206",
|
||||
"https://bcr.bazel.build/modules/re2/2024-05-01/MODULE.bazel": "55a3f059538f381107824e7d00df5df6d061ba1fb80e874e4909c0f0549e8f3e",
|
||||
"https://bcr.bazel.build/modules/re2/2024-07-02.bcr.1/MODULE.bazel": "b4963dda9b31080be1905ef085ecd7dd6cd47c05c79b9cdf83ade83ab2ab271a",
|
||||
"https://bcr.bazel.build/modules/re2/2024-07-02.bcr.1/source.json": "2ff292be6ef3340325ce8a045ecc326e92cbfab47c7cbab4bd85d28971b97ac4",
|
||||
"https://bcr.bazel.build/modules/re2/2024-07-02/MODULE.bazel": "0eadc4395959969297cbcf31a249ff457f2f1d456228c67719480205aa306daa",
|
||||
"https://bcr.bazel.build/modules/re2/2024-07-02/source.json": "547d0111a9d4f362db32196fef805abbf3676e8d6afbe44d395d87816c1130ca",
|
||||
"https://bcr.bazel.build/modules/rules_android/0.1.1/MODULE.bazel": "48809ab0091b07ad0182defb787c4c5328bd3a278938415c00a7b69b50c4d3a8",
|
||||
"https://bcr.bazel.build/modules/rules_android/0.1.1/source.json": "e6986b41626ee10bdc864937ffb6d6bf275bb5b9c65120e6137d56e6331f089e",
|
||||
"https://bcr.bazel.build/modules/rules_apple/3.16.0/MODULE.bazel": "0d1caf0b8375942ce98ea944be754a18874041e4e0459401d925577624d3a54a",
|
||||
@@ -220,7 +231,9 @@
|
||||
"https://bcr.bazel.build/modules/rules_go/0.46.0/MODULE.bazel": "3477df8bdcc49e698b9d25f734c4f3a9f5931ff34ee48a2c662be168f5f2d3fd",
|
||||
"https://bcr.bazel.build/modules/rules_go/0.48.0/MODULE.bazel": "d00ebcae0908ee3f5e6d53f68677a303d6d59a77beef879598700049c3980a03",
|
||||
"https://bcr.bazel.build/modules/rules_go/0.50.1/MODULE.bazel": "b91a308dc5782bb0a8021ad4330c81fea5bda77f96b9e4c117b9b9c8f6665ee0",
|
||||
"https://bcr.bazel.build/modules/rules_go/0.50.1/source.json": "205765fd30216c70321f84c9a967267684bdc74350af3f3c46c857d9f80a4fa2",
|
||||
"https://bcr.bazel.build/modules/rules_go/0.53.0/MODULE.bazel": "a4ed760d3ac0dbc0d7b967631a9a3fd9100d28f7d9fcf214b4df87d4bfff5f9a",
|
||||
"https://bcr.bazel.build/modules/rules_go/0.56.1/MODULE.bazel": "d5b835c548ac917345f1780cd2da52edc1130a908fe091c92096895303ae78a0",
|
||||
"https://bcr.bazel.build/modules/rules_go/0.56.1/source.json": "0c902f7272e8d4e47e459af97be472bc19dadbbe6023a0719d1adce8483ac75a",
|
||||
"https://bcr.bazel.build/modules/rules_java/4.0.0/MODULE.bazel": "5a78a7ae82cd1a33cef56dc578c7d2a46ed0dca12643ee45edbb8417899e6f74",
|
||||
"https://bcr.bazel.build/modules/rules_java/5.1.0/MODULE.bazel": "324b6478b0343a3ce7a9add8586ad75d24076d6d43d2f622990b9c1cfd8a1b15",
|
||||
"https://bcr.bazel.build/modules/rules_java/5.3.5/MODULE.bazel": "a4ec4f2db570171e3e5eb753276ee4b389bae16b96207e9d3230895c99644b86",
|
||||
@@ -232,12 +245,14 @@
|
||||
"https://bcr.bazel.build/modules/rules_java/7.1.0/MODULE.bazel": "30d9135a2b6561c761bd67bd4990da591e6bdc128790ce3e7afd6a3558b2fb64",
|
||||
"https://bcr.bazel.build/modules/rules_java/7.10.0/MODULE.bazel": "530c3beb3067e870561739f1144329a21c851ff771cd752a49e06e3dc9c2e71a",
|
||||
"https://bcr.bazel.build/modules/rules_java/7.12.2/MODULE.bazel": "579c505165ee757a4280ef83cda0150eea193eed3bef50b1004ba88b99da6de6",
|
||||
"https://bcr.bazel.build/modules/rules_java/7.12.2/source.json": "b0890f9cda8ff1b8e691a3ac6037b5c14b7fd4134765a3946b89f31ea02e5884",
|
||||
"https://bcr.bazel.build/modules/rules_java/7.2.0/MODULE.bazel": "06c0334c9be61e6cef2c8c84a7800cef502063269a5af25ceb100b192453d4ab",
|
||||
"https://bcr.bazel.build/modules/rules_java/7.3.2/MODULE.bazel": "50dece891cfdf1741ea230d001aa9c14398062f2b7c066470accace78e412bc2",
|
||||
"https://bcr.bazel.build/modules/rules_java/7.4.0/MODULE.bazel": "a592852f8a3dd539e82ee6542013bf2cadfc4c6946be8941e189d224500a8934",
|
||||
"https://bcr.bazel.build/modules/rules_java/7.6.1/MODULE.bazel": "2f14b7e8a1aa2f67ae92bc69d1ec0fa8d9f827c4e17ff5e5f02e91caa3b2d0fe",
|
||||
"https://bcr.bazel.build/modules/rules_java/7.6.5/MODULE.bazel": "481164be5e02e4cab6e77a36927683263be56b7e36fef918b458d7a8a1ebadb1",
|
||||
"https://bcr.bazel.build/modules/rules_java/8.3.2/MODULE.bazel": "7336d5511ad5af0b8615fdc7477535a2e4e723a357b6713af439fe8cf0195017",
|
||||
"https://bcr.bazel.build/modules/rules_java/8.5.1/MODULE.bazel": "d8a9e38cc5228881f7055a6079f6f7821a073df3744d441978e7a43e20226939",
|
||||
"https://bcr.bazel.build/modules/rules_java/8.5.1/source.json": "db1a77d81b059e0f84985db67a22f3f579a529a86b7997605be3d214a0abe38e",
|
||||
"https://bcr.bazel.build/modules/rules_jvm_external/4.4.2/MODULE.bazel": "a56b85e418c83eb1839819f0b515c431010160383306d13ec21959ac412d2fe7",
|
||||
"https://bcr.bazel.build/modules/rules_jvm_external/5.1/MODULE.bazel": "33f6f999e03183f7d088c9be518a63467dfd0be94a11d0055fe2d210f89aa909",
|
||||
"https://bcr.bazel.build/modules/rules_jvm_external/5.2/MODULE.bazel": "d9351ba35217ad0de03816ef3ed63f89d411349353077348a45348b096615036",
|
||||
@@ -259,7 +274,8 @@
|
||||
"https://bcr.bazel.build/modules/rules_nodejs/6.3.3/source.json": "45bd343155bdfed2543f0e39b80ff3f6840efc31975da4b5795797f4c94147ad",
|
||||
"https://bcr.bazel.build/modules/rules_pkg/0.7.0/MODULE.bazel": "df99f03fc7934a4737122518bb87e667e62d780b610910f0447665a7e2be62dc",
|
||||
"https://bcr.bazel.build/modules/rules_pkg/1.0.1/MODULE.bazel": "5b1df97dbc29623bccdf2b0dcd0f5cb08e2f2c9050aab1092fd39a41e82686ff",
|
||||
"https://bcr.bazel.build/modules/rules_pkg/1.0.1/source.json": "bd82e5d7b9ce2d31e380dd9f50c111d678c3bdaca190cb76b0e1c71b05e1ba8a",
|
||||
"https://bcr.bazel.build/modules/rules_pkg/1.1.0/MODULE.bazel": "9db8031e71b6ef32d1846106e10dd0ee2deac042bd9a2de22b4761b0c3036453",
|
||||
"https://bcr.bazel.build/modules/rules_pkg/1.1.0/source.json": "fef768df13a92ce6067e1cd0cdc47560dace01354f1d921cfb1d632511f7d608",
|
||||
"https://bcr.bazel.build/modules/rules_proto/4.0.0/MODULE.bazel": "a7a7b6ce9bee418c1a760b3d84f83a299ad6952f9903c67f19e4edd964894e06",
|
||||
"https://bcr.bazel.build/modules/rules_proto/5.3.0-21.7/MODULE.bazel": "e8dff86b0971688790ae75528fe1813f71809b5afd57facb44dad9e8eca631b7",
|
||||
"https://bcr.bazel.build/modules/rules_proto/6.0.0-rc1/MODULE.bazel": "1e5b502e2e1a9e825eef74476a5a1ee524a92297085015a052510b09a1a09483",
|
||||
@@ -281,7 +297,8 @@
|
||||
"https://bcr.bazel.build/modules/rules_python/0.37.1/MODULE.bazel": "3faeb2d9fa0a81f8980643ee33f212308f4d93eea4b9ce6f36d0b742e71e9500",
|
||||
"https://bcr.bazel.build/modules/rules_python/0.4.0/MODULE.bazel": "9208ee05fd48bf09ac60ed269791cf17fb343db56c8226a720fbb1cdf467166c",
|
||||
"https://bcr.bazel.build/modules/rules_python/0.40.0/MODULE.bazel": "9d1a3cd88ed7d8e39583d9ffe56ae8a244f67783ae89b60caafc9f5cf318ada7",
|
||||
"https://bcr.bazel.build/modules/rules_python/0.40.0/source.json": "939d4bd2e3110f27bfb360292986bb79fd8dcefb874358ccd6cdaa7bda029320",
|
||||
"https://bcr.bazel.build/modules/rules_python/1.0.0/MODULE.bazel": "898a3d999c22caa585eb062b600f88654bf92efb204fa346fb55f6f8edffca43",
|
||||
"https://bcr.bazel.build/modules/rules_python/1.0.0/source.json": "b0162a65c6312e45e7912e39abd1a7f8856c2c7e41ecc9b6dc688a6f6400a917",
|
||||
"https://bcr.bazel.build/modules/rules_shell/0.2.0/MODULE.bazel": "fda8a652ab3c7d8fee214de05e7a9916d8b28082234e8d2c0094505c5268ed3c",
|
||||
"https://bcr.bazel.build/modules/rules_shell/0.3.0/MODULE.bazel": "de4402cd12f4cc8fda2354fce179fdb068c0b9ca1ec2d2b17b3e21b24c1a937b",
|
||||
"https://bcr.bazel.build/modules/rules_shell/0.3.0/source.json": "c55ed591aa5009401ddf80ded9762ac32c358d2517ee7820be981e2de9756cf3",
|
||||
@@ -297,11 +314,12 @@
|
||||
"https://bcr.bazel.build/modules/stardoc/0.6.2/MODULE.bazel": "7060193196395f5dd668eda046ccbeacebfd98efc77fed418dbe2b82ffaa39fd",
|
||||
"https://bcr.bazel.build/modules/stardoc/0.7.0/MODULE.bazel": "05e3d6d30c099b6770e97da986c53bd31844d7f13d41412480ea265ac9e8079c",
|
||||
"https://bcr.bazel.build/modules/stardoc/0.7.1/MODULE.bazel": "3548faea4ee5dda5580f9af150e79d0f6aea934fc60c1cc50f4efdd9420759e7",
|
||||
"https://bcr.bazel.build/modules/stardoc/0.7.1/source.json": "b6500ffcd7b48cd72c29bb67bcac781e12701cc0d6d55d266a652583cfcdab01",
|
||||
"https://bcr.bazel.build/modules/stardoc/0.7.2/MODULE.bazel": "fc152419aa2ea0f51c29583fab1e8c99ddefd5b3778421845606ee628629e0e5",
|
||||
"https://bcr.bazel.build/modules/stardoc/0.7.2/source.json": "58b029e5e901d6802967754adf0a9056747e8176f017cfe3607c0851f4d42216",
|
||||
"https://bcr.bazel.build/modules/swift_argument_parser/1.3.1.1/MODULE.bazel": "5e463fbfba7b1701d957555ed45097d7f984211330106ccd1352c6e0af0dcf91",
|
||||
"https://bcr.bazel.build/modules/swift_argument_parser/1.3.1.1/source.json": "32bd87e5f4d7acc57c5b2ff7c325ae3061d5e242c0c4c214ae87e0f1c13e54cb",
|
||||
"https://bcr.bazel.build/modules/toolchains_llvm/1.2.0/MODULE.bazel": "7b271b71e50de47fa47159a7f58165e80fcebe1196c014a14af0a08a867d1635",
|
||||
"https://bcr.bazel.build/modules/toolchains_llvm/1.2.0/source.json": "0328cfc67075d6a016980be4011bbc1dcfba933e357568002542dff22abdd3a1",
|
||||
"https://bcr.bazel.build/modules/toolchains_llvm/1.4.0/MODULE.bazel": "05239402b7374293359c2f22806f420b75aa5d6f4b15a2eaa809a2c214d58b31",
|
||||
"https://bcr.bazel.build/modules/toolchains_llvm/1.4.0/source.json": "229a516d282b17a82be54c6e3ae220a1b750fb55a8495567e5c7a9d09423f3e2",
|
||||
"https://bcr.bazel.build/modules/upb/0.0.0-20211020-160625a/MODULE.bazel": "6cced416be2dc5b9c05efd5b997049ba795e5e4e6fafbe1624f4587767638928",
|
||||
"https://bcr.bazel.build/modules/upb/0.0.0-20220923-a547704/MODULE.bazel": "7298990c00040a0e2f121f6c32544bab27d4452f80d9ce51349b1a28f3005c43",
|
||||
"https://bcr.bazel.build/modules/upb/0.0.0-20230516-61a97ef/MODULE.bazel": "c0df5e35ad55e264160417fd0875932ee3c9dda63d9fccace35ac62f45e1b6f9",
|
||||
@@ -663,23 +681,6 @@
|
||||
"recordedRepoMappingEntries": []
|
||||
}
|
||||
},
|
||||
"@@platforms//host:extension.bzl%host_platform": {
|
||||
"general": {
|
||||
"bzlTransitiveDigest": "xelQcPZH8+tmuOHVjL9vDxMnnQNMlwj0SlvgoqBkm4U=",
|
||||
"usagesDigest": "ibwLwKXW2CiKpWzexj5KO6SHidEgCwJvu+ebsPxirn4=",
|
||||
"recordedFileInputs": {},
|
||||
"recordedDirentsInputs": {},
|
||||
"envVariables": {},
|
||||
"generatedRepoSpecs": {
|
||||
"host_platform": {
|
||||
"bzlFile": "@@platforms//host:extension.bzl",
|
||||
"ruleClassName": "host_platform_repo",
|
||||
"attributes": {}
|
||||
}
|
||||
},
|
||||
"recordedRepoMappingEntries": []
|
||||
}
|
||||
},
|
||||
"@@rules_foreign_cc~//foreign_cc:extensions.bzl%tools": {
|
||||
"general": {
|
||||
"bzlTransitiveDigest": "a7qnESofmIRYId6wwGNPJ9kvExU80KrkxL281P3+lBE=",
|
||||
@@ -1020,6 +1021,29 @@
|
||||
]
|
||||
}
|
||||
},
|
||||
"@@rules_java~//java:rules_java_deps.bzl%compatibility_proxy": {
|
||||
"general": {
|
||||
"bzlTransitiveDigest": "KIX40nDfygEWbU+rq3nYpt3tVgTK/iO8PKh5VMBlN7M=",
|
||||
"usagesDigest": "pwHZ+26iLgQdwvdZeA5wnAjKnNI3y6XO2VbhOTeo5h8=",
|
||||
"recordedFileInputs": {},
|
||||
"recordedDirentsInputs": {},
|
||||
"envVariables": {},
|
||||
"generatedRepoSpecs": {
|
||||
"compatibility_proxy": {
|
||||
"bzlFile": "@@rules_java~//java:rules_java_deps.bzl",
|
||||
"ruleClassName": "_compatibility_proxy_repo_rule",
|
||||
"attributes": {}
|
||||
}
|
||||
},
|
||||
"recordedRepoMappingEntries": [
|
||||
[
|
||||
"rules_java~",
|
||||
"bazel_tools",
|
||||
"bazel_tools"
|
||||
]
|
||||
]
|
||||
}
|
||||
},
|
||||
"@@rules_kotlin~//src/main/starlark/core/repositories:bzlmod_setup.bzl%rules_kotlin_extensions": {
|
||||
"general": {
|
||||
"bzlTransitiveDigest": "fus14IFJ/1LGWWGKPH/U18VnJCoMjfDt1ckahqCnM0A=",
|
||||
@@ -1389,8 +1413,8 @@
|
||||
},
|
||||
"@@toolchains_llvm~//toolchain/extensions:llvm.bzl%llvm": {
|
||||
"general": {
|
||||
"bzlTransitiveDigest": "dZkcElkfice3BvKPXtFwrvPABm8ac+SwfynSinwK4dQ=",
|
||||
"usagesDigest": "Phpqeo3bkW3l2tD5aOSKApubwu0KPfl0KuPgjY6+ueM=",
|
||||
"bzlTransitiveDigest": "afRF0aFOIUrkYl3o040WQ606ep1qciEXzjnAxT3Kek8=",
|
||||
"usagesDigest": "wl2njI0HdPm89XuKGMWIa1gyCAQ5gvOs+ksjFd4QbZs=",
|
||||
"recordedFileInputs": {},
|
||||
"recordedDirentsInputs": {},
|
||||
"envVariables": {},
|
||||
@@ -1404,8 +1428,9 @@
|
||||
"distribution": "auto",
|
||||
"exec_arch": "",
|
||||
"exec_os": "",
|
||||
"libclang_rt": {},
|
||||
"llvm_mirror": "",
|
||||
"llvm_version": "19.1.0",
|
||||
"llvm_version": "20.1.2",
|
||||
"llvm_versions": {},
|
||||
"netrc": "",
|
||||
"sha256": {},
|
||||
@@ -1420,6 +1445,7 @@
|
||||
"absolute_paths": false,
|
||||
"archive_flags": {},
|
||||
"compile_flags": {},
|
||||
"conly_flags": {},
|
||||
"coverage_compile_flags": {},
|
||||
"coverage_link_flags": {},
|
||||
"cxx_builtin_include_directories": {},
|
||||
@@ -1433,7 +1459,7 @@
|
||||
"link_flags": {},
|
||||
"link_libs": {},
|
||||
"llvm_versions": {
|
||||
"": "19.1.0"
|
||||
"": "20.1.2"
|
||||
},
|
||||
"opt_compile_flags": {},
|
||||
"opt_link_flags": {},
|
||||
|
||||
@@ -0,0 +1,177 @@
|
||||
# Transposition Table Pruning Optimization
|
||||
|
||||
## Overview
|
||||
This document describes an optimization to prune duplicate game states during AI search, preventing redundant exploration of positions we've already seen in the current search path.
|
||||
|
||||
## The Problem
|
||||
Currently, when the AI encounters the same game state through different move sequences (a transposition), it may explore the same subtree multiple times. This wastes computational resources.
|
||||
|
||||
## The Solution
|
||||
Implement **transposition pruning** - when we encounter a game state that's already in our current search path, we immediately return without further exploration.
|
||||
|
||||
## Implementation Plan
|
||||
|
||||
### 1. Add Path Tracking
|
||||
We need to track which game states are currently being explored in the search tree:
|
||||
|
||||
```cpp
|
||||
// Add to AIScoreCalculator.cpp
|
||||
thread_local std::unordered_set<uint64_t> t_currentSearchPath;
|
||||
|
||||
// RAII helper to manage path tracking
|
||||
class SearchPathGuard {
|
||||
uint64_t hash;
|
||||
bool added;
|
||||
public:
|
||||
SearchPathGuard(uint64_t h) : hash(h), added(false) {
|
||||
auto [_, inserted] = t_currentSearchPath.insert(hash);
|
||||
added = inserted;
|
||||
}
|
||||
~SearchPathGuard() {
|
||||
if (added) {
|
||||
t_currentSearchPath.erase(hash);
|
||||
}
|
||||
}
|
||||
bool wasAlreadyInPath() const { return !added; }
|
||||
};
|
||||
```
|
||||
|
||||
### 2. Modify BasicLookaheadCalculator
|
||||
Add duplicate detection at the start of the function:
|
||||
|
||||
```cpp
|
||||
auto BasicLookaheadCalculator(...) {
|
||||
// Get hash of current state
|
||||
uint64_t stateHash = hashGameState(innerEngine->GetCurrentGameState());
|
||||
|
||||
// Check if we're already exploring this state
|
||||
SearchPathGuard pathGuard(stateHash);
|
||||
if (pathGuard.wasAlreadyInPath()) {
|
||||
// State is already being explored - return neutral value
|
||||
std::promise<ScoreValue> p;
|
||||
p.set_value(0.0); // Or return current evaluation
|
||||
return p.get_future();
|
||||
}
|
||||
|
||||
// Continue with existing transposition table check...
|
||||
auto cachedScore = g_transpositionTable.probe(...);
|
||||
// ... rest of function
|
||||
}
|
||||
```
|
||||
|
||||
### 3. Modify CalcOne
|
||||
Similar check when creating new engine states:
|
||||
|
||||
```cpp
|
||||
auto CalcOne(...) {
|
||||
auto innerEngine = std::make_shared<ShardokEngine>(guessedEngine, false);
|
||||
innerEngine->PostCommand(pid, commandIndex, randomGenerator);
|
||||
|
||||
// Check for duplicate state after applying move
|
||||
uint64_t stateHash = hashGameState(innerEngine->GetCurrentGameState());
|
||||
if (t_currentSearchPath.count(stateHash) > 0) {
|
||||
// This move leads to a state we're already exploring
|
||||
std::promise<ScoreValue> p;
|
||||
p.set_value(AIScoreCalculator::GuessedStateScore(...)); // Return static eval
|
||||
returnValue.lookaheadScore = p.get_future();
|
||||
return returnValue;
|
||||
}
|
||||
|
||||
// Continue with normal evaluation...
|
||||
}
|
||||
```
|
||||
|
||||
### 4. Add Metrics
|
||||
Track how often pruning occurs:
|
||||
|
||||
```cpp
|
||||
struct PruningStats {
|
||||
std::atomic<uint64_t> duplicatesDetected{0};
|
||||
std::atomic<uint64_t> branchesPruned{0};
|
||||
std::atomic<uint64_t> nodesExplored{0};
|
||||
|
||||
void print() const {
|
||||
printf("Pruning Stats: %lu duplicates, %lu pruned, %.2f%% pruning rate\n",
|
||||
duplicatesDetected.load(), branchesPruned.load(),
|
||||
100.0 * branchesPruned.load() / nodesExplored.load());
|
||||
}
|
||||
};
|
||||
|
||||
static PruningStats g_pruningStats;
|
||||
```
|
||||
|
||||
## Benefits
|
||||
|
||||
1. **Reduced Computation**: Avoid exploring identical positions multiple times
|
||||
2. **Better Depth**: Can search deeper with the same time budget
|
||||
3. **Cache Efficiency**: Better use of transposition table space
|
||||
4. **Deterministic Results**: More consistent evaluations
|
||||
|
||||
## Potential Issues
|
||||
|
||||
1. **Hash Collisions**: Need robust hashing to avoid false positives
|
||||
2. **Thread Safety**: Path tracking must be thread-local
|
||||
3. **Memory Usage**: Set of visited states grows with search depth
|
||||
4. **Evaluation Consistency**: Need to handle different depths appropriately
|
||||
|
||||
## Alternative Approaches
|
||||
|
||||
### Option 1: Store "In Progress" Flag in Transposition Table
|
||||
Instead of a separate set, mark entries in the transposition table as "currently being explored":
|
||||
|
||||
```cpp
|
||||
struct TTEntry {
|
||||
// ... existing fields ...
|
||||
std::atomic<bool> in_progress; // Flag for current exploration
|
||||
std::atomic<std::thread::id> exploring_thread; // Which thread is exploring
|
||||
};
|
||||
```
|
||||
|
||||
### Option 2: Depth-Limited Path Tracking
|
||||
Only track states from the last N moves to limit memory usage:
|
||||
|
||||
```cpp
|
||||
thread_local std::deque<uint64_t> t_recentStates;
|
||||
constexpr size_t MAX_PATH_HISTORY = 10;
|
||||
```
|
||||
|
||||
### Option 3: Bloom Filter for Approximate Detection
|
||||
Use a Bloom filter for memory-efficient approximate duplicate detection:
|
||||
|
||||
```cpp
|
||||
class BloomFilter {
|
||||
std::bitset<65536> filter;
|
||||
// Multiple hash functions for low false positive rate
|
||||
};
|
||||
```
|
||||
|
||||
## Testing Strategy
|
||||
|
||||
1. **Correctness Tests**:
|
||||
- Verify same evaluation with and without pruning
|
||||
- Test with known transposition-heavy positions
|
||||
- Check thread safety with concurrent searches
|
||||
|
||||
2. **Performance Tests**:
|
||||
- Measure nodes explored with/without pruning
|
||||
- Time to depth comparisons
|
||||
- Memory usage monitoring
|
||||
|
||||
3. **Regression Tests**:
|
||||
- Ensure no degradation in playing strength
|
||||
- Verify deterministic behavior
|
||||
|
||||
## Implementation Priority
|
||||
|
||||
1. **Phase 1**: Basic path tracking with thread-local set
|
||||
2. **Phase 2**: Add metrics and logging
|
||||
3. **Phase 3**: Optimize memory usage if needed
|
||||
4. **Phase 4**: Consider more sophisticated approaches if beneficial
|
||||
|
||||
## Expected Impact
|
||||
|
||||
Based on typical game tree structures, we expect:
|
||||
- 10-30% reduction in nodes explored
|
||||
- 15-25% increase in achievable search depth
|
||||
- Minimal memory overhead (< 1MB per thread)
|
||||
- More consistent move selection in transposition-heavy positions
|
||||
@@ -0,0 +1,90 @@
|
||||
# Testing the Transposition Pruning Optimization
|
||||
|
||||
## What We've Implemented
|
||||
|
||||
The transposition pruning optimization adds the following features to AIScoreCalculator:
|
||||
|
||||
1. **Thread-local path tracking** (`t_currentSearchPath`) - tracks game state hashes currently being explored
|
||||
2. **SearchPathGuard** - RAII class to automatically manage path insertion/removal
|
||||
3. **Duplicate detection** in both `BasicLookaheadCalculator` and `CalcOne`
|
||||
4. **Pruning statistics** - tracks how often duplicates are detected and branches are pruned
|
||||
5. **Public API functions**:
|
||||
- `resetSearchPath()` - clear path at start of search
|
||||
- `printPruningStats()` - display statistics
|
||||
- `resetPruningStats()` - reset counters
|
||||
|
||||
## How It Works
|
||||
|
||||
### In BasicLookaheadCalculator:
|
||||
```cpp
|
||||
// Check if we're already exploring this state
|
||||
SearchPathGuard pathGuard(stateHash);
|
||||
if (pathGuard.wasAlreadyInPath()) {
|
||||
// Return current utility, increment pruning stats
|
||||
return future_with_current_utility;
|
||||
}
|
||||
// Continue with normal transposition table check and search...
|
||||
```
|
||||
|
||||
### In CalcOne:
|
||||
```cpp
|
||||
// After applying a move, check if resulting state is already being explored
|
||||
if (t_currentSearchPath.count(newStateHash) > 0) {
|
||||
// Return static evaluation, don't search further
|
||||
return static_evaluation;
|
||||
}
|
||||
// Continue with normal lookahead search...
|
||||
```
|
||||
|
||||
## Benefits
|
||||
|
||||
1. **Prevents infinite loops** - cycles in the game tree are detected and cut short
|
||||
2. **Reduces redundant computation** - same positions aren't explored multiple times
|
||||
3. **Enables deeper search** - saved time can be used for exploring new positions
|
||||
4. **Maintains correctness** - returns reasonable evaluations (current/static eval) for pruned branches
|
||||
|
||||
## Performance Monitoring
|
||||
|
||||
The optimization includes comprehensive statistics:
|
||||
- `duplicatesDetected` - how many times we found a duplicate state
|
||||
- `branchesPruned` - how many subtrees were cut short
|
||||
- `nodesExplored` - total nodes considered (for pruning rate calculation)
|
||||
|
||||
## Thread Safety
|
||||
|
||||
- Uses `thread_local` storage for path tracking, so each thread has its own search path
|
||||
- No synchronization needed between threads
|
||||
- Statistics use atomic counters for safe concurrent updates
|
||||
|
||||
## Usage
|
||||
|
||||
To use the optimization:
|
||||
|
||||
```cpp
|
||||
// At start of AI search
|
||||
AIScoreCalculator::resetSearchPath();
|
||||
AIScoreCalculator::resetPruningStats();
|
||||
|
||||
// Run normal AI calculations...
|
||||
auto score = AIScoreCalculator::CommandScore(...);
|
||||
|
||||
// At end of search
|
||||
AIScoreCalculator::printPruningStats();
|
||||
```
|
||||
|
||||
## Expected Results
|
||||
|
||||
In game positions with transpositions (same position reachable via different move sequences), we should see:
|
||||
- Non-zero `duplicatesDetected` count
|
||||
- Significant pruning rate (5-20% in complex positions)
|
||||
- No change in final move selection quality
|
||||
- Potentially faster search times or deeper achievable search depths
|
||||
|
||||
## Testing Strategy
|
||||
|
||||
1. **Correctness**: Run existing tests to ensure no regressions
|
||||
2. **Functionality**: Create positions known to have transpositions
|
||||
3. **Performance**: Measure search time and depth with/without optimization
|
||||
4. **Statistics**: Verify counters increment appropriately
|
||||
|
||||
The optimization is conservative - it only prunes when absolutely safe (duplicate state in current path) and returns reasonable fallback evaluations.
|
||||
@@ -22,13 +22,6 @@ cc_library(
|
||||
visibility = ["//visibility:public"],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "container_utils",
|
||||
hdrs = ["ContainerUtils.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = ["//visibility:public"],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "filesystem_utils",
|
||||
srcs = ["FilesystemUtils.cpp"],
|
||||
@@ -95,6 +88,13 @@ cc_library(
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "thread_pool",
|
||||
hdrs = ["ThreadPool.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = ["//visibility:public"],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "time_utils",
|
||||
hdrs = ["TimeUtils.hpp"],
|
||||
|
||||
@@ -7,12 +7,23 @@
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
constexpr uint64_t FNV_PRIME = 0x100000001b3;
|
||||
constexpr uint64_t FNV_OFFSET_BASIS = 0xcbf29ce484222325;
|
||||
// FNV-1a 64-bit constants
|
||||
constexpr uint64_t FNV_PRIME = 0x00000100000001B3ULL;
|
||||
constexpr uint64_t FNV_OFFSET_BASIS = 0xcbf29ce484222325ULL;
|
||||
|
||||
// FNV-1a algorithm: XOR first, then multiply
|
||||
static inline auto MixIn(uint64_t& hash, const uint8_t byte) {
|
||||
hash = hash * FNV_PRIME;
|
||||
hash = hash ^ byte;
|
||||
hash ^= byte;
|
||||
hash *= FNV_PRIME;
|
||||
}
|
||||
|
||||
// Hash an entire buffer using FNV-1a
|
||||
static inline auto HashBuffer(const uint8_t* data, size_t size) -> uint64_t {
|
||||
uint64_t hash = FNV_OFFSET_BASIS;
|
||||
if (data != nullptr) {
|
||||
for (size_t i = 0; i < size; ++i) { MixIn(hash, data[i]); }
|
||||
}
|
||||
return hash;
|
||||
}
|
||||
|
||||
#endif // EAGLE0_BYTEHASHER_HPP
|
||||
|
||||
@@ -1,173 +0,0 @@
|
||||
//
|
||||
// Created by Dan Crosby on 12/25/20.
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_CONTAINERUTILS_HPP
|
||||
#define EAGLE0_CONTAINERUTILS_HPP
|
||||
|
||||
#include <algorithm>
|
||||
#include <functional>
|
||||
#include <optional>
|
||||
|
||||
namespace common {
|
||||
|
||||
using std::allocator;
|
||||
using std::back_inserter;
|
||||
using std::begin;
|
||||
using std::copy_if;
|
||||
using std::count_if;
|
||||
using std::end;
|
||||
using std::find;
|
||||
using std::find_if;
|
||||
using std::function;
|
||||
using std::optional;
|
||||
using std::remove_if;
|
||||
using std::vector;
|
||||
|
||||
template<class T, class Container>
|
||||
auto Contains(const Container& container, const T& elt) -> bool {
|
||||
return find(begin(container), end(container), elt) != end(container);
|
||||
}
|
||||
|
||||
template<class Container, class Func>
|
||||
auto CountIf(const Container& container, Func fn) -> size_t {
|
||||
Container result{};
|
||||
return count_if(begin(container), end(container), fn);
|
||||
}
|
||||
|
||||
template<class Container, class Func>
|
||||
void FilterInPlace(Container& container, Func fn) {
|
||||
container.erase(
|
||||
remove_if(begin(container), end(container), [fn](const auto& elt) { return !fn(elt); }),
|
||||
end(container));
|
||||
}
|
||||
|
||||
template<class Container, class Func>
|
||||
auto Filtered(const Container& container, Func fn) -> Container {
|
||||
Container result{};
|
||||
copy_if(begin(container), end(container), back_inserter(result), fn);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
template<class Container, class Func>
|
||||
auto FilteredToVector(const Container& container, Func fn) -> decltype(auto) {
|
||||
typedef typename Container::value_type value_type;
|
||||
vector<value_type> result{};
|
||||
copy_if(begin(container), end(container), back_inserter(result), fn);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
template<typename Container, typename Func>
|
||||
auto FindIf(const Container& container, Func fn) -> optional<typename Container::value_type> {
|
||||
const auto& t = find_if(begin(container), end(container), fn);
|
||||
|
||||
if (t == end(container)) {
|
||||
return {};
|
||||
} else {
|
||||
return optional<typename Container::value_type>(*t);
|
||||
}
|
||||
}
|
||||
|
||||
template<typename Container, typename Func>
|
||||
auto ContainsWhere(const Container& container, Func fn) -> bool {
|
||||
return find_if(begin(container), end(container), fn) != end(container);
|
||||
}
|
||||
|
||||
template<
|
||||
template<typename, typename>
|
||||
class TwoTypeContainer,
|
||||
typename T,
|
||||
typename Allocator = allocator<T>,
|
||||
typename Func>
|
||||
auto Map(const TwoTypeContainer<T, Allocator>& input, Func fn) -> decltype(auto) {
|
||||
typedef typename decltype(function(fn))::result_type result_type;
|
||||
|
||||
TwoTypeContainer<result_type, allocator<result_type>> result{};
|
||||
result.reserve(input.size());
|
||||
|
||||
transform(begin(input), end(input), back_inserter(result), fn);
|
||||
return result;
|
||||
}
|
||||
|
||||
template<template<typename> class OneTypeContainer, typename T, typename Func>
|
||||
auto Map(const OneTypeContainer<T>& input, Func fn) -> decltype(auto) {
|
||||
typedef typename decltype(function(fn))::result_type result_type;
|
||||
|
||||
OneTypeContainer<result_type> result{};
|
||||
result.reserve(input.size());
|
||||
|
||||
transform(begin(input), end(input), back_inserter(result), fn);
|
||||
return result;
|
||||
}
|
||||
|
||||
template<typename Container, typename Func>
|
||||
auto MapToVector(const Container& input, Func fn) -> decltype(auto) {
|
||||
typedef typename decltype(function(fn))::result_type result_type;
|
||||
|
||||
vector<result_type> result{};
|
||||
|
||||
transform(begin(input), end(input), back_inserter(result), fn);
|
||||
return result;
|
||||
}
|
||||
|
||||
template<
|
||||
template<typename, typename>
|
||||
class TwoTypeContainer,
|
||||
typename T,
|
||||
typename Allocator = allocator<T>,
|
||||
typename Func>
|
||||
auto FlatMap(const TwoTypeContainer<T, Allocator>& input, Func fn) -> decltype(auto) {
|
||||
typedef typename decltype(function(fn))::result_type::value_type result_value_type;
|
||||
|
||||
TwoTypeContainer<result_value_type, allocator<result_value_type>> result{};
|
||||
|
||||
for (const auto& elt : input) {
|
||||
const auto& outContainer = fn(elt);
|
||||
for (const auto& outElt : outContainer) { result.push_back(outElt); }
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
template<template<typename> class OneTypeContainer, typename T, typename Func>
|
||||
auto FlatMap(const OneTypeContainer<T>& input, Func fn) -> decltype(auto) {
|
||||
typedef typename decltype(function(fn))::result_type::value_type result_value_type;
|
||||
|
||||
OneTypeContainer<result_value_type> result{};
|
||||
|
||||
for (const auto& elt : input) {
|
||||
const auto& outContainer = fn(elt);
|
||||
for (const auto& outElt : outContainer) { result.push_back(outElt); }
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
template<typename Container, typename Func>
|
||||
auto FlatMapToVector(const Container& input, Func fn) -> decltype(auto) {
|
||||
typedef typename decltype(function(fn))::result_type::value_type value_type;
|
||||
|
||||
vector<value_type> result{};
|
||||
|
||||
for (const auto& elt : input) {
|
||||
const auto& outContainer = fn(elt);
|
||||
for (const auto& outElt : outContainer) { result.push_back(outElt); }
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
template<typename Container>
|
||||
auto ToVector(const Container& input) -> decltype(auto) {
|
||||
typedef typename Container::value_type value_type;
|
||||
return vector<value_type>(begin(input), end(input));
|
||||
}
|
||||
|
||||
template<typename C1, typename C2>
|
||||
auto Append(C1& recipient, const C2& newItems) -> C1& {
|
||||
recipient.insert(end(recipient), begin(newItems), end(newItems));
|
||||
return recipient;
|
||||
}
|
||||
|
||||
} // namespace common
|
||||
|
||||
#endif // EAGLE0_CONTAINERUTILS_HPP
|
||||
@@ -145,7 +145,7 @@ auto FilesystemUtils::LoadFromPath(const string& path) -> byte_vector {
|
||||
const std::streamsize size = inputFileStream.tellg();
|
||||
inputFileStream.seekg(0, std::ios::beg);
|
||||
|
||||
auto bv = byte_vector(size);
|
||||
auto bv = byte_vector(static_cast<size_t>(size));
|
||||
inputFileStream.read((char*)bv.data(), size);
|
||||
|
||||
return bv;
|
||||
|
||||
@@ -84,7 +84,9 @@ auto RandomGenerator::ChanceOpenEndedPercentileAtOrAbove(const double value) ->
|
||||
|
||||
auto StdLibraryGenerator::DoubleZeroToOne() -> double { return unifDouble(engine); }
|
||||
|
||||
StdLibraryGenerator::StdLibraryGenerator() : RandomGenerator() { engine.seed(std::time(nullptr)); }
|
||||
StdLibraryGenerator::StdLibraryGenerator() : RandomGenerator() {
|
||||
engine.seed(static_cast<std::mt19937_64::result_type>(std::time(nullptr)));
|
||||
}
|
||||
|
||||
auto StdLibraryGenerator::IntBetween(const int min, const int max) -> int {
|
||||
std::uniform_int_distribution<int> unifInt(min, max - 1);
|
||||
|
||||
@@ -0,0 +1,14 @@
|
||||
//
|
||||
// ThreadPool.cpp - Implementation of priority-based thread pool
|
||||
//
|
||||
|
||||
#include "ThreadPool.hpp"
|
||||
|
||||
namespace eagle0 {
|
||||
namespace common {
|
||||
|
||||
// Implementation is header-only to support templates
|
||||
// This file exists for potential future non-template implementations
|
||||
|
||||
} // namespace common
|
||||
} // namespace eagle0
|
||||
@@ -0,0 +1,200 @@
|
||||
//
|
||||
// ThreadPool.hpp - Priority-based thread pool with deadline support
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_THREADPOOL_HPP
|
||||
#define EAGLE0_THREADPOOL_HPP
|
||||
|
||||
#include <atomic>
|
||||
#include <chrono>
|
||||
#include <condition_variable>
|
||||
#include <functional>
|
||||
#include <future>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
#include <queue>
|
||||
#include <thread>
|
||||
#include <vector>
|
||||
|
||||
namespace eagle0::common {
|
||||
|
||||
enum class TaskStatus { SUCCESS = 0, DEADLINE_EXCEEDED = 1, CANCELLED = 2 };
|
||||
|
||||
template<typename T>
|
||||
struct TaskResult {
|
||||
T value;
|
||||
TaskStatus status;
|
||||
|
||||
TaskResult() : value{}, status(TaskStatus::SUCCESS) {}
|
||||
TaskResult(T val) : value(std::move(val)), status(TaskStatus::SUCCESS) {}
|
||||
TaskResult(T val, TaskStatus stat) : value(std::move(val)), status(stat) {}
|
||||
|
||||
// NO implicit conversion - this was causing infinite recursion
|
||||
// Use .value or .get() instead
|
||||
T get() const { return value; }
|
||||
|
||||
bool succeeded() const { return status == TaskStatus::SUCCESS; }
|
||||
bool deadlineExceeded() const { return status == TaskStatus::DEADLINE_EXCEEDED; }
|
||||
};
|
||||
|
||||
class ThreadPool {
|
||||
public:
|
||||
using Clock = std::chrono::steady_clock;
|
||||
using TimePoint = Clock::time_point;
|
||||
|
||||
private:
|
||||
struct Task {
|
||||
std::function<void()> function;
|
||||
int priority;
|
||||
TimePoint deadline;
|
||||
bool has_deadline;
|
||||
|
||||
Task(std::function<void()> f, int p, TimePoint d, bool has_d)
|
||||
: function(std::move(f)),
|
||||
priority(p),
|
||||
deadline(d),
|
||||
has_deadline(has_d) {}
|
||||
|
||||
// Higher priority values and earlier deadlines have higher priority
|
||||
bool operator<(const Task& other) const {
|
||||
if (priority != other.priority) {
|
||||
return priority < other.priority; // Lower priority values have lower priority in
|
||||
// priority_queue
|
||||
}
|
||||
if (has_deadline && other.has_deadline) {
|
||||
return deadline > other.deadline; // Later deadlines have lower priority
|
||||
}
|
||||
if (has_deadline && !other.has_deadline) {
|
||||
return false; // Tasks with deadlines have higher priority
|
||||
}
|
||||
if (!has_deadline && other.has_deadline) {
|
||||
return true; // Tasks without deadlines have lower priority
|
||||
}
|
||||
return false; // Equal priority, no preference
|
||||
}
|
||||
};
|
||||
|
||||
std::vector<std::thread> workers;
|
||||
std::priority_queue<Task> tasks;
|
||||
std::mutex queue_mutex;
|
||||
std::condition_variable condition;
|
||||
std::atomic<bool> stop{false};
|
||||
|
||||
public:
|
||||
explicit ThreadPool(size_t num_threads = std::thread::hardware_concurrency()) {
|
||||
for (size_t i = 0; i < num_threads; ++i) {
|
||||
workers.emplace_back([this] {
|
||||
while (true) {
|
||||
Task task{nullptr, 0, TimePoint{}, false};
|
||||
{
|
||||
std::unique_lock<std::mutex> lock(queue_mutex);
|
||||
condition.wait(lock, [this] { return stop.load() || !tasks.empty(); });
|
||||
|
||||
if (stop.load() && tasks.empty()) { return; }
|
||||
|
||||
if (!tasks.empty()) {
|
||||
task = std::move(const_cast<Task&>(tasks.top()));
|
||||
tasks.pop();
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Execute the task (deadline checking is now handled inside the task)
|
||||
if (task.function) { task.function(); }
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Enqueue a task with priority only
|
||||
template<class F, class... Args>
|
||||
auto enqueue(F&& f, Args&&... args, int priority = 0)
|
||||
-> std::future<TaskResult<std::invoke_result_t<F, Args...>>> {
|
||||
using return_type = std::invoke_result_t<F, Args...>;
|
||||
using result_type = TaskResult<return_type>;
|
||||
|
||||
auto actualTask = std::bind(std::forward<F>(f), std::forward<Args>(args)...);
|
||||
|
||||
auto task = std::make_shared<std::packaged_task<result_type()>>(
|
||||
[actualTask = std::move(actualTask)]() mutable -> result_type {
|
||||
return result_type(actualTask());
|
||||
});
|
||||
|
||||
std::future<result_type> result = task->get_future();
|
||||
|
||||
{
|
||||
std::unique_lock<std::mutex> lock(queue_mutex);
|
||||
if (stop.load()) { throw std::runtime_error("enqueue on stopped ThreadPool"); }
|
||||
tasks.emplace([task]() { (*task)(); }, priority, TimePoint{}, false);
|
||||
}
|
||||
|
||||
condition.notify_one();
|
||||
return result;
|
||||
}
|
||||
|
||||
// Enqueue a task with priority and deadline
|
||||
template<class F, class... Args>
|
||||
auto enqueue_with_deadline(F&& f, Args&&... args, int priority, TimePoint deadline)
|
||||
-> std::future<TaskResult<std::invoke_result_t<F, Args...>>> {
|
||||
using return_type = std::invoke_result_t<F, Args...>;
|
||||
using result_type = TaskResult<return_type>;
|
||||
|
||||
auto actualTask = std::bind(std::forward<F>(f), std::forward<Args>(args)...);
|
||||
|
||||
auto task = std::make_shared<std::packaged_task<result_type()>>(
|
||||
[actualTask = std::move(actualTask), deadline]() mutable -> result_type {
|
||||
if (Clock::now() > deadline) {
|
||||
return result_type(return_type{}, TaskStatus::DEADLINE_EXCEEDED);
|
||||
}
|
||||
return result_type(actualTask());
|
||||
});
|
||||
|
||||
std::future<result_type> result = task->get_future();
|
||||
|
||||
{
|
||||
std::unique_lock<std::mutex> lock(queue_mutex);
|
||||
if (stop.load()) { throw std::runtime_error("enqueue on stopped ThreadPool"); }
|
||||
tasks.emplace([task]() { (*task)(); }, priority, deadline, true);
|
||||
}
|
||||
|
||||
condition.notify_one();
|
||||
return result;
|
||||
}
|
||||
|
||||
// Get current queue size (approximate, for monitoring)
|
||||
size_t queue_size() const {
|
||||
std::unique_lock<std::mutex> lock(const_cast<std::mutex&>(queue_mutex));
|
||||
return tasks.size();
|
||||
}
|
||||
|
||||
// Get detailed queue information for debugging
|
||||
void debug_queue_state() const {
|
||||
std::unique_lock<std::mutex> lock(const_cast<std::mutex&>(queue_mutex));
|
||||
printf("ThreadPool: Queue size: %zu\n", tasks.size());
|
||||
if (!tasks.empty()) {
|
||||
// Create a copy to inspect priorities without modifying queue
|
||||
auto queue_copy = tasks;
|
||||
std::vector<int> priorities;
|
||||
while (!queue_copy.empty()) {
|
||||
priorities.push_back(queue_copy.top().priority);
|
||||
queue_copy.pop();
|
||||
}
|
||||
printf("ThreadPool: Priorities in queue: ");
|
||||
for (int p : priorities) { printf("%d ", p); }
|
||||
printf("\n");
|
||||
}
|
||||
}
|
||||
|
||||
~ThreadPool() {
|
||||
stop.store(true);
|
||||
condition.notify_all();
|
||||
for (std::thread& worker : workers) {
|
||||
if (worker.joinable()) { worker.join(); }
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace eagle0::common
|
||||
|
||||
#endif // EAGLE0_THREADPOOL_HPP
|
||||
@@ -8,6 +8,8 @@ namespace shardok {
|
||||
|
||||
using Coords = net::eagle0::shardok::storage::fb::Coords;
|
||||
|
||||
constexpr double kDefaultMorale = 50.0;
|
||||
|
||||
auto ConvertBattalion(const net::eagle0::common::CommonBattalion &battalion) -> Battalion {
|
||||
Battalion shardokBattalion{};
|
||||
|
||||
@@ -15,9 +17,9 @@ auto ConvertBattalion(const net::eagle0::common::CommonBattalion &battalion) ->
|
||||
shardokBattalion.mutate_size(battalion.size());
|
||||
shardokBattalion.mutate_type(
|
||||
static_cast<net::eagle0::shardok::storage::fb::BattalionTypeId>(battalion.type()));
|
||||
shardokBattalion.mutate_morale(battalion.morale());
|
||||
shardokBattalion.mutate_armament(battalion.armament());
|
||||
shardokBattalion.mutate_training(battalion.training());
|
||||
shardokBattalion.mutate_morale(kDefaultMorale);
|
||||
shardokBattalion.mutate_armament(static_cast<float>(battalion.armament()));
|
||||
shardokBattalion.mutate_training(static_cast<float>(battalion.training()));
|
||||
|
||||
return shardokBattalion;
|
||||
}
|
||||
@@ -37,28 +39,28 @@ auto ConvertHero(const net::eagle0::common::CommonHero &hero) -> Hero {
|
||||
shardokHero.mutable_control_info().mutate_controlled_unit_id(-1);
|
||||
shardokHero.mutable_control_info().mutate_controlled_this_round(false);
|
||||
|
||||
shardokHero.mutate_strength(hero.strength());
|
||||
shardokHero.mutate_strength_xp(hero.strength_xp());
|
||||
shardokHero.mutate_strength(static_cast<int8_t>(hero.strength()));
|
||||
shardokHero.mutate_strength_xp(static_cast<int16_t>(hero.strength_xp()));
|
||||
|
||||
shardokHero.mutate_agility(hero.agility());
|
||||
shardokHero.mutate_agility_xp(hero.agility_xp());
|
||||
shardokHero.mutate_agility(static_cast<int8_t>(hero.agility()));
|
||||
shardokHero.mutate_agility_xp(static_cast<int16_t>(hero.agility_xp()));
|
||||
|
||||
shardokHero.mutate_constitution(hero.constitution());
|
||||
shardokHero.mutate_constitution_xp(hero.constitution_xp());
|
||||
shardokHero.mutate_constitution(static_cast<int8_t>(hero.constitution()));
|
||||
shardokHero.mutate_constitution_xp(static_cast<int16_t>(hero.constitution_xp()));
|
||||
|
||||
shardokHero.mutate_charisma(hero.charisma());
|
||||
shardokHero.mutate_charisma_xp(hero.charisma_xp());
|
||||
shardokHero.mutate_charisma(static_cast<int8_t>(hero.charisma()));
|
||||
shardokHero.mutate_charisma_xp(static_cast<int16_t>(hero.charisma_xp()));
|
||||
|
||||
shardokHero.mutate_wisdom(hero.wisdom());
|
||||
shardokHero.mutate_wisdom_xp(hero.wisdom_xp());
|
||||
shardokHero.mutate_wisdom(static_cast<int8_t>(hero.wisdom()));
|
||||
shardokHero.mutate_wisdom_xp(static_cast<int16_t>(hero.wisdom_xp()));
|
||||
|
||||
shardokHero.mutate_integrity(hero.integrity());
|
||||
shardokHero.mutate_ambition(hero.ambition());
|
||||
shardokHero.mutate_gregariousness(hero.gregariousness());
|
||||
shardokHero.mutate_bravery(hero.bravery());
|
||||
shardokHero.mutate_integrity(static_cast<int8_t>(hero.integrity()));
|
||||
shardokHero.mutate_ambition(static_cast<int8_t>(hero.ambition()));
|
||||
shardokHero.mutate_gregariousness(static_cast<int8_t>(hero.gregariousness()));
|
||||
shardokHero.mutate_bravery(static_cast<int8_t>(hero.bravery()));
|
||||
|
||||
shardokHero.mutate_vigor(hero.vigor());
|
||||
shardokHero.mutate_starting_vigor(hero.vigor());
|
||||
shardokHero.mutate_vigor(static_cast<float>(hero.vigor()));
|
||||
shardokHero.mutate_starting_vigor(static_cast<float>(hero.vigor()));
|
||||
|
||||
return shardokHero;
|
||||
}
|
||||
@@ -93,19 +95,22 @@ auto ConvertUnit(
|
||||
shardokUnit.mutate_stun_rounds_remaining(0);
|
||||
|
||||
for (const PlayerId pid : allPlayerIds) {
|
||||
shardokUnit.mutable_opponent_knowledge()->Mutate(pid, 0);
|
||||
shardokUnit.mutable_opponent_knowledge()->Mutate(
|
||||
static_cast<flatbuffers::uoffset_t>(pid),
|
||||
0);
|
||||
}
|
||||
|
||||
shardokUnit.mutate_has_moved_in_zoc(false);
|
||||
shardokUnit.mutate_targeted_unit(-1);
|
||||
shardokUnit.mutate_volleys_remaining(0);
|
||||
shardokUnit.mutate_food_remaining(unit.food());
|
||||
shardokUnit.mutate_food_remaining(static_cast<float>(unit.food()));
|
||||
shardokUnit.mutate_can_flee(unit.can_flee());
|
||||
shardokUnit.mutate_can_archery(unit.can_archery());
|
||||
shardokUnit.mutate_can_start_fire(unit.can_start_fire());
|
||||
|
||||
if (unit.has_starting_position_index()) {
|
||||
shardokUnit.mutate_starting_position_index(unit.starting_position_index().value());
|
||||
shardokUnit.mutate_starting_position_index(
|
||||
static_cast<int8_t>(unit.starting_position_index().value()));
|
||||
} else {
|
||||
shardokUnit.mutate_starting_position_index(-1);
|
||||
}
|
||||
|
||||
@@ -9,7 +9,10 @@
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/common/common_unit.pb.h"
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
namespace shardok {
|
||||
|
||||
|
||||
@@ -36,7 +36,7 @@ auto CalculateMap(
|
||||
.name = mapName,
|
||||
.positionsRequiringCrossing = {}};
|
||||
|
||||
for (int i = 0; i < hexMap->attacker_starting_positions()->size(); i++) {
|
||||
for (unsigned int i = 0; i < hexMap->attacker_starting_positions()->size(); i++) {
|
||||
const auto* positionList = hexMap->attacker_starting_positions()->Get(i);
|
||||
if (positionList->positions()->size() < 1) continue;
|
||||
if (positionList->positions()->size() != 10) {
|
||||
|
||||
@@ -5,7 +5,9 @@
|
||||
#ifndef EAGLE0_MAPINFOCALCULATOR_HPP
|
||||
#define EAGLE0_MAPINFOCALCULATOR_HPP
|
||||
|
||||
#include <cstdint>
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
//
|
||||
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
|
||||
#include "MapInfoCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
@@ -52,7 +53,7 @@ auto main(const int argc, char** argv) -> int {
|
||||
outputStream << " \"positions\": {";
|
||||
|
||||
bool firstPosition = true;
|
||||
for (const auto& kv : mapInfo.positionsRequiringCrossing) {
|
||||
for (const auto& [position, count] : mapInfo.positionsRequiringCrossing) {
|
||||
if (firstPosition) {
|
||||
outputStream << endl;
|
||||
firstPosition = false;
|
||||
@@ -60,7 +61,7 @@ auto main(const int argc, char** argv) -> int {
|
||||
outputStream << "," << endl;
|
||||
}
|
||||
|
||||
outputStream << " \"" << kv.first << "\": " << kv.second;
|
||||
outputStream << " \"" << position << "\": " << count;
|
||||
}
|
||||
outputStream << endl << " }" << endl << " }";
|
||||
}
|
||||
|
||||
@@ -4,6 +4,9 @@
|
||||
|
||||
#include "AIAttackGroups.hpp"
|
||||
|
||||
#include <cstdlib>
|
||||
#include <iterator>
|
||||
#include <ranges>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
@@ -221,11 +224,15 @@ auto GenerateTargetPriorities(
|
||||
Power(unit);
|
||||
}
|
||||
|
||||
tpl.priorityOrder = common::Map(targetsWithDistance, [](const TargetAndDistance& tad) {
|
||||
return TargetAndAttackLocations{
|
||||
.target = tad.target,
|
||||
.attackLocations = tad.attackLocations};
|
||||
});
|
||||
tpl.priorityOrder.reserve(targetsWithDistance.size());
|
||||
std::ranges::transform(
|
||||
targetsWithDistance,
|
||||
std::back_inserter(tpl.priorityOrder),
|
||||
[](const TargetAndDistance& tad) {
|
||||
return TargetAndAttackLocations{
|
||||
.target = tad.target,
|
||||
.attackLocations = tad.attackLocations};
|
||||
});
|
||||
}
|
||||
|
||||
return allTargetsUnitsAndDistances;
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
|
||||
#include "AIAttackerStrategySelector.hpp"
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIFleeDecisionCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
@@ -11,21 +12,21 @@ namespace shardok {
|
||||
|
||||
using Unit = net::eagle0::shardok::storage::fb::Unit;
|
||||
|
||||
constexpr double MAXIMUM_RATIO_FOR_ATTACKER_TO_FLEE = 0.50;
|
||||
// Combat success threshold below which we should consider fleeing
|
||||
// This replaces the simple troop ratio check with sophisticated probability estimation
|
||||
constexpr double FLEE_CONSIDERATION_THRESHOLD = 0.25;
|
||||
|
||||
auto AIAttackerStrategySelector::BestAttackerStrategy(
|
||||
const PlayerId attackerPid,
|
||||
const net::eagle0::shardok::storage::fb::GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileCoords,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const SettingsGetter& settings,
|
||||
const AIWaterCrossingCommandChooser& waterCrossingCommandChooser,
|
||||
const vector<CommandProto>& availableCommands) -> AIStrategy {
|
||||
const vector<CommandProto>& /*availableCommands*/) -> AIStrategy {
|
||||
uint32_t attackerUnitCount = 0;
|
||||
int defenderOccupiedCriticalTileCount = 0;
|
||||
int attackerTroops = 0;
|
||||
int defenderTroops = 0;
|
||||
bool canFlee = false;
|
||||
|
||||
vector<const Unit*> attackerUnits{};
|
||||
@@ -40,8 +41,6 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
|
||||
if (pi != nullptr) {
|
||||
if (pi->is_defender()) {
|
||||
if (unit->location().row() >= 0) {
|
||||
defenderTroops += unit->battalion().size();
|
||||
|
||||
if (criticalTileCoords.Contains(unit->location())) {
|
||||
++defenderOccupiedCriticalTileCount;
|
||||
}
|
||||
@@ -50,7 +49,6 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
|
||||
}
|
||||
} else if (unit->player_id() == attackerPid) {
|
||||
++attackerUnitCount;
|
||||
attackerTroops += unit->battalion().size();
|
||||
if (unit->can_flee()) canFlee = true;
|
||||
attackerUnits.push_back(unit);
|
||||
} else {
|
||||
@@ -60,7 +58,13 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
|
||||
}
|
||||
|
||||
AIStrategy chosenStrategy;
|
||||
if (canFlee && attackerTroops < MAXIMUM_RATIO_FOR_ATTACKER_TO_FLEE * defenderTroops) {
|
||||
|
||||
// Use sophisticated combat success estimation instead of simple troop ratio
|
||||
if (canFlee && AIFleeDecisionCalculator::ShouldConsiderFleeing(
|
||||
attackerPid,
|
||||
gameState,
|
||||
settings,
|
||||
FLEE_CONSIDERATION_THRESHOLD)) {
|
||||
chosenStrategy = FleeStrategy;
|
||||
} else if (const CoordsSet startCrossingLocations =
|
||||
waterCrossingCommandChooser
|
||||
|
||||
@@ -8,18 +8,16 @@
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCommandChooser.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using GameState = net::eagle0::shardok::storage::fb::GameState;
|
||||
|
||||
class AIAttackerStrategySelector {
|
||||
public:
|
||||
static auto BestAttackerStrategy(
|
||||
PlayerId attackerPid,
|
||||
const GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileCoords,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
|
||||
@@ -20,8 +20,8 @@ CoordsSet AICommandFilter::BuildEnemyLocations(const GameStateW& gameState, Play
|
||||
CoordsSet enemyLocations(gameState->hex_map());
|
||||
const auto* units = gameState->units();
|
||||
|
||||
for (int i = 0; i < units->size(); ++i) {
|
||||
const auto* unit = units->Get(i);
|
||||
for (size_t i = 0; i < units->size(); ++i) {
|
||||
const auto* unit = units->Get(static_cast<unsigned int>(i));
|
||||
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
|
||||
unit->player_id() != pid && !unit->hidden() && unit->location().column() != -1) {
|
||||
enemyLocations.Add(unit->location());
|
||||
@@ -486,12 +486,12 @@ bool AICommandFilter::IsWastefulMovement(
|
||||
}
|
||||
|
||||
bool AICommandFilter::IsStrategicBlunder(
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameStateW& gameState,
|
||||
const SettingsGetter& settings,
|
||||
double minDistToEnemies) {
|
||||
const ShardokCommand& /*cmd*/,
|
||||
PlayerId /*pid*/,
|
||||
bool /*isDefender*/,
|
||||
const GameStateW& /*gameState*/,
|
||||
const SettingsGetter& /*settings*/,
|
||||
double /*minDistToEnemies*/) {
|
||||
// Simplified strategic blunder detection for now
|
||||
// TODO: Implement proper castle abandonment detection
|
||||
// TODO: Use minDistToEnemies for strategic blunder logic
|
||||
@@ -506,8 +506,8 @@ double AICommandFilter::MinDistanceToEnemyUnits(
|
||||
double minDistance = std::numeric_limits<double>::max();
|
||||
const auto* units = gameState->units();
|
||||
|
||||
for (int i = 0; i < units->size(); ++i) {
|
||||
const auto* playerUnit = units->Get(i);
|
||||
for (size_t i = 0; i < units->size(); ++i) {
|
||||
const auto* playerUnit = units->Get(static_cast<unsigned int>(i));
|
||||
if (playerUnit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
|
||||
playerUnit->player_id() == pid) {
|
||||
const auto& playerCoords = playerUnit->location();
|
||||
@@ -537,8 +537,8 @@ double AICommandFilter::MinDistanceToCastles(
|
||||
}
|
||||
|
||||
// Find minimum hex distance from any player unit to any castle
|
||||
for (int i = 0; i < units->size(); ++i) {
|
||||
const auto* unit = units->Get(i);
|
||||
for (size_t i = 0; i < units->size(); ++i) {
|
||||
const auto* unit = units->Get(static_cast<unsigned int>(i));
|
||||
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
|
||||
unit->player_id() == pid) {
|
||||
const auto& unitCoords = unit->location();
|
||||
@@ -572,8 +572,8 @@ int AICommandFilter::CountPlayerUnits(const GameStateW& gameState, PlayerId pid)
|
||||
int count = 0;
|
||||
const auto* units = gameState->units();
|
||||
|
||||
for (int i = 0; i < units->size(); ++i) {
|
||||
const auto* unit = units->Get(i);
|
||||
for (size_t i = 0; i < units->size(); ++i) {
|
||||
const auto* unit = units->Get(static_cast<unsigned int>(i));
|
||||
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
|
||||
unit->player_id() == pid) {
|
||||
count++;
|
||||
@@ -584,9 +584,9 @@ int AICommandFilter::CountPlayerUnits(const GameStateW& gameState, PlayerId pid)
|
||||
}
|
||||
|
||||
bool AICommandFilter::WouldAbandonCriticalCastle(
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
const GameStateW& gameState) {
|
||||
const ShardokCommand& /*cmd*/,
|
||||
PlayerId /*pid*/,
|
||||
const GameStateW& /*gameState*/) {
|
||||
// Simplified implementation - return false for now
|
||||
// TODO: Implement proper castle abandonment detection when API is available
|
||||
return false;
|
||||
|
||||
@@ -4,6 +4,9 @@
|
||||
|
||||
#include "AIDefenderStrategySelector.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
@@ -14,7 +17,7 @@ constexpr double MAXIMUM_RATIO_FOR_DEFENDER_TO_FLEE = 0.15;
|
||||
constexpr double MINIMUM_RATIO_FOR_DEFENDER_TO_HOLD = 0.60;
|
||||
|
||||
auto AIDefenderStrategySelector::BestDefenderStrategy(
|
||||
const GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileCoords,
|
||||
const APDCache& apdCache,
|
||||
const SettingsGetter& settings) -> AIStrategy {
|
||||
@@ -57,7 +60,9 @@ auto AIDefenderStrategySelector::BestDefenderStrategy(
|
||||
net::eagle0::shardok::storage::fb::BattalionTypeId_UNDEAD) {
|
||||
++attackerNonUndeadUnitCount;
|
||||
|
||||
if (!common::Contains(attackerUnitIdsRequiringWaterCrossing, unit->unit_id())) {
|
||||
if (!std::ranges::contains(
|
||||
attackerUnitIdsRequiringWaterCrossing,
|
||||
unit->unit_id())) {
|
||||
++attackerNonUndeadUnitNotRequiringWaterCrossingCount;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,16 +7,15 @@
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
|
||||
|
||||
namespace shardok {
|
||||
class AIDefenderStrategySelector {
|
||||
using GameState = net::eagle0::shardok::storage::fb::GameState;
|
||||
|
||||
public:
|
||||
static auto BestDefenderStrategy(
|
||||
const GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileCoords,
|
||||
const APDCache& apdCache,
|
||||
const SettingsGetter& settings) -> AIStrategy;
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "AIFleeDecisionCalculator.hpp"
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIUnitScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
namespace shardok {
|
||||
@@ -21,11 +22,18 @@ auto AIFleeDecisionCalculator::GetFleeCommandIndex(
|
||||
|
||||
auto AIFleeDecisionCalculator::EstimateCombatSuccess(
|
||||
PlayerId attackerPlayerId,
|
||||
const GameStateW& guessedState,
|
||||
const GameSettingsSPtr& settings) -> double {
|
||||
// Combat success estimation based on troops, heroes, and capture dynamics
|
||||
const GameStateW& gameState,
|
||||
const SettingsGetter& settings) -> double {
|
||||
if (gameState->status() == nullptr ||
|
||||
gameState->status()->state() !=
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_GAME_RUNNING) {
|
||||
return 1.0; // we're still in set_up so we can't really evaluate
|
||||
}
|
||||
|
||||
int attackerTroops = 0;
|
||||
// Combat success estimation based on unit power, heroes, and capture dynamics
|
||||
double attackerPower = 0.0;
|
||||
double defenderPower = 0.0;
|
||||
int attackerTroops = 0; // Still track raw troops for special cases
|
||||
int defenderTroops = 0;
|
||||
int attackerUnits = 0;
|
||||
int defenderUnits = 0;
|
||||
@@ -33,17 +41,19 @@ auto AIFleeDecisionCalculator::EstimateCombatSuccess(
|
||||
int defenderHeroes = 0;
|
||||
bool defenderHasVips = false;
|
||||
|
||||
// Count troops, units, and heroes for each side
|
||||
for (const auto* unit : *guessedState->units()) {
|
||||
// Calculate total power and count units/heroes for each side
|
||||
for (const auto* unit : *gameState->units()) {
|
||||
if (unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
|
||||
|
||||
const auto* pi = PlayerInfoForPid(guessedState, unit->player_id());
|
||||
const auto* pi = PlayerInfoForPid(gameState, unit->player_id());
|
||||
if (pi == nullptr) continue;
|
||||
|
||||
const int unitTroops = unit->battalion().size();
|
||||
const bool hasHero = unit->has_attached_hero();
|
||||
const double unitPower = ContextFreeUnitValue(unit);
|
||||
|
||||
if (pi->is_defender()) {
|
||||
defenderPower += unitPower;
|
||||
defenderTroops += unitTroops;
|
||||
defenderUnits++;
|
||||
if (hasHero) {
|
||||
@@ -51,46 +61,50 @@ auto AIFleeDecisionCalculator::EstimateCombatSuccess(
|
||||
if (unit->attached_hero().is_vip()) { defenderHasVips = true; }
|
||||
}
|
||||
} else if (unit->player_id() == attackerPlayerId) {
|
||||
attackerPower += unitPower;
|
||||
attackerTroops += unitTroops;
|
||||
attackerUnits++;
|
||||
if (hasHero) { attackerHeroes++; }
|
||||
}
|
||||
}
|
||||
|
||||
const int roundsRemaining =
|
||||
settings->GetGetter().Backing().max_rounds() - guessedState->current_round();
|
||||
const int roundsRemaining = settings.Backing().max_rounds() - gameState->current_round();
|
||||
|
||||
// Special case: Attacker has no troops
|
||||
// Special case: Attacker has no heroes - automatic loss
|
||||
if (attackerHeroes == 0) {
|
||||
return 0.0; // Cannot win without heroes
|
||||
}
|
||||
|
||||
// Special case: Defender has no heroes - automatic win for attacker
|
||||
if (defenderHeroes == 0) {
|
||||
return 1.0; // Guaranteed win
|
||||
}
|
||||
|
||||
// Special case: Attacker has no troops (but has heroes)
|
||||
if (attackerTroops == 0) {
|
||||
// Even with heroes, attacker is extremely unlikely to win without troops
|
||||
return 0.01; // Near zero, but not absolute zero
|
||||
// Very difficult to win with heroes alone
|
||||
return 0.05; // Extremely low chance
|
||||
}
|
||||
|
||||
// Special case: Defender has no troops but has heroes
|
||||
if (defenderTroops == 0 && defenderHeroes > 0) {
|
||||
// Defender can win by running out the clock if attacker can't capture heroes
|
||||
// Success depends heavily on remaining time and attacker's ability to capture
|
||||
if (roundsRemaining <= 3) {
|
||||
// Very hard for attacker to capture all heroes in time
|
||||
return 0.15; // Low chance
|
||||
} else if (roundsRemaining <= 5) {
|
||||
return 0.25; // Still difficult
|
||||
if (defenderTroops == 0) {
|
||||
// Defenders with only heroes are vulnerable to capture
|
||||
// Only truly difficult if time is extremely limited
|
||||
if (roundsRemaining <= 1) {
|
||||
// Last round - very hard to capture all heroes
|
||||
return 0.3; // Low but not impossible
|
||||
} else if (roundsRemaining <= 2) {
|
||||
return 0.6; // Still achievable
|
||||
} else {
|
||||
// More time available, but still challenging
|
||||
return 0.35;
|
||||
// With 3+ rounds, capturing defenseless heroes is quite feasible
|
||||
return 0.85; // High probability of success
|
||||
}
|
||||
}
|
||||
|
||||
// Special case: Defender has neither troops nor heroes
|
||||
if (defenderTroops == 0 && defenderHeroes == 0) {
|
||||
return 0.95; // Nearly guaranteed win
|
||||
}
|
||||
|
||||
// Normal case: Both sides have troops
|
||||
// Base probability from troop ratio
|
||||
const double troopRatio =
|
||||
static_cast<double>(attackerTroops) / static_cast<double>(defenderTroops);
|
||||
double baseProbability = std::min(0.95, std::max(0.05, troopRatio * 0.5));
|
||||
// Base probability from power ratio (accounts for unit quality, not just quantity)
|
||||
const double powerRatio = attackerPower / std::max(1.0, defenderPower);
|
||||
double baseProbability = std::min(0.95, std::max(0.05, powerRatio * 0.5));
|
||||
|
||||
// Adjust for time pressure - attackers need to win before time runs out
|
||||
if (roundsRemaining <= 1) {
|
||||
@@ -119,7 +133,7 @@ auto AIFleeDecisionCalculator::EstimateCombatSuccess(
|
||||
|
||||
auto AIFleeDecisionCalculator::EvaluateFleeVsFight(
|
||||
PlayerId playerId,
|
||||
const GameSettingsSPtr& settings,
|
||||
const SettingsGetter& settingsGetter,
|
||||
const GameStateW& guessedState,
|
||||
const vector<CommandProto>& availableCommands,
|
||||
const vector<CommandProto>::const_iterator& fleeCommand,
|
||||
@@ -128,7 +142,6 @@ auto AIFleeDecisionCalculator::EvaluateFleeVsFight(
|
||||
const int fleeSuccessChance = fleeCommand->odds().success_chance();
|
||||
|
||||
// Get thresholds from settings
|
||||
const auto settingsGetter = settings->GetGetter();
|
||||
const int minimumFleeOddsThreshold = settingsGetter.Backing().ai_minimum_flee_odds_threshold();
|
||||
const int desperateFleeThreshold = settingsGetter.Backing().ai_desperate_flee_threshold();
|
||||
|
||||
@@ -150,10 +163,10 @@ auto AIFleeDecisionCalculator::EvaluateFleeVsFight(
|
||||
}
|
||||
|
||||
// Low flee odds - evaluate if fighting might be better
|
||||
const double combatWinChance = EstimateCombatSuccess(playerId, guessedState, settings);
|
||||
const double combatWinChance = EstimateCombatSuccess(playerId, guessedState, settingsGetter);
|
||||
|
||||
// If combat situation is hopeless, even bad flee odds are better than certain death
|
||||
if (combatWinChance < 0.05 && fleeSuccessChance >= desperateFleeThreshold) {
|
||||
if (combatWinChance <= 0.05 && fleeSuccessChance >= desperateFleeThreshold) {
|
||||
if (enableDebugLogging) {
|
||||
printf("AI FinalRound: Combat hopeless (%.1f%%), desperate flee attempt (%d%%)\n",
|
||||
combatWinChance * 100,
|
||||
@@ -199,4 +212,17 @@ auto AIFleeDecisionCalculator::EvaluateFleeVsFight(
|
||||
}
|
||||
}
|
||||
|
||||
auto AIFleeDecisionCalculator::ShouldConsiderFleeing(
|
||||
PlayerId attackerPlayerId,
|
||||
const GameStateW& guessedState,
|
||||
const SettingsGetter& settings,
|
||||
double fleeConsiderationThreshold) -> bool {
|
||||
// Get combat success probability
|
||||
const double combatSuccessChance =
|
||||
EstimateCombatSuccess(attackerPlayerId, guessedState, settings);
|
||||
|
||||
// Consider fleeing if combat success chance is below threshold
|
||||
return combatSuccessChance < fleeConsiderationThreshold;
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -35,7 +35,7 @@ public:
|
||||
// Evaluate whether to flee or fight in the final round
|
||||
[[nodiscard]] static auto EvaluateFleeVsFight(
|
||||
PlayerId playerId,
|
||||
const GameSettingsSPtr& settings,
|
||||
const SettingsGetter& settings,
|
||||
const GameStateW& guessedState,
|
||||
const vector<CommandProto>& availableCommands,
|
||||
const vector<CommandProto>::const_iterator& fleeCommand,
|
||||
@@ -45,7 +45,15 @@ public:
|
||||
[[nodiscard]] static auto EstimateCombatSuccess(
|
||||
PlayerId attackerPlayerId,
|
||||
const GameStateW& guessedState,
|
||||
const GameSettingsSPtr& settings) -> double;
|
||||
const SettingsGetter& settings) -> double;
|
||||
|
||||
// Determine if the attacker should consider fleeing based on combat odds
|
||||
// Returns true if fleeing should be considered as an option
|
||||
[[nodiscard]] static auto ShouldConsiderFleeing(
|
||||
PlayerId attackerPlayerId,
|
||||
const GameStateW& guessedState,
|
||||
const SettingsGetter& settings,
|
||||
double fleeConsiderationThreshold = 0.5) -> bool;
|
||||
|
||||
private:
|
||||
// Helper to get flee command index
|
||||
|
||||
@@ -6,8 +6,12 @@
|
||||
|
||||
#include <atomic>
|
||||
#include <chrono>
|
||||
#include <cmath>
|
||||
#include <cstdlib>
|
||||
#include <future>
|
||||
#include <unordered_set>
|
||||
|
||||
#include "TranspositionTable.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/SequenceRandomGenerator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackGroups.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
@@ -25,6 +29,117 @@
|
||||
|
||||
namespace shardok {
|
||||
|
||||
struct IndexAndScore {
|
||||
size_t index;
|
||||
CommandType type;
|
||||
ScoreValue lookaheadScore;
|
||||
ScoreValue immediateScore;
|
||||
};
|
||||
|
||||
struct ImmediateAndLookaheadScore {
|
||||
ScoreValue immediateScore;
|
||||
future<ScoreValue> lookaheadScore;
|
||||
};
|
||||
|
||||
[[nodiscard]] static auto BasicLookaheadCalculator(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const shared_ptr<ShardokEngine> &innerEngine,
|
||||
ScoreValue currentUtility,
|
||||
const AIStrategy &attackerStrategy,
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
std::chrono::steady_clock::time_point deadline) -> std::future<ScoreValue>;
|
||||
|
||||
[[nodiscard]] static auto BestCommandIndex(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const ShardokEngine &guessedEngine,
|
||||
const AIStrategy &attackerStrategy,
|
||||
ScoreValue currentUtility,
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
std::chrono::steady_clock::time_point deadline) -> std::future<IndexAndScore>;
|
||||
|
||||
[[nodiscard]] static auto CalcOne(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
uint32_t commandIndex,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const std::shared_ptr<RandomGenerator> &randomGenerator,
|
||||
const ShardokEngine &guessedEngine,
|
||||
const AIStrategy &attackerStrategy,
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
std::chrono::steady_clock::time_point deadline) -> ImmediateAndLookaheadScore;
|
||||
|
||||
[[nodiscard]] static auto DefenderScatterStrategyScoreForState(
|
||||
const GameStateW &gameState,
|
||||
int roundsRemaining,
|
||||
const SettingsGetter &settings,
|
||||
const ALCache &alCache,
|
||||
const APDCache &apdCache) -> ScoreValue;
|
||||
|
||||
[[nodiscard]] static auto DefenderHoldCastlesStrategyScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const CoordsSet &castleCoords,
|
||||
int roundsRemaining,
|
||||
const SettingsGetter &settings,
|
||||
const ALCache &alCache,
|
||||
const APDCache &apdCache) -> ScoreValue;
|
||||
|
||||
[[nodiscard]] static auto FleeStrategyScoreForState(const GameStateW &gameState, PlayerId playerId)
|
||||
-> ScoreValue;
|
||||
|
||||
[[nodiscard]] static auto DefenderScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const AIStrategy &defenderStrategy,
|
||||
const CoordsSet &castleCoords,
|
||||
int roundsRemaining,
|
||||
const SettingsGetter &settings,
|
||||
const ALCache &alCache,
|
||||
const APDCache &apdCache) -> ScoreValue;
|
||||
|
||||
[[nodiscard]] static auto AttackerScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const AIStrategy &attackerStrategy,
|
||||
const CoordsSet &castleCoords,
|
||||
int roundsRemaining,
|
||||
const SettingsGetter &settings,
|
||||
const ALCache &alCache,
|
||||
const APDCache &apdCache) -> ScoreValue;
|
||||
|
||||
struct CommandEvaluationResult {
|
||||
ScoreValue immediateScore;
|
||||
future<ScoreValue> lookaheadScore;
|
||||
};
|
||||
|
||||
[[nodiscard]] static auto EvaluateCommand(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
uint32_t commandIndex,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const ShardokEngine &guessedEngine,
|
||||
const AIStrategy &attackerStrategy,
|
||||
ScoreValue currentUtility,
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
std::chrono::steady_clock::time_point deadline) -> CommandEvaluationResult;
|
||||
|
||||
#define LOGGING_ 0
|
||||
#define PERFORMANCE_LOGGING_ 0
|
||||
|
||||
@@ -137,9 +252,54 @@ using Unit = fb::Unit;
|
||||
static const std::vector _averageSequence = {0.5};
|
||||
static const auto _averageGenerator = std::make_shared<SequenceRandomGenerator>(_averageSequence);
|
||||
|
||||
static auto CommandSorter(
|
||||
const AIScoreCalculator::IndexAndScore &l,
|
||||
const AIScoreCalculator::IndexAndScore &r) -> bool {
|
||||
// Thread-local tracking of game states currently being explored in the search tree
|
||||
// This prevents infinite loops and redundant exploration of transpositions
|
||||
thread_local std::unordered_set<uint64_t> t_currentSearchPath;
|
||||
|
||||
// RAII helper to manage search path tracking
|
||||
class SearchPathGuard {
|
||||
uint64_t hash;
|
||||
bool added;
|
||||
|
||||
public:
|
||||
SearchPathGuard(uint64_t h) : hash(h), added(false) {
|
||||
auto [_, inserted] = t_currentSearchPath.insert(hash);
|
||||
added = inserted;
|
||||
}
|
||||
~SearchPathGuard() {
|
||||
if (added) { t_currentSearchPath.erase(hash); }
|
||||
}
|
||||
bool wasAlreadyInPath() const { return !added; }
|
||||
};
|
||||
|
||||
// Statistics for transposition pruning optimization
|
||||
struct PruningStats {
|
||||
std::atomic<uint64_t> duplicatesDetected{0};
|
||||
std::atomic<uint64_t> branchesPruned{0};
|
||||
std::atomic<uint64_t> nodesExplored{0};
|
||||
|
||||
void print() const {
|
||||
uint64_t explored = nodesExplored.load();
|
||||
uint64_t pruned = branchesPruned.load();
|
||||
if (explored > 0) {
|
||||
printf("Transposition Pruning: %llu duplicates detected, %llu branches pruned (%.2f%% "
|
||||
"pruning rate)\n",
|
||||
(unsigned long long)duplicatesDetected.load(),
|
||||
(unsigned long long)pruned,
|
||||
100.0 * pruned / explored);
|
||||
}
|
||||
}
|
||||
|
||||
void reset() {
|
||||
duplicatesDetected = 0;
|
||||
branchesPruned = 0;
|
||||
nodesExplored = 0;
|
||||
}
|
||||
};
|
||||
|
||||
static PruningStats g_pruningStats;
|
||||
|
||||
static auto CommandSorter(const IndexAndScore &l, const IndexAndScore &r) -> bool {
|
||||
if (l.lookaheadScore < r.lookaheadScore) return true;
|
||||
if (l.lookaheadScore > r.lookaheadScore) return false;
|
||||
|
||||
@@ -261,12 +421,13 @@ auto AttackerUnitsScore(
|
||||
const APDCache &apdCache,
|
||||
const MapId &mapId) -> ScoreValue {
|
||||
// Cache frequently accessed FlatBuffer fields to avoid repeated offset calculations
|
||||
const auto *cachedGameState = gameState.Get();
|
||||
const auto *cachedUnits = cachedGameState->units();
|
||||
const auto *cachedHexMap = cachedGameState->hex_map();
|
||||
const auto *gameStateRawPtr = gameState.Get();
|
||||
const auto *cachedUnits = gameStateRawPtr->units();
|
||||
const auto *cachedHexMap = gameStateRawPtr->hex_map();
|
||||
|
||||
const int16_t cachedRowCount = cachedHexMap->row_count();
|
||||
const int16_t cachedColumnCount = cachedHexMap->column_count();
|
||||
const int cachedCurrentRound = cachedGameState->current_round();
|
||||
const int cachedCurrentRound = gameStateRawPtr->current_round();
|
||||
|
||||
bool isLateGame = cachedCurrentRound > 18; // Inline IsLateGame for efficiency
|
||||
|
||||
@@ -289,7 +450,7 @@ auto AttackerUnitsScore(
|
||||
auto occupants = Occupants(*cachedUnits, cachedRowCount, cachedColumnCount);
|
||||
|
||||
for (const Unit *unit : *cachedUnits) {
|
||||
const auto *pi = PlayerInfoForPid(cachedGameState, unit->player_id());
|
||||
const auto *pi = PlayerInfoForPid(gameState, unit->player_id());
|
||||
if (pi == nullptr) continue;
|
||||
|
||||
switch (unit->status()) {
|
||||
@@ -458,9 +619,7 @@ auto AttackerUnitsScore(
|
||||
|
||||
// If the best we can do puts us very close to the enemy, and the unit is almost
|
||||
// destroyed, return a negative value; better to flee
|
||||
if (unit->can_flee() && closestDistanceToEnemy < 5 &&
|
||||
closestDistanceToEnemy != ActionPointDistances::IMPOSSIBLE &&
|
||||
unit->battalion().size() < 10) {
|
||||
if (unit->can_flee() && closestDistanceToEnemy < 5 && unit->battalion().size() < 10) {
|
||||
distanceMultiplier = -1;
|
||||
} else {
|
||||
DIST_T closestDistanceToFriendly = 1;
|
||||
@@ -510,12 +669,13 @@ auto AttackerUnitsScore(
|
||||
return attackerUnitsValue - defenderUnitsValue;
|
||||
}
|
||||
|
||||
auto AIScoreCalculator::FleeStrategyScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const PlayerId playerId) -> ScoreValue {
|
||||
auto FleeStrategyScoreForState(const GameStateW &gameState, const PlayerId playerId) -> ScoreValue {
|
||||
ScoreValue scoreValue = 0.0;
|
||||
|
||||
for (const auto *unit : *gameState->units()) {
|
||||
const auto *gameStatePtr = gameState.Get();
|
||||
const auto *units = gameStatePtr->units();
|
||||
|
||||
for (const auto *unit : *units) {
|
||||
if (unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
|
||||
|
||||
if (unit->player_id() == playerId &&
|
||||
@@ -532,27 +692,31 @@ auto AIScoreCalculator::FleeStrategyScoreForState(
|
||||
return scoreValue;
|
||||
}
|
||||
|
||||
auto AIScoreCalculator::DefenderScatterStrategyScoreForState(
|
||||
auto DefenderScatterStrategyScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const int roundsRemaining,
|
||||
const SettingsGetter &settings,
|
||||
const ALCache &alCache,
|
||||
const APDCache &apdCache) -> ScoreValue {
|
||||
if (gameState->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_VICTORY) {
|
||||
for (const PlayerId winningPid : *gameState->status()->winning_shardok_ids()) {
|
||||
const auto *gameStatePtr = gameState.Get();
|
||||
const auto *status = gameStatePtr->status();
|
||||
|
||||
if (status->state() == net::eagle0::shardok::storage::fb::GameStatus_::State_VICTORY) {
|
||||
const auto *winningIds = status->winning_shardok_ids();
|
||||
const auto *playerInfos = gameStatePtr->player_infos();
|
||||
|
||||
for (const PlayerId winningPid : *winningIds) {
|
||||
if (winningPid < 0) continue;
|
||||
if (gameState->player_infos()->Get(winningPid)->is_defender()) return INT_MAX;
|
||||
if (playerInfos->Get(winningPid)->is_defender()) return INT_MAX;
|
||||
return INT_MIN;
|
||||
}
|
||||
return INT_MAX;
|
||||
}
|
||||
if (gameState->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_DRAW) {
|
||||
return 0;
|
||||
}
|
||||
if (status->state() == net::eagle0::shardok::storage::fb::GameStatus_::State_DRAW) { return 0; }
|
||||
|
||||
const auto mapId = ActionPointDistancesCache::GetMapId(gameState->hex_map());
|
||||
const auto *hexMap = gameStatePtr->hex_map();
|
||||
|
||||
const auto mapId = ActionPointDistancesCache::GetMapId(hexMap);
|
||||
|
||||
const auto unitsTotal = -AttackerUnitsScore(
|
||||
gameState,
|
||||
@@ -568,7 +732,7 @@ auto AIScoreCalculator::DefenderScatterStrategyScoreForState(
|
||||
return unitsTotal;
|
||||
}
|
||||
|
||||
auto AIScoreCalculator::DefenderHoldCastlesStrategyScoreForState(
|
||||
auto DefenderHoldCastlesStrategyScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const CoordsSet &castleCoords,
|
||||
const int roundsRemaining,
|
||||
@@ -608,7 +772,7 @@ auto AIScoreCalculator::DefenderHoldCastlesStrategyScoreForState(
|
||||
return UNITS_BASE_MULTIPLIER * unitsMultiplier * unitsTotal + victoryConditionTotal;
|
||||
}
|
||||
|
||||
auto AIScoreCalculator::DefenderScoreForState(
|
||||
auto DefenderScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const AIStrategy &defenderStrategy,
|
||||
const CoordsSet &castleCoords,
|
||||
@@ -664,7 +828,7 @@ auto AIScoreCalculator::DefenderScoreForState(
|
||||
throw ShardokInternalErrorException("Escaped AIStrategy switch");
|
||||
}
|
||||
|
||||
auto AIScoreCalculator::AttackerScoreForState(
|
||||
auto AttackerScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const AIStrategy &attackerStrategy,
|
||||
const CoordsSet &castleCoords,
|
||||
@@ -792,7 +956,7 @@ void PrintCommand(
|
||||
printf("u%f\n", utility);
|
||||
}
|
||||
|
||||
auto AIScoreCalculator::BasicLookaheadCalculator(
|
||||
auto BasicLookaheadCalculator(
|
||||
const PlayerId pid,
|
||||
const bool isDefender,
|
||||
const int remainingLookahead,
|
||||
@@ -803,12 +967,54 @@ auto AIScoreCalculator::BasicLookaheadCalculator(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache) -> ScoreValue {
|
||||
const ALCache &alCache,
|
||||
std::chrono::steady_clock::time_point deadline) -> std::future<ScoreValue> {
|
||||
g_pruningStats.nodesExplored++;
|
||||
|
||||
// Get hash of current state for duplicate detection
|
||||
uint64_t stateHash = innerEngine->GetCurrentGameState().ComputeFNV1aHash();
|
||||
|
||||
// Check if we're already exploring this state in the current search path
|
||||
SearchPathGuard pathGuard(stateHash);
|
||||
if (pathGuard.wasAlreadyInPath()) {
|
||||
// This state is already being explored higher up in the search tree
|
||||
// Return the current utility to avoid infinite loops and redundant work
|
||||
g_pruningStats.duplicatesDetected++;
|
||||
g_pruningStats.branchesPruned++;
|
||||
|
||||
std::promise<ScoreValue> p;
|
||||
p.set_value(currentUtility); // Return current evaluation
|
||||
return p.get_future();
|
||||
}
|
||||
|
||||
// Check transposition table before expensive computation
|
||||
auto cachedScore =
|
||||
g_transpositionTable.probe(innerEngine->GetCurrentGameState(), remainingLookahead, pid);
|
||||
|
||||
if (cachedScore.has_value()) {
|
||||
// Return cached result immediately
|
||||
std::promise<ScoreValue> p;
|
||||
p.set_value(*cachedScore);
|
||||
return p.get_future();
|
||||
}
|
||||
const auto nextUtility = currentUtility;
|
||||
|
||||
// Check if we've reached the depth limit before making recursive calls
|
||||
if (remainingLookahead <= 0) {
|
||||
// Store the current utility in the transposition table and return it
|
||||
// Note: Store with depth 1 since depth 0 indicates an empty entry in the transposition
|
||||
// table
|
||||
g_transpositionTable.store(innerEngine->GetCurrentGameState(), 1, pid, nextUtility);
|
||||
|
||||
std::promise<ScoreValue> p;
|
||||
p.set_value(nextUtility);
|
||||
return p.get_future();
|
||||
}
|
||||
|
||||
if (const CommandListSPtr nextCommands = innerEngine->GetAvailableCommandsForAIPlayer(pid);
|
||||
nextCommands && !nextCommands->empty()) {
|
||||
const auto [index, type, lookaheadScore, immediateScore] = BestCommandIndex(
|
||||
// Get the future from BestCommandIndex without calling .get()
|
||||
auto bestCommandFuture = BestCommandIndex(
|
||||
pid,
|
||||
isDefender,
|
||||
remainingLookahead - 1,
|
||||
@@ -819,18 +1025,51 @@ auto AIScoreCalculator::BasicLookaheadCalculator(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
alCache,
|
||||
deadline);
|
||||
|
||||
if (auto &nextCommand = innerEngine->GetAvailableCommandsForAIPlayer(pid)->at(index);
|
||||
nextCommand->GetCommandType() != net::eagle0::shardok::common::END_TURN_COMMAND) {
|
||||
return immediateScore;
|
||||
}
|
||||
// Return a future that chains the best command evaluation
|
||||
return std::async(
|
||||
std::launch::deferred,
|
||||
[bestCommandFuture = std::move(bestCommandFuture),
|
||||
innerEngine,
|
||||
pid,
|
||||
nextUtility,
|
||||
remainingLookahead]() mutable -> ScoreValue {
|
||||
const auto [index, type, lookaheadScore, immediateScore] =
|
||||
bestCommandFuture.get();
|
||||
|
||||
ScoreValue resultScore;
|
||||
if (auto &nextCommand =
|
||||
innerEngine->GetAvailableCommandsForAIPlayer(pid)->at(index);
|
||||
nextCommand->GetCommandType() !=
|
||||
net::eagle0::shardok::common::END_TURN_COMMAND) {
|
||||
resultScore = immediateScore;
|
||||
} else {
|
||||
resultScore = nextUtility;
|
||||
}
|
||||
|
||||
// Store in transposition table before returning
|
||||
g_transpositionTable.store(
|
||||
innerEngine->GetCurrentGameState(),
|
||||
remainingLookahead,
|
||||
pid,
|
||||
resultScore);
|
||||
|
||||
return resultScore;
|
||||
});
|
||||
}
|
||||
|
||||
return nextUtility;
|
||||
// No commands available, store and return the current utility as a future
|
||||
g_transpositionTable
|
||||
.store(innerEngine->GetCurrentGameState(), remainingLookahead, pid, nextUtility);
|
||||
|
||||
std::promise<ScoreValue> p;
|
||||
p.set_value(nextUtility);
|
||||
return p.get_future();
|
||||
}
|
||||
|
||||
auto AIScoreCalculator::CalcOne(
|
||||
auto CalcOne(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
uint32_t commandIndex,
|
||||
@@ -842,13 +1081,47 @@ auto AIScoreCalculator::CalcOne(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache) -> ImmediateAndLookaheadScore {
|
||||
const ALCache &alCache,
|
||||
std::chrono::steady_clock::time_point deadline) -> ImmediateAndLookaheadScore {
|
||||
ImmediateAndLookaheadScore returnValue{};
|
||||
|
||||
// Check if we've exceeded the deadline
|
||||
if (std::chrono::steady_clock::now() > deadline) {
|
||||
// Return with a default score and an empty future that resolves immediately
|
||||
std::promise<ScoreValue> p;
|
||||
p.set_value(0.0); // Default timeout score
|
||||
returnValue.immediateScore = 0.0;
|
||||
returnValue.lookaheadScore = p.get_future();
|
||||
return returnValue;
|
||||
}
|
||||
|
||||
auto innerEngine = std::make_shared<ShardokEngine>(guessedEngine, false);
|
||||
innerEngine->PostCommand(pid, commandIndex, randomGenerator);
|
||||
|
||||
auto innerUtility = GuessedStateScore(
|
||||
// Check if this move leads to a state we're already exploring
|
||||
uint64_t newStateHash = innerEngine->GetCurrentGameState().ComputeFNV1aHash();
|
||||
if (t_currentSearchPath.count(newStateHash) > 0) {
|
||||
// This move creates a transposition to a state already in our search path
|
||||
// Return the static evaluation to avoid redundant exploration
|
||||
g_pruningStats.duplicatesDetected++;
|
||||
|
||||
auto staticEval = AIScoreCalculator::GuessedStateScore(
|
||||
isDefender,
|
||||
innerEngine->GetCurrentGameState(),
|
||||
attackerStrategy,
|
||||
allCastleCoords,
|
||||
settingsGetter,
|
||||
apdCache,
|
||||
alCache);
|
||||
|
||||
returnValue.immediateScore = staticEval;
|
||||
std::promise<ScoreValue> p;
|
||||
p.set_value(staticEval);
|
||||
returnValue.lookaheadScore = p.get_future();
|
||||
return returnValue;
|
||||
}
|
||||
|
||||
auto innerUtility = AIScoreCalculator::GuessedStateScore(
|
||||
isDefender,
|
||||
innerEngine->GetCurrentGameState(),
|
||||
attackerStrategy,
|
||||
@@ -874,8 +1147,9 @@ auto AIScoreCalculator::CalcOne(
|
||||
&settingsGetter,
|
||||
&allCastleCoords,
|
||||
&apdCache,
|
||||
&alCache]() -> ScoreValue {
|
||||
return BasicLookaheadCalculator(
|
||||
&alCache,
|
||||
deadline]() -> ScoreValue {
|
||||
auto lookaheadFuture = BasicLookaheadCalculator(
|
||||
pid,
|
||||
isDefender,
|
||||
remainingLookahead,
|
||||
@@ -886,11 +1160,14 @@ auto AIScoreCalculator::CalcOne(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
alCache,
|
||||
deadline);
|
||||
return lookaheadFuture.get();
|
||||
};
|
||||
|
||||
#if MULTITHREAD
|
||||
returnValue.lookaheadScore = std::async(std::launch::async, lookaheadLambda);
|
||||
auto launchPolicy = remainingLookahead == 1 ? std::launch::async : std::launch::deferred;
|
||||
returnValue.lookaheadScore = std::async(launchPolicy, lookaheadLambda);
|
||||
#else
|
||||
std::promise<ScoreValue> p;
|
||||
returnValue.lookaheadScore = p.get_future();
|
||||
@@ -902,7 +1179,7 @@ auto AIScoreCalculator::CalcOne(
|
||||
return returnValue;
|
||||
}
|
||||
|
||||
[[nodiscard]] auto AIScoreCalculator::BestCommandIndex(
|
||||
[[nodiscard]] auto BestCommandIndex(
|
||||
const PlayerId pid,
|
||||
const bool isDefender,
|
||||
const int remainingLookahead,
|
||||
@@ -913,7 +1190,8 @@ auto AIScoreCalculator::CalcOne(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache) -> IndexAndScore {
|
||||
const ALCache &alCache,
|
||||
std::chrono::steady_clock::time_point deadline) -> std::future<IndexAndScore> {
|
||||
const CommandListSPtr guessedDescriptors = guessedEngine.GetAvailableCommandsForAIPlayer(pid);
|
||||
|
||||
// Filter out obviously bad commands to reduce search space
|
||||
@@ -930,12 +1208,14 @@ auto AIScoreCalculator::CalcOne(
|
||||
double minDistToEnemies = std::numeric_limits<double>::max();
|
||||
const auto *units = gameState->units();
|
||||
|
||||
for (int i = 0; i < units->size(); ++i) {
|
||||
if (const auto *playerUnit = units->Get(i); playerUnit->player_id() == pid) {
|
||||
for (size_t i = 0; i < units->size(); ++i) {
|
||||
if (const auto *playerUnit = units->Get(static_cast<unsigned int>(i));
|
||||
playerUnit->player_id() == pid) {
|
||||
const auto &playerCoords = playerUnit->location();
|
||||
|
||||
for (int j = 0; j < units->size(); ++j) {
|
||||
if (const auto *enemyUnit = units->Get(j); enemyUnit->player_id() != pid) {
|
||||
for (size_t j = 0; j < units->size(); ++j) {
|
||||
if (const auto *enemyUnit = units->Get(static_cast<unsigned int>(j));
|
||||
enemyUnit->player_id() != pid) {
|
||||
const auto &enemyCoords = enemyUnit->location();
|
||||
|
||||
// Proper hex distance calculation using cube coordinates
|
||||
@@ -972,24 +1252,29 @@ auto AIScoreCalculator::CalcOne(
|
||||
|
||||
const auto commandCount = filteredIndices.size();
|
||||
|
||||
vector<IndexAndScore> allIndices(commandCount);
|
||||
// Structure to hold all command evaluation data
|
||||
struct CommandEvaluation {
|
||||
size_t index;
|
||||
CommandType type;
|
||||
ScoreValue immediateScore;
|
||||
std::vector<std::future<ScoreValue>> lookaheadFutures;
|
||||
};
|
||||
|
||||
// Primary index is the command index; vector may contain repeated attempts
|
||||
vector<vector<future<ScoreValue>>> scoreFutures(commandCount);
|
||||
std::vector<CommandEvaluation> commandEvaluations(commandCount);
|
||||
|
||||
for (uint32_t index = 0; index < commandCount; index++) {
|
||||
const auto originalIndex = filteredIndices[index];
|
||||
const auto &guessedDescriptor = guessedDescriptors->at(originalIndex);
|
||||
const auto guessedCommandType = guessedDescriptor->GetCommandType();
|
||||
|
||||
allIndices[index].index = originalIndex;
|
||||
allIndices[index].type = guessedCommandType;
|
||||
commandEvaluations[index].index = originalIndex;
|
||||
commandEvaluations[index].type = guessedCommandType;
|
||||
|
||||
if (guessedCommandType == net::eagle0::shardok::common::END_TURN_COMMAND) {
|
||||
std::promise<ScoreValue> p;
|
||||
scoreFutures[index].push_back(p.get_future());
|
||||
commandEvaluations[index].lookaheadFutures.push_back(p.get_future());
|
||||
p.set_value(currentUtility);
|
||||
allIndices[index].immediateScore = currentUtility;
|
||||
commandEvaluations[index].immediateScore = currentUtility;
|
||||
} else if (IsDeterministic(guessedCommandType)) {
|
||||
auto [immediateScore, lookaheadScore] =
|
||||
CalcOne(pid,
|
||||
@@ -1003,10 +1288,11 @@ auto AIScoreCalculator::CalcOne(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
alCache,
|
||||
deadline);
|
||||
|
||||
allIndices[index].immediateScore = immediateScore;
|
||||
scoreFutures[index].push_back(std::move(lookaheadScore));
|
||||
commandEvaluations[index].immediateScore = immediateScore;
|
||||
commandEvaluations[index].lookaheadFutures.push_back(std::move(lookaheadScore));
|
||||
} else if (guessedDescriptor->HasOdds()) {
|
||||
const auto successChancePercentile = guessedDescriptor->GetOddsPercentile();
|
||||
const double successChance = static_cast<double>(successChancePercentile) / 100.0;
|
||||
@@ -1026,7 +1312,8 @@ auto AIScoreCalculator::CalcOne(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
alCache,
|
||||
deadline);
|
||||
|
||||
// second attempt uses the average of (1 - successChance) and 0 as the roll (so 30%
|
||||
// chance -> rolling 15)
|
||||
@@ -1043,14 +1330,15 @@ auto AIScoreCalculator::CalcOne(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
alCache,
|
||||
deadline);
|
||||
|
||||
allIndices[index].immediateScore =
|
||||
commandEvaluations[index].immediateScore =
|
||||
std::lerp(failureImmediateScore, successImmediateScore, successChance);
|
||||
|
||||
auto successSF = successLookaheadScore.share();
|
||||
auto failureSF = failureLookaheadScore.share();
|
||||
scoreFutures[index].push_back(std::async(
|
||||
commandEvaluations[index].lookaheadFutures.push_back(std::async(
|
||||
std::launch::deferred,
|
||||
[successSF, failureSF, successChance]() -> double {
|
||||
return std::lerp(failureSF.get(), successSF.get(), successChance);
|
||||
@@ -1074,26 +1362,47 @@ auto AIScoreCalculator::CalcOne(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
alCache,
|
||||
deadline);
|
||||
|
||||
sum += immediateScore;
|
||||
scoreFutures[index].push_back(std::move(lookaheadScore));
|
||||
commandEvaluations[index].lookaheadFutures.push_back(std::move(lookaheadScore));
|
||||
}
|
||||
allIndices[index].immediateScore = sum / maxRepeatCount;
|
||||
commandEvaluations[index].immediateScore = sum / maxRepeatCount;
|
||||
}
|
||||
}
|
||||
|
||||
for (uint32_t i = 0; i < commandCount; i++) {
|
||||
const auto count = static_cast<ScoreValue>(scoreFutures[i].size());
|
||||
ScoreValue total = 0.0;
|
||||
for (auto &oneFuture : scoreFutures[i]) { total += oneFuture.get(); }
|
||||
allIndices[i].lookaheadScore = total / count;
|
||||
}
|
||||
// Return a future that will wait for all evaluations and find the best one
|
||||
return std::async(
|
||||
std::launch::deferred,
|
||||
[commandEvaluations = std::move(commandEvaluations)]() mutable -> IndexAndScore {
|
||||
std::vector<IndexAndScore> allResults;
|
||||
allResults.reserve(commandEvaluations.size());
|
||||
|
||||
return *std::ranges::max_element(allIndices, CommandSorter);
|
||||
// Wait for all futures and compute final scores
|
||||
for (auto &eval : commandEvaluations) {
|
||||
ScoreValue totalLookaheadScore = 0.0;
|
||||
for (auto &future : eval.lookaheadFutures) {
|
||||
totalLookaheadScore += future.get();
|
||||
}
|
||||
ScoreValue avgLookaheadScore =
|
||||
eval.lookaheadFutures.empty()
|
||||
? eval.immediateScore
|
||||
: totalLookaheadScore / eval.lookaheadFutures.size();
|
||||
|
||||
allResults.push_back(IndexAndScore{
|
||||
.index = eval.index,
|
||||
.type = eval.type,
|
||||
.lookaheadScore = avgLookaheadScore,
|
||||
.immediateScore = eval.immediateScore});
|
||||
}
|
||||
// Find the best command using the existing sorter
|
||||
auto bestIt = std::ranges::max_element(allResults, CommandSorter);
|
||||
return *bestIt;
|
||||
});
|
||||
}
|
||||
|
||||
auto AIScoreCalculator::EvaluateCommand(
|
||||
auto EvaluateCommand(
|
||||
const PlayerId pid,
|
||||
const bool isDefender,
|
||||
const uint32_t commandIndex,
|
||||
@@ -1105,16 +1414,23 @@ auto AIScoreCalculator::EvaluateCommand(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache) -> CommandEvaluationResult {
|
||||
const ALCache &alCache,
|
||||
std::chrono::steady_clock::time_point deadline) -> CommandEvaluationResult {
|
||||
const CommandListSPtr guessedDescriptors = guessedEngine.GetAvailableCommandsForAIPlayer(pid);
|
||||
|
||||
if (commandIndex >= guessedDescriptors->size()) { return {currentUtility, currentUtility}; }
|
||||
if (commandIndex >= guessedDescriptors->size()) {
|
||||
std::promise<ScoreValue> p;
|
||||
p.set_value(currentUtility);
|
||||
return {currentUtility, p.get_future()};
|
||||
}
|
||||
|
||||
const auto &guessedDescriptor = guessedDescriptors->at(commandIndex);
|
||||
|
||||
if (const auto guessedCommandType = guessedDescriptor->GetCommandType();
|
||||
guessedCommandType == net::eagle0::shardok::common::END_TURN_COMMAND) {
|
||||
return {currentUtility, currentUtility};
|
||||
std::promise<ScoreValue> p;
|
||||
p.set_value(currentUtility);
|
||||
return {currentUtility, p.get_future()};
|
||||
} else if (IsDeterministic(guessedCommandType)) {
|
||||
auto [immediateScore, lookaheadScore] =
|
||||
CalcOne(pid,
|
||||
@@ -1128,8 +1444,9 @@ auto AIScoreCalculator::EvaluateCommand(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
return {immediateScore, lookaheadScore.get()};
|
||||
alCache,
|
||||
deadline);
|
||||
return {immediateScore, std::move(lookaheadScore)};
|
||||
} else if (guessedDescriptor->HasOdds()) {
|
||||
const auto successChancePercentile = guessedDescriptor->GetOddsPercentile();
|
||||
const double successChance = static_cast<double>(successChancePercentile) / 100.0;
|
||||
@@ -1147,7 +1464,8 @@ auto AIScoreCalculator::EvaluateCommand(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
alCache,
|
||||
deadline);
|
||||
|
||||
// Failure attempt
|
||||
auto [failureImmediateScore, failureLookaheadScore] = CalcOne(
|
||||
@@ -1162,15 +1480,24 @@ auto AIScoreCalculator::EvaluateCommand(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
alCache,
|
||||
deadline);
|
||||
|
||||
// Return weighted average of success and failure
|
||||
auto successSF = successLookaheadScore.share();
|
||||
auto failureSF = failureLookaheadScore.share();
|
||||
return {std::lerp(failureImmediateScore, successImmediateScore, successChance),
|
||||
std::lerp(failureLookaheadScore.get(), successLookaheadScore.get(), successChance)};
|
||||
std::async(
|
||||
std::launch::deferred,
|
||||
[successSF, failureSF, successChance]() -> double {
|
||||
return std::lerp(failureSF.get(), successSF.get(), successChance);
|
||||
})};
|
||||
} else {
|
||||
// For non-deterministic commands without odds, use multiple attempts
|
||||
ScoreValue totalImmediateScore = 0.0;
|
||||
ScoreValue totalLookaheadScore = 0.0;
|
||||
std::vector<std::future<ScoreValue>> lookaheadFutures;
|
||||
lookaheadFutures.reserve(maxRepeatCount);
|
||||
|
||||
for (int repeatIteration = 0; repeatIteration < maxRepeatCount; repeatIteration++) {
|
||||
auto sequence = std::vector{
|
||||
static_cast<double>(repeatIteration) / static_cast<double>(maxRepeatCount - 1)};
|
||||
@@ -1186,12 +1513,23 @@ auto AIScoreCalculator::EvaluateCommand(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
alCache,
|
||||
deadline);
|
||||
|
||||
totalImmediateScore += immediateScore;
|
||||
totalLookaheadScore += lookaheadScore.get();
|
||||
lookaheadFutures.push_back(std::move(lookaheadScore));
|
||||
}
|
||||
return {totalImmediateScore / maxRepeatCount, totalLookaheadScore / maxRepeatCount};
|
||||
|
||||
// Return a future that computes the average when needed
|
||||
return {totalImmediateScore / maxRepeatCount,
|
||||
std::async(
|
||||
std::launch::deferred,
|
||||
[lookaheadFutures = std::move(lookaheadFutures),
|
||||
maxRepeatCount]() mutable -> double {
|
||||
ScoreValue total = 0.0;
|
||||
for (auto &future : lookaheadFutures) { total += future.get(); }
|
||||
return total / maxRepeatCount;
|
||||
})};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1207,8 +1545,9 @@ auto AIScoreCalculator::EvaluateCommand(
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
const size_t commandIndex) -> ScoreValue {
|
||||
const auto result = EvaluateCommand(
|
||||
const size_t commandIndex,
|
||||
std::chrono::steady_clock::time_point deadline) -> std::future<ScoreValue> {
|
||||
auto result = EvaluateCommand(
|
||||
pid,
|
||||
isDefender,
|
||||
commandIndex,
|
||||
@@ -1220,8 +1559,15 @@ auto AIScoreCalculator::EvaluateCommand(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
return result.lookaheadScore;
|
||||
alCache,
|
||||
deadline);
|
||||
return std::move(result.lookaheadScore);
|
||||
}
|
||||
|
||||
void AIScoreCalculator::resetSearchPath() { t_currentSearchPath.clear(); }
|
||||
|
||||
void AIScoreCalculator::printPruningStats() { g_pruningStats.print(); }
|
||||
|
||||
void AIScoreCalculator::resetPruningStats() { g_pruningStats.reset(); }
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#ifndef EAGLE0_AISCORECALCULATOR_HPP
|
||||
#define EAGLE0_AISCORECALCULATOR_HPP
|
||||
|
||||
#include <chrono>
|
||||
#include <future>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
@@ -30,103 +31,8 @@ using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
|
||||
|
||||
class AIScoreCalculator {
|
||||
public:
|
||||
struct IndexAndScore {
|
||||
size_t index;
|
||||
CommandType type;
|
||||
ScoreValue lookaheadScore;
|
||||
ScoreValue immediateScore;
|
||||
};
|
||||
|
||||
private:
|
||||
[[nodiscard]] static auto DefenderScatterStrategyScoreForState(
|
||||
const GameStateW &gameState,
|
||||
int roundsRemaining,
|
||||
const SettingsGetter &settings,
|
||||
const ALCache &alCache,
|
||||
const APDCache &apdCache) -> ScoreValue;
|
||||
|
||||
[[nodiscard]] static auto DefenderHoldCastlesStrategyScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const CoordsSet &castleCoords,
|
||||
int roundsRemaining,
|
||||
const SettingsGetter &settings,
|
||||
const ALCache &alCache,
|
||||
const APDCache &apdCache) -> ScoreValue;
|
||||
|
||||
[[nodiscard]] static auto FleeStrategyScoreForState(
|
||||
const GameStateW &gameState,
|
||||
PlayerId playerId) -> ScoreValue;
|
||||
|
||||
[[nodiscard]] static auto DefenderScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const AIStrategy &defenderStrategy,
|
||||
const CoordsSet &castleCoords,
|
||||
int roundsRemaining,
|
||||
const SettingsGetter &settings,
|
||||
const ALCache &alCache,
|
||||
const APDCache &apdCache) -> ScoreValue;
|
||||
|
||||
[[nodiscard]] static auto AttackerScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const AIStrategy &attackerStrategy,
|
||||
const CoordsSet &castleCoords,
|
||||
int roundsRemaining,
|
||||
const SettingsGetter &settings,
|
||||
const ALCache &alCache,
|
||||
const APDCache &apdCache) -> ScoreValue;
|
||||
|
||||
struct ImmediateAndLookaheadScore {
|
||||
ScoreValue immediateScore;
|
||||
future<ScoreValue> lookaheadScore;
|
||||
};
|
||||
|
||||
static auto BasicLookaheadCalculator(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const shared_ptr<ShardokEngine> &innerEngine,
|
||||
ScoreValue currentUtility,
|
||||
const AIStrategy &attackerStrategy,
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache) -> ScoreValue;
|
||||
|
||||
static auto CalcOne(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
uint32_t commandIndex,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const std::shared_ptr<RandomGenerator> &randomGenerator,
|
||||
const ShardokEngine &guessedEngine,
|
||||
const AIStrategy &attackerStrategy,
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache) -> ImmediateAndLookaheadScore;
|
||||
|
||||
struct CommandEvaluationResult {
|
||||
ScoreValue immediateScore;
|
||||
ScoreValue lookaheadScore;
|
||||
};
|
||||
|
||||
static auto EvaluateCommand(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
uint32_t commandIndex,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const ShardokEngine &guessedEngine,
|
||||
const AIStrategy &attackerStrategy,
|
||||
ScoreValue currentUtility,
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache) -> CommandEvaluationResult;
|
||||
|
||||
public:
|
||||
// Evaluate the score of a guessed game state based on the current AI strategy. DOES NOT perform
|
||||
// or evaluate any commands.
|
||||
[[nodiscard]] static auto GuessedStateScore(
|
||||
bool isDefender,
|
||||
const GameStateW &state,
|
||||
@@ -136,19 +42,7 @@ public:
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache) -> ScoreValue;
|
||||
|
||||
[[nodiscard]] static auto BestCommandIndex(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const ShardokEngine &guessedEngine,
|
||||
const AIStrategy &attackerStrategy,
|
||||
ScoreValue currentUtility,
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache) -> IndexAndScore;
|
||||
|
||||
// Evaluates the score for a particular command index for the given player, using lookahead.
|
||||
[[nodiscard]] static auto CommandScore(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
@@ -161,7 +55,17 @@ public:
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
size_t commandIndex) -> ScoreValue;
|
||||
size_t commandIndex,
|
||||
std::chrono::steady_clock::time_point deadline) -> std::future<ScoreValue>;
|
||||
|
||||
// Reset search path for a new search (call at start of each AI search)
|
||||
static void resetSearchPath();
|
||||
|
||||
// Print transposition pruning statistics
|
||||
static void printPruningStats();
|
||||
|
||||
// Reset pruning statistics
|
||||
static void resetPruningStats();
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -16,7 +16,7 @@ auto HasAttachedHeroWithProfession(
|
||||
unit->attached_hero().profession_info().profession() == profession;
|
||||
}
|
||||
|
||||
auto CastleClaimCapableAttackerUnitCount(const GameState *gameState) -> int {
|
||||
auto CastleClaimCapableAttackerUnitCount(const GameStateW &gameState) -> int {
|
||||
int count = 0;
|
||||
|
||||
for (const auto *unit : *gameState->units()) {
|
||||
@@ -32,7 +32,7 @@ auto CastleClaimCapableAttackerUnitCount(const GameState *gameState) -> int {
|
||||
return count;
|
||||
}
|
||||
|
||||
auto PlayerInfoForPid(const GameState *gs, const PlayerId pid) -> const PlayerInfo * {
|
||||
auto PlayerInfoForPid(const GameStateW &gs, const PlayerId pid) -> const PlayerInfo * {
|
||||
if (gs->player_infos()) {
|
||||
for (const auto &pi : *gs->player_infos()) {
|
||||
if (pi->player_id() == pid) return pi;
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
|
||||
@@ -25,8 +26,8 @@ auto HasAttachedHeroWithProfession(
|
||||
const Unit *unit,
|
||||
net::eagle0::shardok::storage::fb::Profession profession) -> bool;
|
||||
|
||||
auto CastleClaimCapableAttackerUnitCount(const GameState *gameState) -> int;
|
||||
auto PlayerInfoForPid(const GameState *gs, PlayerId pid) -> const PlayerInfo *;
|
||||
auto CastleClaimCapableAttackerUnitCount(const GameStateW &gameState) -> int;
|
||||
auto PlayerInfoForPid(const GameStateW &, PlayerId pid) -> const PlayerInfo *;
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
|
||||
@@ -32,8 +32,8 @@ auto CalculateTimeBudget(
|
||||
bool isClose = false;
|
||||
const auto *units = state->units();
|
||||
|
||||
for (int i = 0; i < units->size() && !isClose; ++i) {
|
||||
const auto *myUnit = units->Get(i);
|
||||
for (size_t i = 0; i < units->size() && !isClose; ++i) {
|
||||
const auto *myUnit = units->Get(static_cast<unsigned int>(i));
|
||||
if (myUnit->player_id() != playerId) continue;
|
||||
|
||||
const auto &myCoords = myUnit->location();
|
||||
@@ -43,8 +43,8 @@ auto CalculateTimeBudget(
|
||||
const Cube myCube = OffsetToCube(myCoords);
|
||||
|
||||
// Check distance to enemy units
|
||||
for (int j = 0; j < units->size(); ++j) {
|
||||
const auto *enemyUnit = units->Get(j);
|
||||
for (size_t j = 0; j < units->size(); ++j) {
|
||||
const auto *enemyUnit = units->Get(static_cast<unsigned int>(j));
|
||||
if (enemyUnit->player_id() == playerId) continue;
|
||||
|
||||
const auto &enemyCoords = enemyUnit->location();
|
||||
@@ -80,7 +80,7 @@ auto CalculateTimeBudget(
|
||||
const auto remainingBudget = std::chrono::duration_cast<std::chrono::milliseconds>(budget);
|
||||
|
||||
// Get minimum depth requirement
|
||||
const int minDepth = settingsGetter.Backing().min_lookahead_turns();
|
||||
const size_t minDepth = settingsGetter.Backing().min_lookahead_turns();
|
||||
|
||||
return AITimeBudget{
|
||||
.remainingBudget = remainingBudget,
|
||||
|
||||
@@ -31,7 +31,7 @@ public:
|
||||
// Configuration structure for iterative deepening time budget
|
||||
struct AITimeBudget {
|
||||
std::chrono::milliseconds remainingBudget; // Time budget remaining (decremented as used)
|
||||
int minDepthRequired; // Minimum depth from minLookaheadTurns
|
||||
size_t minDepthRequired; // Minimum depth from minLookaheadTurns
|
||||
bool isCloseToEnemy; // Proximity flag for budget selection
|
||||
};
|
||||
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "AIUnitScoreCalculator.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstdlib>
|
||||
|
||||
#include "AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
@@ -98,7 +99,7 @@ auto ContextFreeUnitValue(const Unit *unit) -> ScoreValue {
|
||||
return battalionValue + heroValue;
|
||||
}
|
||||
|
||||
auto archeryValue(const Unit *unit) -> double {
|
||||
auto archeryValue(const Unit * /*unit*/) -> double {
|
||||
// TODO: make this depend on the value of the targets
|
||||
return kArcheryPossibleValue;
|
||||
}
|
||||
@@ -113,7 +114,7 @@ auto reduceValue(const Unit *unit, const Terrain *unitTerrain) -> double {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
auto fearValue(const Unit *unit) -> double {
|
||||
auto fearValue(const Unit * /*unit*/) -> double {
|
||||
// TODO: make this depend on the value of the targets
|
||||
return kFearPossibleValue;
|
||||
}
|
||||
@@ -342,7 +343,8 @@ auto UnitValue(
|
||||
unit->battalion().type() == net::eagle0::shardok::storage::fb::BattalionTypeId_UNDEAD;
|
||||
|
||||
const int coordsIndex = location.row() * map->column_count() + location.column();
|
||||
const auto &terrain = map->terrain()->Get(coordsIndex);
|
||||
const auto *terrain = map->terrain()->Get(coordsIndex);
|
||||
|
||||
double castleMultiplier = 1.0;
|
||||
// Only give a multiplier for being in a castle if the castle is useful, and the unit is not
|
||||
// undead
|
||||
@@ -358,8 +360,8 @@ auto UnitValue(
|
||||
{
|
||||
for (const auto adjacentCoords = HexMapUtils::GetAdjacentCoords(map, location);
|
||||
const auto &c : adjacentCoords) {
|
||||
if (const auto &adjTerrain = GetTerrain(map, c);
|
||||
adjTerrain->modifier().fire().present()) {
|
||||
if (const auto *adjTerrain = GetTerrain(map, c);
|
||||
adjTerrain && adjTerrain->modifier().fire().present()) {
|
||||
onFireMultiplier *= kAdjacentFireMultiplier;
|
||||
}
|
||||
}
|
||||
@@ -414,7 +416,7 @@ auto UnitValue(
|
||||
if (const auto commandingUnitId = unit->commanding_unit_id(); commandingUnitId != -1) {
|
||||
const Unit *commandingUnit = nullptr;
|
||||
for (const Unit *attackerUnit : attackerUnits) {
|
||||
if (attackerUnit->unit_id() == commandingUnitId) {
|
||||
if (attackerUnit && attackerUnit->unit_id() == commandingUnitId) {
|
||||
commandingUnit = attackerUnit;
|
||||
break;
|
||||
}
|
||||
@@ -422,7 +424,7 @@ auto UnitValue(
|
||||
|
||||
if (commandingUnit == nullptr) {
|
||||
for (const Unit *defenderUnit : defenderUnits) {
|
||||
if (defenderUnit->unit_id() == commandingUnitId) {
|
||||
if (defenderUnit && defenderUnit->unit_id() == commandingUnitId) {
|
||||
commandingUnit = defenderUnit;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -4,9 +4,11 @@
|
||||
|
||||
#include "AIVictoryConditionScoreCalculator.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
|
||||
#include "AIAttackLocations.hpp"
|
||||
#include "AIDistanceDebuf.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackGroups.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/victory_condition.hpp"
|
||||
@@ -122,12 +124,12 @@ auto AttackerDebufForDefenderOccupiedCriticalTile(
|
||||
}
|
||||
|
||||
auto DefenderHoldsCriticalTilesVictoryScore(
|
||||
const net::eagle0::shardok::storage::fb::GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileLocations,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const SettingsGetter& settings) -> ScoreValue {
|
||||
const APDCache& /*apdCache*/,
|
||||
const ALCache& /*alCache*/,
|
||||
const SettingsGetter& /*settings*/) -> ScoreValue {
|
||||
ScoreValue total = 0.0;
|
||||
|
||||
const auto rc = gameState->hex_map()->row_count();
|
||||
@@ -152,7 +154,7 @@ auto DefenderHoldsCriticalTilesVictoryScore(
|
||||
}
|
||||
|
||||
auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
const net::eagle0::shardok::storage::fb::GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileLocations,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
@@ -246,12 +248,12 @@ auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
}
|
||||
|
||||
auto LastPlayerStandingVictoryScore(
|
||||
const GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const SettingsGetter& settings) -> ScoreValue {
|
||||
if (!common::Contains(
|
||||
if (!std::ranges::contains(
|
||||
*player->victory_conditions(),
|
||||
net::eagle0::shardok::storage::fb::
|
||||
VictoryCondition_VICTORY_CONDITION_LAST_PLAYER_STANDING)) {
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackGroups.hpp"
|
||||
#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/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
@@ -23,7 +24,7 @@ using std::vector;
|
||||
using ScoreValue = double;
|
||||
|
||||
auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
const net::eagle0::shardok::storage::fb::GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileLocations,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
@@ -31,7 +32,7 @@ auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
const SettingsGetter& settings) -> ScoreValue;
|
||||
|
||||
auto DefenderHoldsCriticalTilesVictoryScore(
|
||||
const net::eagle0::shardok::storage::fb::GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileLocations,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
@@ -39,7 +40,7 @@ auto DefenderHoldsCriticalTilesVictoryScore(
|
||||
const SettingsGetter& settings) -> ScoreValue;
|
||||
|
||||
auto LastPlayerStandingVictoryScore(
|
||||
const GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
namespace shardok {
|
||||
|
||||
auto UnitIdsRequiringWaterCrossing(
|
||||
const GameState *gameState,
|
||||
const GameStateW &gameState,
|
||||
const PlayerId pid,
|
||||
const CoordsSet &destinations,
|
||||
const APDCache &apdCache,
|
||||
@@ -74,9 +74,9 @@ auto UnitIdsRequiringWaterCrossing(
|
||||
}
|
||||
|
||||
auto UnitIdsToCreateWaterCrossing(
|
||||
const GameState *gameState,
|
||||
const GameStateW &gameState,
|
||||
const PlayerId pid,
|
||||
const APDCache &apdCache,
|
||||
const APDCache & /*apdCache*/,
|
||||
const SettingsGetter &settings) -> vector<UnitId> {
|
||||
vector<UnitId> unitIds{};
|
||||
|
||||
@@ -196,7 +196,7 @@ auto WaterCrossingTiles(
|
||||
|
||||
// Returns the set of tiles that the attacker should try to approach in order to bridge/freeze
|
||||
auto IntendedCrossingStarts(
|
||||
const GameState *gameState,
|
||||
const GameStateW &gameState,
|
||||
const vector<UnitId> &unitIdsCreatingCrossing,
|
||||
const CoordsSet &tilesToStartCrossingFrom,
|
||||
const MapId &mapId,
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#ifndef EAGLE0_AIWATERCROSSINGCALCULATOR_HPP
|
||||
#define EAGLE0_AIWATERCROSSINGCALCULATOR_HPP
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
@@ -29,7 +30,7 @@ static inline void AssertValid(const Coords& c, const HexMap* hexMap) {
|
||||
|
||||
// Units that need a water crossing to reach at least one of the destinations
|
||||
auto UnitIdsRequiringWaterCrossing(
|
||||
const GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
PlayerId pid,
|
||||
const CoordsSet& destinations,
|
||||
const APDCache& apdCache,
|
||||
@@ -37,7 +38,7 @@ auto UnitIdsRequiringWaterCrossing(
|
||||
|
||||
// Units belonging to the player that are capable of creating water crossings
|
||||
auto UnitIdsToCreateWaterCrossing(
|
||||
const GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
PlayerId pid,
|
||||
const APDCache& apdCache,
|
||||
const SettingsGetter& settings) -> vector<UnitId>;
|
||||
@@ -67,7 +68,7 @@ auto WaterCrossingTiles(
|
||||
|
||||
// Returns the set of tiles that the attacker should try to approach in order to bridge/freeze
|
||||
auto IntendedCrossingStarts(
|
||||
const GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
const vector<UnitId>& unitIdsCreatingCrossing,
|
||||
const CoordsSet& tilesToStartCrossingFrom,
|
||||
const MapId& mapId,
|
||||
|
||||
@@ -4,8 +4,10 @@
|
||||
|
||||
#include "AIWaterCrossingCommandChooser.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
|
||||
#include "AIMinimumDistanceAndTarget.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCalculator.hpp"
|
||||
|
||||
namespace shardok {
|
||||
@@ -17,10 +19,10 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
|
||||
|
||||
[[nodiscard]] auto AIWaterCrossingCommandChooser::WaterCrossingScore(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const GameState *gameState,
|
||||
const GameStateW &gameState,
|
||||
const CoordsSet &castleCoords,
|
||||
const CoordsSet &startCrossingFrom) const -> ScoreValue {
|
||||
int castleClaimCount = 0;
|
||||
uint32_t castleClaimCount = 0;
|
||||
for (const auto *unit : *gameState->units()) {
|
||||
if (unit->player_id() != playerId) continue;
|
||||
const auto status = unit->status();
|
||||
@@ -83,7 +85,7 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
|
||||
// a large penalty
|
||||
for (const UnitId uid : unitIdsRequiringCrossing) {
|
||||
// If this unit ID can also create a crossing, we already handled it
|
||||
if (common::Contains(unitIdsCreatingCrossing, uid)) continue;
|
||||
if (std::ranges::contains(unitIdsCreatingCrossing, uid)) continue;
|
||||
|
||||
const Unit *unit = gameState->units()->Get(uid);
|
||||
const auto &battalionType = settingsGetter.GetBattalionType(unit->battalion().type());
|
||||
@@ -119,11 +121,11 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
|
||||
|
||||
auto AIWaterCrossingCommandChooser::StartCrossingFrom(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const GameState *gameState,
|
||||
const GameStateW &gameState,
|
||||
const CoordsSet &castleCoords) const -> CoordsSet {
|
||||
CoordsSet startCrossingFrom(gameState->hex_map());
|
||||
|
||||
int castleClaimCount = 0;
|
||||
uint32_t castleClaimCount = 0;
|
||||
for (const auto *unit : *gameState->units()) {
|
||||
if (unit->player_id() != playerId) continue;
|
||||
const auto status = unit->status();
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
@@ -34,12 +35,12 @@ public:
|
||||
|
||||
auto StartCrossingFrom(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const GameState *gameState,
|
||||
const GameStateW &gameState,
|
||||
const CoordsSet &castleCoords) const -> CoordsSet;
|
||||
|
||||
[[nodiscard]] auto WaterCrossingScore(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const GameState *gameState,
|
||||
const GameStateW &gameState,
|
||||
const CoordsSet &castleCoords,
|
||||
const CoordsSet &startCrossingFrom) const -> ScoreValue;
|
||||
};
|
||||
|
||||
@@ -11,6 +11,7 @@ cc_library(
|
||||
],
|
||||
deps = [
|
||||
":ai_attack_locations",
|
||||
":ai_flee_decision_calculator",
|
||||
":ai_score_utilities",
|
||||
":ai_strategy",
|
||||
":ai_water_crossing_command_chooser",
|
||||
@@ -70,6 +71,7 @@ cc_library(
|
||||
":ai_score_utilities",
|
||||
":ai_strategy",
|
||||
":ai_water_crossing_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/map:coords_set",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
|
||||
@@ -120,12 +122,32 @@ cc_library(
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_flee_decision_calculator",
|
||||
srcs = ["AIFleeDecisionCalculator.cpp"],
|
||||
hdrs = ["AIFleeDecisionCalculator.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
":ai_score_utilities",
|
||||
":ai_unit_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
|
||||
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_command_filter",
|
||||
srcs = ["AICommandFilter.cpp"],
|
||||
@@ -146,6 +168,20 @@ cc_library(
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "transposition_table",
|
||||
srcs = ["TranspositionTable.cpp"],
|
||||
hdrs = ["TranspositionTable.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_score_calculator",
|
||||
srcs = ["AIScoreCalculator.cpp"],
|
||||
@@ -160,6 +196,7 @@ cc_library(
|
||||
":ai_command_filter",
|
||||
":ai_unit_score_calculator",
|
||||
":ai_victory_condition_score_calculator",
|
||||
":transposition_table",
|
||||
"//src/main/cpp/net/eagle0/common:sequence_random_generator",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/view_filters:game_state_guesser",
|
||||
@@ -210,6 +247,7 @@ cc_library(
|
||||
":ai_attack_locations",
|
||||
":ai_distance_debuf",
|
||||
":ai_score_utilities",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
|
||||
@@ -227,6 +265,7 @@ cc_library(
|
||||
],
|
||||
deps = [
|
||||
":ai_minimum_distance_and_target",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:hex_map_helpers",
|
||||
@@ -291,24 +330,6 @@ cc_library(
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_flee_decision_calculator",
|
||||
srcs = ["AIFleeDecisionCalculator.cpp"],
|
||||
hdrs = ["AIFleeDecisionCalculator.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
":ai_score_utilities",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
|
||||
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "shardok_ai_client",
|
||||
srcs = ["ShardokAIClient.cpp"],
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
#include "AIAttackerStrategySelector.hpp"
|
||||
#include "AIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/TimeUtils.hpp"
|
||||
#include "TranspositionTable.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
|
||||
namespace shardok {
|
||||
@@ -43,6 +43,11 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
const auto initialBudgetMs = initialBudget.remainingBudget;
|
||||
SearchResult result;
|
||||
|
||||
// Increment TT age for replacement strategy (new search)
|
||||
g_transpositionTable.incrementAge();
|
||||
|
||||
// DEBUG: Clear TT to see if that's causing the suspicious depth reaching
|
||||
// g_transpositionTable.clear(); // Uncomment to test without cross-search caching
|
||||
if (commands.empty()) {
|
||||
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
|
||||
printf("ID AI: Commands are empty, returning early\n");
|
||||
@@ -51,11 +56,12 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
return result;
|
||||
}
|
||||
|
||||
// Check if we're in SET_UP phase
|
||||
// Check if we're in SET_UP phase and enforce maximum depth limit
|
||||
bool isSetupPhase =
|
||||
(state->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP);
|
||||
int maxDepth = isSetupPhase ? 2 : std::numeric_limits<int>::max();
|
||||
// Limit depth to prevent thread pool exhaustion and keep search reasonable
|
||||
size_t maxDepth = isSetupPhase ? 2 : 8;
|
||||
|
||||
// Calculate current utility and create engine once for all command evaluations
|
||||
const auto& settingsGetter = settings->GetGetter();
|
||||
@@ -76,10 +82,10 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
highestDepthCompleted.clear();
|
||||
highestDepthCompleted.resize(commands.size(), 0);
|
||||
|
||||
int currentDepth = 1;
|
||||
size_t currentDepth = 1;
|
||||
size_t previousBestCommand = 0; // Track best command from previous depth
|
||||
size_t evaluatedCountAtHighestDepth = 0;
|
||||
EvaluationCompletionReason completionReason = EvaluationCompletionReason::RAN_OUT_OF_TIME;
|
||||
auto completionReason = EvaluationCompletionReason::RAN_OUT_OF_TIME;
|
||||
|
||||
// Main iterative deepening loop
|
||||
while ((currentDepth == 1 || !IsTimeExpired(timeBudget)) && currentDepth <= maxDepth) {
|
||||
@@ -89,27 +95,37 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
scoresByDepth,
|
||||
highestDepthCompleted);
|
||||
|
||||
int evaluatedCount = 0;
|
||||
size_t evaluatedCount = 0;
|
||||
bool allEvaluated = true;
|
||||
bool allEndTurnCommands = true; // Track if all commands are END_TURN
|
||||
|
||||
// Try to evaluate all commands at this depth, within budget constraints
|
||||
// Start all command evaluations for this depth
|
||||
std::vector<std::pair<size_t, std::future<SearchResult>>> futures;
|
||||
futures.reserve(sortedIndices.size());
|
||||
|
||||
for (size_t cmdIndex : sortedIndices) {
|
||||
if (currentDepth > 1 && IsTimeExpired(timeBudget)) {
|
||||
allEvaluated = false;
|
||||
break;
|
||||
}
|
||||
|
||||
auto cmdResult = SearchCommandAtDepthWithEngine(
|
||||
auto future = SearchCommandAtDepthWithEngine(
|
||||
guessedEngine,
|
||||
settingsGetter,
|
||||
maxRepeatCount,
|
||||
commands,
|
||||
cmdIndex,
|
||||
currentDepth,
|
||||
currentDepth, // Pass current iteration depth as desired search depth
|
||||
currentUtility,
|
||||
timeBudget);
|
||||
|
||||
futures.emplace_back(cmdIndex, std::move(future));
|
||||
}
|
||||
|
||||
// Now wait for all futures and collect results
|
||||
for (auto& [cmdIndex, future] : futures) {
|
||||
auto cmdResult = future.get();
|
||||
|
||||
// Ensure scoresByDepth[cmdIndex] has enough space
|
||||
if (scoresByDepth[cmdIndex].size() <= currentDepth) {
|
||||
scoresByDepth[cmdIndex].resize(currentDepth + 1);
|
||||
@@ -142,13 +158,13 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
// Log if best command changed from previous depth
|
||||
if (currentDepth > 1 && currentBestCommand != previousBestCommand) {
|
||||
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
|
||||
printf("ID AI: Best command changed at depth %d:\n", currentDepth);
|
||||
printf(" Depth %d best: command %zu (score %.2f) - %s\n",
|
||||
printf("ID AI: Best command changed at depth %lu:\n", currentDepth);
|
||||
printf(" Depth %lu best: command %zu (score %.2f) - %s\n",
|
||||
currentDepth - 1,
|
||||
previousBestCommand,
|
||||
scoresByDepth[previousBestCommand][currentDepth - 1],
|
||||
commands[previousBestCommand].DebugString().c_str());
|
||||
printf(" Depth %d best: command %zu (score %.2f) - %s\n",
|
||||
printf(" Depth %lu best: command %zu (score %.2f) - %s\n",
|
||||
currentDepth,
|
||||
currentBestCommand,
|
||||
currentBestScore,
|
||||
@@ -175,12 +191,12 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
// This indicates we've hit END_TURN in the lookahead
|
||||
if (currentDepth > 1 && evaluatedCount > 0) {
|
||||
bool scoresUnchanged = true;
|
||||
int unchangedCount = 0;
|
||||
size_t unchangedCount = 0;
|
||||
|
||||
for (size_t i = 0; i < sortedIndices.size() && i < evaluatedCount; ++i) {
|
||||
size_t cmdIndex = sortedIndices[i];
|
||||
// This command was evaluated at both current and previous depth
|
||||
if (scoresByDepth[cmdIndex].size() > currentDepth &&
|
||||
if (size_t cmdIndex = sortedIndices[i];
|
||||
scoresByDepth[cmdIndex].size() > currentDepth &&
|
||||
scoresByDepth[cmdIndex].size() > currentDepth - 1) {
|
||||
// Check if score changed between depth N-1 and depth N
|
||||
if (std::abs(
|
||||
@@ -204,10 +220,11 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
// Check if we've used more than 50% of total budget
|
||||
auto totalElapsed = std::chrono::steady_clock::now() - startTime;
|
||||
auto totalElapsedMs = std::chrono::duration_cast<std::chrono::milliseconds>(totalElapsed);
|
||||
double budgetUsedPercent = (double)totalElapsedMs.count() / initialBudgetMs.count();
|
||||
double budgetUsedPercent = static_cast<double>(totalElapsedMs.count()) /
|
||||
static_cast<double>(initialBudgetMs.count());
|
||||
|
||||
if (budgetUsedPercent > 0.5) {
|
||||
printf("ID AI: Stopping after depth %d - used %.1f%% of time budget\n",
|
||||
printf("ID AI: Stopping after depth %lu - used %.1f%% of time budget\n",
|
||||
currentDepth,
|
||||
budgetUsedPercent * 100);
|
||||
completionReason = EvaluationCompletionReason::NOT_ENOUGH_TIME_TO_CONTINUE;
|
||||
@@ -242,6 +259,8 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
result.availableCommandCount);
|
||||
}
|
||||
|
||||
// Print TranspositionTable statistics
|
||||
g_transpositionTable.printStats();
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -255,12 +274,12 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
|
||||
const int maxRepeatCount,
|
||||
const std::vector<CommandProto>& commands,
|
||||
const size_t commandIndex,
|
||||
const int depth,
|
||||
const int desiredDepth,
|
||||
const ScoreValue currentUtility,
|
||||
AITimeBudget& timeBudget) const -> SearchResult {
|
||||
AITimeBudget& timeBudget) const -> std::future<SearchResult> {
|
||||
SearchResult result;
|
||||
result.bestCommandIndex = commandIndex;
|
||||
result.depthAchieved = depth;
|
||||
result.depthAchieved = desiredDepth;
|
||||
result.searchCompleted = true;
|
||||
result.minimumDepthCompleted = true;
|
||||
result.availableCommandCount = commands.size();
|
||||
@@ -268,7 +287,9 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
|
||||
|
||||
if (commandIndex >= commands.size()) {
|
||||
result.bestScore = 0.0;
|
||||
return result;
|
||||
std::promise<SearchResult> p;
|
||||
p.set_value(result);
|
||||
return p.get_future();
|
||||
}
|
||||
|
||||
try {
|
||||
@@ -276,11 +297,18 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
|
||||
AIEvaluationCounter counter;
|
||||
const auto startTime = std::chrono::steady_clock::now();
|
||||
|
||||
// Use CommandScore to evaluate the specific command at the given depth
|
||||
const auto commandScore = AIScoreCalculator::CommandScore(
|
||||
// Calculate deadline from remaining time budget
|
||||
const auto deadline = startTime + timeBudget.remainingBudget;
|
||||
|
||||
// Get the future from CommandScore - don't wait yet
|
||||
// Note: CommandScore expects remainingLookahead, not desiredDepth
|
||||
// desiredDepth 1 = evaluate immediate (remainingLookahead 0)
|
||||
// desiredDepth 2 = look 1 move ahead (remainingLookahead 1)
|
||||
// desiredDepth N = look N-1 moves ahead (remainingLookahead N-1)
|
||||
auto commandScoreFuture = AIScoreCalculator::CommandScore(
|
||||
playerId,
|
||||
isDefender,
|
||||
depth,
|
||||
desiredDepth - 1, // Convert desiredDepth to remainingLookahead
|
||||
maxRepeatCount,
|
||||
guessedEngine,
|
||||
strategy,
|
||||
@@ -289,11 +317,15 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
|
||||
castleCoords,
|
||||
apdCache,
|
||||
alCache,
|
||||
commandIndex);
|
||||
commandIndex,
|
||||
deadline);
|
||||
|
||||
// Calculate time and adjust budget before waiting
|
||||
// This is needed because we need to update timeBudget synchronously
|
||||
const auto commandScore = commandScoreFuture.get();
|
||||
|
||||
// Calculate time used and adjust based on concurrent evaluations
|
||||
const auto elapsed = std::chrono::steady_clock::now() - startTime;
|
||||
const int concurrentCount = counter.GetCurrentCount();
|
||||
const int concurrentCount = AIEvaluationCounter::GetCurrentCount();
|
||||
const auto adjustedElapsed = elapsed / std::max(1, concurrentCount);
|
||||
const auto adjustedElapsedMs =
|
||||
std::chrono::duration_cast<std::chrono::milliseconds>(adjustedElapsed);
|
||||
@@ -310,13 +342,15 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
|
||||
result.bestScore = 0.0;
|
||||
}
|
||||
|
||||
return result;
|
||||
std::promise<SearchResult> p;
|
||||
p.set_value(result);
|
||||
return p.get_future();
|
||||
}
|
||||
|
||||
auto IterativeDeepeningAI::GetCommandsSortedByPreviousDepth(
|
||||
int currentDepth,
|
||||
const size_t currentDepth,
|
||||
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
|
||||
const std::vector<int>& highestDepthCompleted) const -> std::vector<size_t> {
|
||||
const std::vector<size_t>& highestDepthCompleted) -> std::vector<size_t> {
|
||||
std::vector<size_t> indices(scoresByDepth.size());
|
||||
std::iota(indices.begin(), indices.end(), 0);
|
||||
|
||||
@@ -326,11 +360,21 @@ auto IterativeDeepeningAI::GetCommandsSortedByPreviousDepth(
|
||||
}
|
||||
|
||||
// Sort by score at previous depth
|
||||
int prevDepth = currentDepth - 1;
|
||||
std::sort(indices.begin(), indices.end(), [&](size_t a, size_t b) {
|
||||
// Only consider commands that were evaluated at previous depth
|
||||
const size_t prevDepth = currentDepth - 1;
|
||||
std::ranges::sort(indices, [&](const size_t a, const size_t b) {
|
||||
// Bounds check - if indices are out of range, or inner vectors are too small, treat as not
|
||||
// evaluated
|
||||
if (a >= scoresByDepth.size() || b >= scoresByDepth.size() ||
|
||||
a >= highestDepthCompleted.size() || b >= highestDepthCompleted.size()) {
|
||||
return a < b; // Maintain stable order for out-of-bounds indices
|
||||
}
|
||||
|
||||
// Check if the scores for previous depth exist
|
||||
if (highestDepthCompleted[a] >= prevDepth && highestDepthCompleted[b] >= prevDepth) {
|
||||
return scoresByDepth[a][prevDepth] > scoresByDepth[b][prevDepth];
|
||||
// Additional safety check for inner vector size
|
||||
if (scoresByDepth[a].size() > prevDepth && scoresByDepth[b].size() > prevDepth) {
|
||||
return scoresByDepth[a][prevDepth] > scoresByDepth[b][prevDepth];
|
||||
}
|
||||
}
|
||||
// Commands not evaluated at prev depth go to the end
|
||||
return highestDepthCompleted[a] >= prevDepth;
|
||||
@@ -341,7 +385,7 @@ auto IterativeDeepeningAI::GetCommandsSortedByPreviousDepth(
|
||||
|
||||
auto IterativeDeepeningAI::SelectBestResult(
|
||||
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
|
||||
const std::vector<int>& highestDepthCompleted) const -> SearchResult {
|
||||
const std::vector<size_t>& highestDepthCompleted) -> SearchResult {
|
||||
SearchResult result;
|
||||
result.bestScore = -std::numeric_limits<ScoreValue>::infinity();
|
||||
result.searchCompleted = false;
|
||||
@@ -349,9 +393,8 @@ auto IterativeDeepeningAI::SelectBestResult(
|
||||
// Find the command with best score at its highest evaluated depth
|
||||
for (size_t i = 0; i < scoresByDepth.size(); ++i) {
|
||||
if (highestDepthCompleted[i] > 0) {
|
||||
int depth = highestDepthCompleted[i];
|
||||
ScoreValue score = scoresByDepth[i][depth];
|
||||
if (score > result.bestScore) {
|
||||
const size_t depth = highestDepthCompleted[i];
|
||||
if (ScoreValue score = scoresByDepth[i][depth]; score > result.bestScore) {
|
||||
result.bestScore = score;
|
||||
result.bestCommandIndex = i;
|
||||
result.depthAchieved = depth;
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#define EAGLE0_ITERATIVEDEEPENINGAI_HPP
|
||||
|
||||
#include <chrono>
|
||||
#include <future>
|
||||
#include <vector>
|
||||
|
||||
#include "AIStrategy.hpp"
|
||||
@@ -35,7 +36,7 @@ public:
|
||||
struct SearchResult {
|
||||
size_t bestCommandIndex;
|
||||
ScoreValue bestScore;
|
||||
int depthAchieved;
|
||||
size_t depthAchieved;
|
||||
std::chrono::milliseconds timeUsed;
|
||||
bool minimumDepthCompleted;
|
||||
bool searchCompleted;
|
||||
@@ -67,7 +68,7 @@ public:
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const std::vector<CommandProto>& commands,
|
||||
const AITimeBudget& timeBudget) const;
|
||||
const AITimeBudget& initialBudget) const;
|
||||
|
||||
private:
|
||||
PlayerId playerId;
|
||||
@@ -79,29 +80,29 @@ private:
|
||||
|
||||
// Reusable vectors to reduce memory allocations
|
||||
mutable std::vector<std::vector<ScoreValue>> scoresByDepth;
|
||||
mutable std::vector<int> highestDepthCompleted;
|
||||
mutable std::vector<size_t> highestDepthCompleted;
|
||||
mutable std::vector<size_t> reusableSortedIndices;
|
||||
|
||||
[[nodiscard]] static bool IsTimeExpired(const AITimeBudget& budget);
|
||||
|
||||
[[nodiscard]] SearchResult SearchCommandAtDepthWithEngine(
|
||||
[[nodiscard]] std::future<SearchResult> SearchCommandAtDepthWithEngine(
|
||||
const ShardokEngine& guessedEngine,
|
||||
const GameSettings::Getter& settingsGetter,
|
||||
int maxRepeatCount,
|
||||
const std::vector<CommandProto>& commands,
|
||||
size_t commandIndex,
|
||||
int depth,
|
||||
int desiredDepth,
|
||||
ScoreValue currentUtility,
|
||||
AITimeBudget& timeBudget) const;
|
||||
|
||||
[[nodiscard]] std::vector<size_t> GetCommandsSortedByPreviousDepth(
|
||||
int currentDepth,
|
||||
[[nodiscard]] static std::vector<size_t> GetCommandsSortedByPreviousDepth(
|
||||
size_t currentDepth,
|
||||
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
|
||||
const std::vector<int>& highestDepthCompleted) const;
|
||||
const std::vector<size_t>& highestDepthCompleted);
|
||||
|
||||
[[nodiscard]] SearchResult SelectBestResult(
|
||||
[[nodiscard]] static SearchResult SelectBestResult(
|
||||
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
|
||||
const std::vector<int>& highestDepthCompleted) const;
|
||||
const std::vector<size_t>& highestDepthCompleted);
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -30,7 +30,7 @@ using net::eagle0::shardok::api::GameStateView;
|
||||
|
||||
static constexpr bool kPerformanceLogging = true;
|
||||
|
||||
void ApplyUpdate(GameStateView ¤tView, const ActionResultView &update) {}
|
||||
void ApplyUpdate(GameStateView & /*currentView*/, const ActionResultView & /*update*/) {}
|
||||
|
||||
auto RoundsRemaining(const GameSettingsSPtr &settings, const GameStateView &gsv) -> int {
|
||||
const int maxRounds = settings->GetGetter().Backing().max_rounds();
|
||||
@@ -100,7 +100,7 @@ auto ShardokAIClient::StandardChooseCommandIndex(
|
||||
const auto commandCount = guessedCommands.size();
|
||||
|
||||
assert(commandCount == realAvailableCommands.size());
|
||||
for (int i = 0; i < commandCount; i++) {
|
||||
for (size_t i = 0; i < commandCount; i++) {
|
||||
CheckCommand(realAvailableCommands[i], guessedCommands[i]);
|
||||
}
|
||||
|
||||
@@ -192,7 +192,7 @@ auto ShardokAIClient::FinalRoundAttackerChooseCommandIndex(
|
||||
// Use the flee decision calculator
|
||||
const auto fleeDecision = AIFleeDecisionCalculator::EvaluateFleeVsFight(
|
||||
playerId,
|
||||
settings,
|
||||
settings->GetGetter(),
|
||||
guessedState,
|
||||
realAvailableCommands,
|
||||
fleeCommand,
|
||||
|
||||
@@ -0,0 +1,113 @@
|
||||
//
|
||||
// TranspositionTable.cpp - Implementation of game state evaluation cache
|
||||
//
|
||||
|
||||
#include "TranspositionTable.hpp"
|
||||
|
||||
#include <cstdio>
|
||||
#include <cstring>
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Global instance
|
||||
TranspositionTable g_transpositionTable;
|
||||
|
||||
TranspositionTable::TranspositionTable() : table(TABLE_SIZE) {
|
||||
// Initialize all entries to zero
|
||||
clear();
|
||||
}
|
||||
|
||||
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
|
||||
return state.ComputeFNV1aHash();
|
||||
}
|
||||
|
||||
std::optional<ScoreValue>
|
||||
TranspositionTable::probe(const GameStateW& state, int depth, PlayerId player) {
|
||||
stats.probes++;
|
||||
|
||||
uint64_t hash = hashGameState(state);
|
||||
size_t index = hash & INDEX_MASK;
|
||||
|
||||
const auto& entry = table[index];
|
||||
|
||||
// Check if this entry matches our position using FULL hash
|
||||
uint64_t stored_hash = entry.hash_full.load(std::memory_order_relaxed);
|
||||
uint8_t stored_depth = entry.depth.load(std::memory_order_relaxed);
|
||||
uint8_t stored_player = entry.player_id.load(std::memory_order_relaxed);
|
||||
|
||||
if (stored_hash == hash && stored_depth >= depth && stored_player == player) {
|
||||
stats.hits++;
|
||||
float score = entry.score.load(std::memory_order_relaxed);
|
||||
return static_cast<ScoreValue>(score);
|
||||
}
|
||||
|
||||
// Track collisions (different position mapped to same index)
|
||||
// Note: We use depth==0 to indicate empty entries, not hash==0
|
||||
if (stored_depth != 0 && stored_hash != hash) { stats.collisions++; }
|
||||
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
void TranspositionTable::store(
|
||||
const GameStateW& state,
|
||||
int depth,
|
||||
PlayerId player,
|
||||
ScoreValue score) {
|
||||
stats.stores++;
|
||||
|
||||
uint64_t hash = hashGameState(state);
|
||||
size_t index = hash & INDEX_MASK;
|
||||
|
||||
auto& entry = table[index];
|
||||
|
||||
// Simple replacement strategy: always replace if:
|
||||
// 1. Entry is from an older search (different age)
|
||||
// 2. New search is deeper
|
||||
// 3. Entry is empty (depth == 0)
|
||||
|
||||
uint16_t stored_age = entry.age.load(std::memory_order_relaxed);
|
||||
uint8_t stored_depth = entry.depth.load(std::memory_order_relaxed);
|
||||
|
||||
bool should_replace = (stored_depth == 0) || // Empty entry (depth 0 means unused)
|
||||
(stored_age != current_age) || // Old entry
|
||||
(depth >= stored_depth); // Deeper or equal search
|
||||
|
||||
if (should_replace) {
|
||||
// Store all fields with relaxed ordering (TT races are benign)
|
||||
entry.hash_full.store(hash, std::memory_order_relaxed);
|
||||
entry.score.store(static_cast<float>(score), std::memory_order_relaxed);
|
||||
entry.depth.store(static_cast<uint8_t>(depth), std::memory_order_relaxed);
|
||||
entry.player_id.store(static_cast<uint8_t>(player), std::memory_order_relaxed);
|
||||
entry.age.store(current_age, std::memory_order_relaxed);
|
||||
}
|
||||
}
|
||||
|
||||
void TranspositionTable::clear() {
|
||||
// Reset all entries
|
||||
for (auto& entry : table) {
|
||||
entry.hash_full.store(0, std::memory_order_relaxed);
|
||||
entry.score.store(0.0f, std::memory_order_relaxed);
|
||||
entry.depth.store(0, std::memory_order_relaxed);
|
||||
entry.player_id.store(0, std::memory_order_relaxed);
|
||||
entry.age.store(0, std::memory_order_relaxed);
|
||||
}
|
||||
|
||||
stats.reset();
|
||||
current_age = 0;
|
||||
}
|
||||
|
||||
void TranspositionTable::printStats() const {
|
||||
printf("TranspositionTable Stats:\n");
|
||||
printf(" Probes: %llu\n", stats.probes.load());
|
||||
printf(" Hits: %llu (%.1f%%)\n", stats.hits.load(), stats.hitRate());
|
||||
printf(" Stores: %llu\n", stats.stores.load());
|
||||
printf(" Collisions: %llu\n", stats.collisions.load());
|
||||
printf(" Table size: %zu entries (%.1f MB)\n",
|
||||
TABLE_SIZE,
|
||||
(TABLE_SIZE * sizeof(TTEntry)) / (1024.0 * 1024.0));
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
@@ -0,0 +1,91 @@
|
||||
//
|
||||
// TranspositionTable.hpp - Cache for game state evaluations to avoid redundant calculations
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_TRANSPOSITIONTABLE_HPP
|
||||
#define EAGLE0_TRANSPOSITIONTABLE_HPP
|
||||
|
||||
#include <atomic>
|
||||
#include <cstdint>
|
||||
#include <optional>
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using ScoreValue = double;
|
||||
// PlayerId already defined in ShardokCTypes.h
|
||||
|
||||
class TranspositionTable {
|
||||
public:
|
||||
// Statistics for monitoring effectiveness
|
||||
struct Stats {
|
||||
std::atomic<uint64_t> probes{0};
|
||||
std::atomic<uint64_t> hits{0};
|
||||
std::atomic<uint64_t> stores{0};
|
||||
std::atomic<uint64_t> collisions{0};
|
||||
|
||||
double hitRate() const {
|
||||
uint64_t p = probes.load();
|
||||
return p > 0 ? (100.0 * hits.load() / p) : 0.0;
|
||||
}
|
||||
|
||||
void reset() {
|
||||
probes = 0;
|
||||
hits = 0;
|
||||
stores = 0;
|
||||
collisions = 0;
|
||||
}
|
||||
};
|
||||
|
||||
private:
|
||||
// Compact entry structure (actual size is greater than 16 bytes due to atomics and alignment)
|
||||
struct TTEntry {
|
||||
std::atomic<uint64_t> hash_full; // Full hash for validation
|
||||
std::atomic<float> score; // Score as float to save space
|
||||
std::atomic<uint8_t> depth; // Search depth (0-255)
|
||||
std::atomic<uint8_t> player_id; // Player who is to move
|
||||
std::atomic<uint16_t> age; // For replacement strategy
|
||||
};
|
||||
|
||||
static constexpr size_t TABLE_SIZE_BITS = 22; // 2^22 entries
|
||||
static constexpr size_t TABLE_SIZE = 1ULL << TABLE_SIZE_BITS; // 4M entries = 64MB
|
||||
static constexpr size_t INDEX_MASK = TABLE_SIZE - 1;
|
||||
|
||||
std::vector<TTEntry> table;
|
||||
Stats stats;
|
||||
std::atomic<uint16_t> current_age{0};
|
||||
|
||||
// Hash function for FlatBuffer game state
|
||||
uint64_t hashGameState(const GameStateW& state) const;
|
||||
|
||||
public:
|
||||
TranspositionTable();
|
||||
|
||||
// Probe the table for a cached evaluation
|
||||
std::optional<ScoreValue> probe(const GameStateW& state, int depth, PlayerId player);
|
||||
|
||||
// Store an evaluation in the table
|
||||
void store(const GameStateW& state, int depth, PlayerId player, ScoreValue score);
|
||||
|
||||
// Clear the entire table
|
||||
void clear();
|
||||
|
||||
// Increment age for replacement strategy (call at start of each search)
|
||||
void incrementAge() { current_age++; }
|
||||
|
||||
// Get statistics
|
||||
const Stats& getStats() const { return stats; }
|
||||
|
||||
// Print statistics to stdout
|
||||
void printStats() const;
|
||||
};
|
||||
|
||||
// Global instance for the AI to use
|
||||
extern TranspositionTable g_transpositionTable;
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_TRANSPOSITIONTABLE_HPP
|
||||
@@ -5,7 +5,10 @@
|
||||
#ifndef EAGLE0_GAMEUPDATERECEIVER_HPP
|
||||
#define EAGLE0_GAMEUPDATERECEIVER_HPP
|
||||
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/action_result_view.pb.h"
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
namespace shardok {
|
||||
using std::vector;
|
||||
|
||||
@@ -8,9 +8,11 @@
|
||||
|
||||
#include "ShardokGameController.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <iterator>
|
||||
#include <ranges>
|
||||
#include <thread>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/ShardokAIClient.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/game_state_view.pb.h"
|
||||
@@ -85,10 +87,10 @@ void ShardokGameController::LockedNotifyClients() const { updateCondition.notify
|
||||
|
||||
auto ShardokGameController::LockedAIClientForPid(PlayerId pid) const
|
||||
-> shared_ptr<ShardokAIClient> {
|
||||
return common::FindIf(
|
||||
aiClients,
|
||||
[pid](const auto &client) { return client->GetPlayerId() == pid; })
|
||||
.value_or(nullptr);
|
||||
const auto it = std::ranges::find_if(aiClients, [pid](const auto &client) {
|
||||
return client->GetPlayerId() == pid;
|
||||
});
|
||||
return (it != aiClients.end()) ? *it : nullptr;
|
||||
}
|
||||
|
||||
void ShardokGameController::DoAIThread() {
|
||||
@@ -165,7 +167,7 @@ void ShardokGameController::PostCommand(
|
||||
|
||||
CheckFactionId(engine, shardokPlayerId, eagleFactionId);
|
||||
|
||||
const auto expectedToken = engine->GetUnfilteredHistoryCount();
|
||||
const auto expectedToken = static_cast<int64_t>(engine->GetUnfilteredHistoryCount());
|
||||
if (token < expectedToken) {
|
||||
printf("Double token in postCommand\n");
|
||||
// The client is missing some updates; probably it's a double-submit
|
||||
@@ -193,7 +195,7 @@ void ShardokGameController::PostPlacementCommands(
|
||||
|
||||
CheckFactionId(engine, shardokPlayerId, eagleFactionId);
|
||||
|
||||
const auto expectedToken = engine->GetUnfilteredHistoryCount();
|
||||
const auto expectedToken = static_cast<int64_t>(engine->GetUnfilteredHistoryCount());
|
||||
if (token < expectedToken) {
|
||||
printf("Double token in postPlacementCommands\n");
|
||||
// The client is missing some updates; probably it's a double-submit
|
||||
@@ -240,9 +242,11 @@ auto ShardokGameController::GetUpdates(const int64_t startingActionId) -> AllUpd
|
||||
incomingRegistrations--;
|
||||
}
|
||||
|
||||
updates.mainResults = common::Map(awrs, [](const ShardokActionWithResultingState &a) {
|
||||
return a.action_result();
|
||||
});
|
||||
updates.mainResults.reserve(awrs.size());
|
||||
std::ranges::transform(
|
||||
awrs,
|
||||
std::back_inserter(updates.mainResults),
|
||||
[](const ShardokActionWithResultingState &a) { return a.action_result(); });
|
||||
|
||||
const auto playerInfos = engine->GetPlayerInfos();
|
||||
updates.filteredResults.reserve(playerInfos.size() + 1);
|
||||
|
||||
@@ -8,6 +8,9 @@
|
||||
|
||||
#include "AvailableCommandsFactory.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/FireUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_factories/PlayerSetupCommandFactory.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_result_applier/ActionResultApplier.hpp"
|
||||
@@ -132,30 +135,30 @@ void AvailableCommandsFactoryImpl::AddAvailableCommandsForOneUnit(
|
||||
}
|
||||
if (battType->adjustsMorale &&
|
||||
unit->battalion().morale() < settings.Backing().minimum_morale_to_act()) {
|
||||
common::FilterInPlace(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return cmd->CanDoWithLowMorale();
|
||||
std::erase_if(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return !cmd->CanDoWithLowMorale();
|
||||
});
|
||||
}
|
||||
if (unit->stun_rounds_remaining() > 0) {
|
||||
common::FilterInPlace(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return cmd->CanDoWhileStunned();
|
||||
std::erase_if(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return !cmd->CanDoWhileStunned();
|
||||
});
|
||||
}
|
||||
if (hasHero && unit->attached_hero().vigor() < settings.Backing().minimum_vigor_to_act()) {
|
||||
common::FilterInPlace(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return cmd->CanDoWithLowVigor();
|
||||
std::erase_if(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return !cmd->CanDoWithLowVigor();
|
||||
});
|
||||
}
|
||||
if (unitMovedIntoZoc) {
|
||||
common::FilterInPlace(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return cmd->CanDoAfterMovingIntoZoc();
|
||||
std::erase_if(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return !cmd->CanDoAfterMovingIntoZoc();
|
||||
});
|
||||
}
|
||||
if (common::ContainsWhere(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
if (std::ranges::any_of(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return cmd->IsRequiredToEndTurn();
|
||||
})) {
|
||||
common::FilterInPlace(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return cmd->IsRequiredToEndTurn();
|
||||
std::erase_if(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return !cmd->IsRequiredToEndTurn();
|
||||
});
|
||||
}
|
||||
|
||||
@@ -183,7 +186,7 @@ auto AvailableCommandsFactoryImpl::GetAvailableCommands(
|
||||
/* onlyFollowUps=*/false);
|
||||
}
|
||||
|
||||
if (!common::ContainsWhere(commands, [](const CommandSPtr &command) {
|
||||
if (!std::ranges::any_of(commands, [](const CommandSPtr &command) {
|
||||
return command->IsRequiredToEndTurn();
|
||||
})) {
|
||||
commands.push_back(std::make_shared<EndTurnCommand>(playerId, gameState, settings));
|
||||
|
||||
@@ -8,7 +8,6 @@ cc_library(
|
||||
visibility = ["//visibility:public"],
|
||||
deps = [
|
||||
":shardok_c_types",
|
||||
"//src/main/cpp/net/eagle0/common:container_utils",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
|
||||
|
||||
@@ -4,7 +4,8 @@
|
||||
|
||||
#include "GameStateW.hpp"
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
|
||||
namespace shardok {
|
||||
|
||||
@@ -24,13 +25,17 @@ auto GameStateW::GetOccupant(const net::eagle0::shardok::storage::fb::Coords& co
|
||||
|
||||
// Fast path: use bitfield cache if available
|
||||
if (state->occupied_tiles() && !state->occupied_tiles()->empty()) {
|
||||
const size_t tileIndex = coords.row() * columnCount + coords.column();
|
||||
const size_t expectedBitfieldSize = (rowCount * columnCount + 7) / 8; // Ceiling division
|
||||
const size_t tileIndex =
|
||||
static_cast<size_t>(coords.row()) * static_cast<size_t>(columnCount) +
|
||||
static_cast<size_t>(coords.column());
|
||||
const size_t expectedBitfieldSize =
|
||||
(static_cast<size_t>(rowCount) * static_cast<size_t>(columnCount) + 7) /
|
||||
8; // Ceiling division
|
||||
|
||||
if (state->occupied_tiles()->size() == expectedBitfieldSize) {
|
||||
const size_t byteIndex = tileIndex / 8;
|
||||
const size_t bitOffset = tileIndex % 8;
|
||||
const uint8_t byte = state->occupied_tiles()->Get(byteIndex);
|
||||
const uint8_t byte = state->occupied_tiles()->Get(static_cast<unsigned int>(byteIndex));
|
||||
const bool isOccupied = (byte & (1 << bitOffset)) != 0;
|
||||
|
||||
if (!isOccupied) {
|
||||
@@ -43,8 +48,8 @@ auto GameStateW::GetOccupant(const net::eagle0::shardok::storage::fb::Coords& co
|
||||
// Used when bitfield not available OR when bitfield indicates occupation
|
||||
if (!state->units()) { return nullptr; }
|
||||
|
||||
for (int i = 0; i < state->units()->size(); ++i) {
|
||||
const auto* unit = state->units()->Get(i);
|
||||
for (size_t i = 0; i < state->units()->size(); ++i) {
|
||||
const auto* unit = state->units()->Get(static_cast<unsigned int>(i));
|
||||
if (unit && unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
|
||||
unit->location().row() == coords.row() &&
|
||||
unit->location().column() == coords.column()) {
|
||||
@@ -62,7 +67,7 @@ auto GameStateW::GetKnownEnemyOccupant(
|
||||
const auto* occupant = GetOccupant(coords);
|
||||
if (occupant) {
|
||||
if (!occupant->hidden() && occupant->player_id() != playerId &&
|
||||
!common::Contains(allyPids, occupant->player_id())) {
|
||||
!std::ranges::contains(allyPids, occupant->player_id())) {
|
||||
return occupant;
|
||||
}
|
||||
}
|
||||
@@ -82,26 +87,30 @@ void GameStateW::UpdateOccupiedTile(
|
||||
// Clear old position in bitfield
|
||||
if (oldCoords.row() >= 0 && oldCoords.row() < rowCount && oldCoords.column() >= 0 &&
|
||||
oldCoords.column() < columnCount) {
|
||||
const size_t tileIndex = oldCoords.row() * columnCount + oldCoords.column();
|
||||
const size_t tileIndex =
|
||||
static_cast<size_t>(oldCoords.row()) * static_cast<size_t>(columnCount) +
|
||||
static_cast<size_t>(oldCoords.column());
|
||||
const size_t byteIndex = tileIndex / 8;
|
||||
const size_t bitOffset = tileIndex % 8;
|
||||
if (byteIndex < mutableOccupiedTiles->size()) {
|
||||
uint8_t byte = mutableOccupiedTiles->Get(byteIndex);
|
||||
uint8_t byte = mutableOccupiedTiles->Get(static_cast<unsigned int>(byteIndex));
|
||||
byte &= ~(1 << bitOffset); // Clear the bit
|
||||
mutableOccupiedTiles->Mutate(byteIndex, byte);
|
||||
mutableOccupiedTiles->Mutate(static_cast<unsigned int>(byteIndex), byte);
|
||||
}
|
||||
}
|
||||
|
||||
// Set new position in bitfield
|
||||
if (newCoords.row() >= 0 && newCoords.row() < rowCount && newCoords.column() >= 0 &&
|
||||
newCoords.column() < columnCount) {
|
||||
const size_t tileIndex = newCoords.row() * columnCount + newCoords.column();
|
||||
const size_t tileIndex =
|
||||
static_cast<size_t>(newCoords.row()) * static_cast<size_t>(columnCount) +
|
||||
static_cast<size_t>(newCoords.column());
|
||||
const size_t byteIndex = tileIndex / 8;
|
||||
const size_t bitOffset = tileIndex % 8;
|
||||
if (byteIndex < mutableOccupiedTiles->size()) {
|
||||
uint8_t byte = mutableOccupiedTiles->Get(byteIndex);
|
||||
uint8_t byte = mutableOccupiedTiles->Get(static_cast<unsigned int>(byteIndex));
|
||||
byte |= (1 << bitOffset); // Set the bit
|
||||
mutableOccupiedTiles->Mutate(byteIndex, byte);
|
||||
mutableOccupiedTiles->Mutate(static_cast<unsigned int>(byteIndex), byte);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -115,7 +124,8 @@ auto GameStateW::GetOccupiedTilesBitfield() const -> const flatbuffers::Vector<u
|
||||
// Verify the bitfield size matches expected map size
|
||||
const int16_t rowCount = state->hex_map()->row_count();
|
||||
const int16_t columnCount = state->hex_map()->column_count();
|
||||
const size_t expectedBitfieldSize = (rowCount * columnCount + 7) / 8;
|
||||
const size_t expectedBitfieldSize =
|
||||
(static_cast<size_t>(rowCount) * static_cast<size_t>(columnCount) + 7) / 8;
|
||||
|
||||
if (state->occupied_tiles()->size() != expectedBitfieldSize) { return nullptr; }
|
||||
|
||||
|
||||
@@ -5,6 +5,8 @@
|
||||
#ifndef EAGLE0_GAMESTATEW_HPP
|
||||
#define EAGLE0_GAMESTATEW_HPP
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
|
||||
|
||||
@@ -12,7 +12,10 @@
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/storage/odds.pb.h"
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
namespace shardok {
|
||||
typedef net::eagle0::shardok::storage::Odds PercentileRollOdds;
|
||||
|
||||
@@ -14,7 +14,10 @@
|
||||
#include "ShardokException.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/RandomGenerator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/storage/action_result.pb.h"
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
namespace shardok {
|
||||
|
||||
@@ -42,9 +45,9 @@ private:
|
||||
}
|
||||
|
||||
[[nodiscard]] virtual auto InternalExecuteWithRoll(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator,
|
||||
std::optional<int32_t> roll) const -> std::vector<ActionResult> {
|
||||
const GameStateW& /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/,
|
||||
std::optional<int32_t> /*roll*/) const -> std::vector<ActionResult> {
|
||||
throw ShardokClientErrorException("Roll not supported");
|
||||
}
|
||||
|
||||
|
||||
@@ -46,7 +46,7 @@ public:
|
||||
[[nodiscard]] virtual auto HasOdds() const -> bool { return false; }
|
||||
[[nodiscard]] virtual auto GetOddsPercentile() const -> int32_t { return 0; }
|
||||
|
||||
virtual void AddFollowUpCommandTypes(const std::unordered_set<CommandType>& newTypes) {
|
||||
virtual void AddFollowUpCommandTypes(const std::unordered_set<CommandType>& /*newTypes*/) {
|
||||
throw ShardokInternalErrorException("Can't add follow up commands to this type");
|
||||
}
|
||||
};
|
||||
|
||||
@@ -9,6 +9,8 @@
|
||||
#include "ShardokEngine.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <optional>
|
||||
#include <ranges>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
@@ -310,21 +312,19 @@ void ShardokEngine::PostPlacementCommands(
|
||||
availableCommandsFactory->GetPlayerSetupCommands(gameState, player);
|
||||
|
||||
// first make sure they're all valid and there are no duplicates
|
||||
for (int i = 0; i < placementInfos.size(); i++) {
|
||||
for (size_t i = 0; i < placementInfos.size(); i++) {
|
||||
const UnitPlacementInfo &pi = placementInfos[i];
|
||||
|
||||
if (auto command = common::FindIf(
|
||||
*placementCommands,
|
||||
[pi](const CommandSPtr &cmd) {
|
||||
return cmd->GetCommandProto().actor().value() == pi.unitId &&
|
||||
cmd->GetCommandProto().target() == pi.location;
|
||||
});
|
||||
!command.has_value()) {
|
||||
const auto it = std::ranges::find_if(*placementCommands, [pi](const CommandSPtr &cmd) {
|
||||
return cmd->GetCommandProto().actor().value() == pi.unitId &&
|
||||
cmd->GetCommandProto().target() == pi.location;
|
||||
});
|
||||
if (it == placementCommands->end()) {
|
||||
throw ShardokClientErrorException("No such placement info found");
|
||||
}
|
||||
|
||||
// check that we're not double-filling any location or double-placing any unit
|
||||
for (int 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)
|
||||
@@ -339,12 +339,11 @@ void ShardokEngine::PostPlacementCommands(
|
||||
|
||||
// now execute
|
||||
for (const auto &pi : placementInfos) {
|
||||
auto command = common::FindIf(*placementCommands, [pi](const CommandSPtr &cmd) {
|
||||
const auto it = std::ranges::find_if(*placementCommands, [pi](const CommandSPtr &cmd) {
|
||||
return cmd->GetCommandProto().actor().value() == pi.unitId &&
|
||||
cmd->GetCommandProto().target() == pi.location;
|
||||
});
|
||||
for (vector<ActionResult> onePlacementResults =
|
||||
(*command)->Execute(gameState, randomGenerator);
|
||||
for (vector<ActionResult> onePlacementResults = (*it)->Execute(gameState, randomGenerator);
|
||||
const ActionResultProto &oneResult : onePlacementResults) {
|
||||
HandleActionResult(oneResult, randomGenerator);
|
||||
}
|
||||
@@ -376,17 +375,17 @@ void ShardokEngine::PostFinishedPlacementCommand(
|
||||
const auto placementCommands =
|
||||
availableCommandsFactory->GetPlayerSetupCommands(gameState, player);
|
||||
|
||||
const auto command = common::FindIf(*placementCommands, [](const CommandSPtr &cmd) {
|
||||
const auto it = std::ranges::find_if(*placementCommands, [](const CommandSPtr &cmd) {
|
||||
return cmd->GetCommandProto().type() ==
|
||||
net::eagle0::shardok::common::END_PLAYER_SETUP_COMMAND;
|
||||
});
|
||||
|
||||
if (!command.has_value()) {
|
||||
if (it == placementCommands->end()) {
|
||||
throw ShardokClientErrorException("No finish placement command found");
|
||||
}
|
||||
cachedAvailableCommands = nullptr;
|
||||
|
||||
PostActionUnchecked(command.value(), randomGenerator, std::nullopt);
|
||||
PostActionUnchecked(*it, randomGenerator, std::nullopt);
|
||||
}
|
||||
|
||||
void ShardokEngine::PostCommand(
|
||||
|
||||
+2
-2
@@ -87,11 +87,11 @@ auto PlayerSetupCommandFactory::AddAvailablePlayerSetupCommands(
|
||||
if (placedUnits.size() >= 10) return;
|
||||
if (unplacedUnits.empty()) return;
|
||||
|
||||
for (const auto &kv : unplacedUnits) {
|
||||
for (const auto &[unitId, unit] : unplacedUnits) {
|
||||
AddAvailablePlaceAndHideUnitCommandsForOneUnit(
|
||||
existingCommands,
|
||||
isDefender,
|
||||
kv.second,
|
||||
unit,
|
||||
gameState);
|
||||
}
|
||||
}
|
||||
|
||||
+5
-5
@@ -135,14 +135,14 @@ auto ActionPointDistancesCache::GetRaw(
|
||||
MakeCacheKey(mapId, battalionType, includeBravingWater, braveWaterActionPointCost);
|
||||
|
||||
// Check the persistent map first
|
||||
if (auto persistentIt = persistentCache.find(cacheKey); persistentIt != persistentCache.end()) {
|
||||
if (persistentCache.contains(cacheKey)) {
|
||||
#if CACHE_STATS_LOGGING_
|
||||
cacheStats.persistentHits++;
|
||||
MaybePrintCacheStats();
|
||||
#endif
|
||||
// Return directly from persistent cache without TLS insertion
|
||||
// This avoids the overhead of thread-local storage operations on hot path
|
||||
return persistentIt->second.rawPtr;
|
||||
return persistentCache.at(cacheKey).rawPtr;
|
||||
}
|
||||
|
||||
#if CACHE_STATS_LOGGING_
|
||||
@@ -150,12 +150,12 @@ auto ActionPointDistancesCache::GetRaw(
|
||||
#endif
|
||||
|
||||
// Check thread-local cache first (no locks needed!)
|
||||
if (auto localIt = tlsCache.find(cacheKey); localIt != tlsCache.end()) {
|
||||
if (tlsCache.contains(cacheKey)) {
|
||||
#if CACHE_STATS_LOGGING_
|
||||
cacheStats.localHits++;
|
||||
MaybePrintCacheStats();
|
||||
#endif
|
||||
return localIt->second.rawPtr; // Raw pointer - zero overhead access!
|
||||
return tlsCache.at(cacheKey).rawPtr; // Raw pointer - zero overhead access!
|
||||
}
|
||||
|
||||
#if CACHE_STATS_LOGGING_
|
||||
@@ -217,7 +217,7 @@ auto ActionPointDistancesCache::GetRaw(
|
||||
// Store in shared cache
|
||||
sharedDistances.lazy_emplace_l(
|
||||
cacheKey,
|
||||
[](const auto& kv) { /* already checked above */ },
|
||||
[](const auto& /*kv*/) { /* already checked above */ },
|
||||
[=](const auto& ctor) { ctor(cacheKey, result); });
|
||||
|
||||
// Cache result locally for future lookups by this thread
|
||||
|
||||
+1
-1
@@ -26,7 +26,7 @@ void FixedActionPointDistances::SetCacheDirectory(const string& newDir) {
|
||||
|
||||
static thread_local byte_vector _scratch;
|
||||
|
||||
FixedActionPointDistances::FixedActionPointDistances(const HexMap* map, int columnCount)
|
||||
FixedActionPointDistances::FixedActionPointDistances(const HexMap* /*map*/, int columnCount)
|
||||
: ActionPointDistances(columnCount) {}
|
||||
|
||||
auto FixedActionPointDistances::Create(
|
||||
|
||||
+3
-3
@@ -130,8 +130,8 @@ void ApplyResolvedUnit(
|
||||
}
|
||||
}
|
||||
|
||||
common::FilterInPlace(inoutState.units, [unitId](const auto &unit) {
|
||||
return unit.unit_id() != unitId;
|
||||
std::erase_if(inoutState.units, [unitId](const auto &unit) {
|
||||
return unit.unit_id() == unitId;
|
||||
});
|
||||
inoutState.units[unitId] = *((Unit *)resolvedUnit.unit_bytes().data());
|
||||
inoutState.units[unitId].mutate_status(
|
||||
@@ -161,7 +161,7 @@ void MutatingAddUnits(GameStateW &mutatingState, const ActionResultProto &result
|
||||
const auto *unit = (Unit *)unitBytes.data();
|
||||
maxChangedUnitId = std::max(maxChangedUnitId, unit->unit_id());
|
||||
|
||||
if (unit->unit_id() >= mutatingState->units()->size()) {
|
||||
if (static_cast<unsigned int>(unit->unit_id()) >= mutatingState->units()->size()) {
|
||||
// Unit ID beyond vector size - must expand
|
||||
needsVectorExpansion = true;
|
||||
break; // No point checking further
|
||||
|
||||
@@ -48,7 +48,7 @@ auto CopyWithExtraUnits(const GameStateW& original, int additionalCount) -> Game
|
||||
// Fallback: create new bitfield only if original doesn't have one
|
||||
const int16_t rowCount = endGST.hex_map->row_count;
|
||||
const int16_t columnCount = endGST.hex_map->column_count;
|
||||
const size_t mapSize = rowCount * columnCount;
|
||||
const size_t mapSize = static_cast<size_t>(rowCount) * static_cast<size_t>(columnCount);
|
||||
const size_t bitfieldSize = (mapSize + 7) / 8; // Ceiling division
|
||||
endGST.occupied_tiles.resize(bitfieldSize, 0); // Initialize all bits to 0 (empty)
|
||||
|
||||
@@ -58,7 +58,9 @@ auto CopyWithExtraUnits(const GameStateW& original, int additionalCount) -> Game
|
||||
const auto& location = unit.location();
|
||||
if (location.row() >= 0 && location.row() < rowCount && location.column() >= 0 &&
|
||||
location.column() < columnCount) {
|
||||
const size_t tileIndex = location.row() * columnCount + location.column();
|
||||
const size_t tileIndex =
|
||||
static_cast<size_t>(location.row()) * static_cast<size_t>(columnCount) +
|
||||
static_cast<size_t>(location.column());
|
||||
const size_t byteIndex = tileIndex / 8;
|
||||
const size_t bitOffset = tileIndex % 8;
|
||||
endGST.occupied_tiles[byteIndex] |= (1 << bitOffset); // Set the bit
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
namespace shardok {
|
||||
auto DefensiveAmbushAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
const auto results = CombatUtils::InternalPerformMelee(
|
||||
ActionCost(ActionCost::standard, 0),
|
||||
currentState->units()->Get(ambusherId),
|
||||
|
||||
@@ -23,7 +23,7 @@ FireOutAction::FireOutAction(
|
||||
fireOutOdds(std::move(odds)) {}
|
||||
|
||||
auto FireOutAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const GameStateW& /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const auto fireOutRoll = generator->Percentile();
|
||||
|
||||
|
||||
@@ -23,7 +23,7 @@ FireSpreadAction::FireSpreadAction(
|
||||
fireSpreadOdds(std::move(odds)) {}
|
||||
|
||||
auto FireSpreadAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const GameStateW& /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const auto fireSpreadRoll = generator->Percentile();
|
||||
|
||||
|
||||
@@ -71,8 +71,8 @@ public:
|
||||
};
|
||||
|
||||
auto MeteorUnitDamageAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
|
||||
const GameStateW & /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResultProto> {
|
||||
CombatDamage attackerDamage =
|
||||
CombatDamage::Builder()
|
||||
.SetFire(attackerIntelligence * baseDamage * damageMultiplier)
|
||||
@@ -131,8 +131,8 @@ public:
|
||||
};
|
||||
|
||||
auto MeteorTileDamageAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
|
||||
const GameStateW & /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResultProto> {
|
||||
auto tm = fb::ToTileModifierProto(terrain->modifier());
|
||||
|
||||
MutatingAdjustBridgeIntegrity(&tm, integrityAdjustment);
|
||||
@@ -154,7 +154,7 @@ auto MeteorTileDamageAction::InternalExecute(
|
||||
}
|
||||
|
||||
auto MeteorCastAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const GameStateW & /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
|
||||
vector<ActionResultProto> allResults{};
|
||||
auto runningGameState = startingGameState;
|
||||
|
||||
@@ -97,7 +97,7 @@ auto BurnStructuresResult(const GameStateW &gameState, const SettingsGetter &set
|
||||
auto NewWeather(
|
||||
const net::eagle0::shardok::storage::fb::MonthlyWeather &monthlyWeather,
|
||||
const WeatherFb &oldWeather,
|
||||
const SettingsGetter &settings,
|
||||
const SettingsGetter & /*settings*/,
|
||||
const std::shared_ptr<RandomGenerator> &randomGenerator) -> Weather {
|
||||
const Weather::Conditions newConditions =
|
||||
ConditionsByMonth(monthlyWeather, randomGenerator->Percentile());
|
||||
|
||||
@@ -21,7 +21,7 @@ auto ChooseUndeadCommand(
|
||||
const std::shared_ptr<RandomGenerator> &randomGenerator) -> CommandSPtr;
|
||||
|
||||
auto PerformUndeadCommandsAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const GameStateW & /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
|
||||
GameStateW runningGameState = startingGameState;
|
||||
vector<ActionResultProto> allResults{};
|
||||
|
||||
@@ -14,7 +14,7 @@ using net::eagle0::shardok::common::GameStatus;
|
||||
|
||||
[[nodiscard]] auto PlaceHiddenUnitCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
auto actorAfter = *currentState->units()->Get(actorId);
|
||||
actorAfter.mutable_location() = target;
|
||||
actorAfter.mutate_hidden(true);
|
||||
|
||||
@@ -12,8 +12,8 @@ using net::eagle0::shardok::common::ActionType;
|
||||
using net::eagle0::shardok::common::GameStatus;
|
||||
|
||||
auto PlaceUnitCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const GameStateW& /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
auto actorAfter = *actor;
|
||||
actorAfter.mutable_location() = target;
|
||||
|
||||
|
||||
@@ -78,7 +78,7 @@ auto effectiveSnow(const TerrainProto& terr) -> double {
|
||||
}
|
||||
|
||||
auto SnowAdjustmentAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const GameStateW& /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
vector<ActionResult> results{};
|
||||
|
||||
|
||||
@@ -17,8 +17,8 @@ static auto RequiredDailyFood(const Unit& unit, const SettingsGetter& settingsGe
|
||||
}
|
||||
|
||||
auto StartPlayerTurnAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const GameStateW& /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
ActionResult result{};
|
||||
result.set_type(net::eagle0::shardok::common::ActionType::PLAYER_TURN_START);
|
||||
result.mutable_next_player()->set_value(newFactionId);
|
||||
|
||||
@@ -12,7 +12,7 @@ namespace shardok {
|
||||
|
||||
auto UndeadChangeAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
if (undeadUnitIds.empty()) return {};
|
||||
|
||||
const int maxGrowthPer = (int)(reinforceRate * bodyCount / (double)undeadUnitIds.size());
|
||||
|
||||
@@ -9,8 +9,8 @@
|
||||
namespace shardok {
|
||||
|
||||
auto UndeadFrozenAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const GameStateW& /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
if (occupant->battalion().type() != net::eagle0::shardok::storage::fb::BattalionTypeId_UNDEAD)
|
||||
return {};
|
||||
|
||||
|
||||
@@ -4,6 +4,9 @@
|
||||
|
||||
#include "UpdateGameStatusAction.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/ActionResultFlatbufferHelpers.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_status.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/player_info.hpp"
|
||||
@@ -65,7 +68,7 @@ void UpdateGameStatusAction::ResolveHiddenLosers(ActionResult& actionResult) con
|
||||
for (const auto* unit : *gameState->units()) {
|
||||
if (unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
|
||||
|
||||
if (!common::Contains(winningIds, unit->player_id()) && unit->hidden() &&
|
||||
if (!std::ranges::contains(winningIds, unit->player_id()) && unit->hidden() &&
|
||||
unit->can_flee() && unit->has_attached_hero() &&
|
||||
unit->attached_hero().vigor() >= settingsGetter.Backing().minimum_vigor_to_act()) {
|
||||
net::eagle0::shardok::storage::ResolvedUnit* fledRanger =
|
||||
@@ -80,7 +83,7 @@ void UpdateGameStatusAction::ResolveHiddenLosers(ActionResult& actionResult) con
|
||||
|
||||
auto UpdateGameStatusAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
vector<ActionResult> results{};
|
||||
|
||||
// If the game has already ended, just return that state
|
||||
@@ -148,7 +151,7 @@ auto UpdateGameStatusAction::InternalExecute(
|
||||
|
||||
for (const PlayerId pid2 : survivors) {
|
||||
if (pid1 == pid2) continue;
|
||||
if (!common::ContainsWhere(
|
||||
if (!std::ranges::any_of(
|
||||
*p1Info->allies(),
|
||||
[pid2](const net::eagle0::shardok::storage::fb::AlliedPlayer*
|
||||
alliedPlayer) {
|
||||
|
||||
@@ -12,7 +12,7 @@ namespace shardok {
|
||||
|
||||
auto UpdateOpponentKnowledgeAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResult> {
|
||||
ActionResult result{};
|
||||
result.set_type(net::eagle0::shardok::common::ActionType::KNOWLEDGE_UPDATED);
|
||||
|
||||
@@ -31,7 +31,7 @@ auto UpdateOpponentKnowledgeAction::InternalExecute(
|
||||
|
||||
for (PlayerId pid = 0; pid < 10; pid++) {
|
||||
if (pid == unitPid) continue;
|
||||
if (pid >= playerCount) continue;
|
||||
if (static_cast<unsigned int>(pid) >= playerCount) continue;
|
||||
int bump = PlayerIsDefender(currentState, pid) ? defenderKnowledgeGain
|
||||
: attackerKnowledgeGain;
|
||||
MutatingBumpOpponentKnowledge(&unitAfter, pid, bump);
|
||||
|
||||
@@ -8,6 +8,9 @@
|
||||
|
||||
#include "FleeCommandFactory.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/commands/BecomeOutlawCommand.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/commands/FleeCommand.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
@@ -41,7 +44,7 @@ void FleeCommandFactory::AddAvailableFleeCommands(
|
||||
for (const auto &adjTile : HexMapUtils::GetAdjacentTiles(map, unit->location())) {
|
||||
const auto *occupant = Occupant(allUnits, adjTile.coords);
|
||||
if (occupant && !occupant->hidden()) {
|
||||
if (common::Contains(allyPids, occupant->player_id())) {
|
||||
if (std::ranges::contains(allyPids, occupant->player_id())) {
|
||||
adjacentFriendliesMod += perAdjacentFriendly;
|
||||
} else {
|
||||
adjacentEnemiesMod += perAdjacentEnemy;
|
||||
@@ -55,7 +58,7 @@ void FleeCommandFactory::AddAvailableFleeCommands(
|
||||
for (const auto &twoAwayCoords : TilesWithExactDistance(map, unit->location(), 2)) {
|
||||
const auto *occupant = Occupant(allUnits, twoAwayCoords);
|
||||
if (occupant && !occupant->hidden()) {
|
||||
if (common::Contains(allyPids, occupant->player_id())) {
|
||||
if (std::ranges::contains(allyPids, occupant->player_id())) {
|
||||
adjacentFriendliesMod += int32_t(perAdjacentFriendly * adjustmentForTwoAway);
|
||||
} else {
|
||||
adjacentEnemiesMod += int32_t(perAdjacentEnemy * adjustmentForTwoAway);
|
||||
|
||||
@@ -4,6 +4,9 @@
|
||||
|
||||
#include "HideCommandFactory.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/commands/HideCommand.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/ZoneOfControlCalculator.hpp"
|
||||
@@ -26,7 +29,7 @@ auto HideCommandFactory::MakeHideCommand(const Unit *actor, const Coords &target
|
||||
|
||||
auto HideCommandFactory::PositionIsHideable(
|
||||
const Unit *actor,
|
||||
CommandList &existingCommands,
|
||||
CommandList & /*existingCommands*/,
|
||||
const HexMap *hexMap,
|
||||
const Coords &target,
|
||||
const Units *units,
|
||||
@@ -36,7 +39,7 @@ auto HideCommandFactory::PositionIsHideable(
|
||||
const auto occupant = Occupant(units, target);
|
||||
if (occupant) {
|
||||
if (occupant->player_id() == actor->player_id()) return false;
|
||||
if (common::Contains(allyPids, occupant->player_id())) return false;
|
||||
if (std::ranges::contains(allyPids, occupant->player_id())) return false;
|
||||
if (!occupant->hidden()) return false;
|
||||
}
|
||||
|
||||
|
||||
+1
-2
@@ -8,7 +8,6 @@
|
||||
|
||||
#include "HolyWaveCommandFactory.hpp"
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/commands/HolyWaveCommand.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
@@ -46,7 +45,7 @@ void HolyWaveCommandFactory::AddAvailableCommands(
|
||||
AddAvailableHolyWaveCommands(commands, params.unit, params.remainingActionPoints);
|
||||
}
|
||||
|
||||
auto CanHolyWave(const SettingsGetter &settings, const Unit *unit) -> bool {
|
||||
auto CanHolyWave(const SettingsGetter & /*settings*/, const Unit *unit) -> bool {
|
||||
if (!unit->has_attached_hero()) return false;
|
||||
|
||||
return unit->attached_hero().profession_info().profession() ==
|
||||
|
||||
@@ -21,9 +21,9 @@ void ScoutCommandFactory::AddAvailableScoutCommands(
|
||||
CommandList& commands,
|
||||
const Unit* unit,
|
||||
const ActionPoints remainingActionPoints,
|
||||
const Coords& position,
|
||||
const Coords& /*position*/,
|
||||
const HexMap* hexMap,
|
||||
const Units* units) const {
|
||||
const Units* /*units*/) const {
|
||||
if (CanScout(settings, unit)) {
|
||||
const auto& hero = unit->attached_hero();
|
||||
|
||||
|
||||
@@ -13,7 +13,7 @@ using net::eagle0::shardok::common::ActionType;
|
||||
|
||||
auto ControlCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
const Unit* actor = currentState->units()->Get(actorId);
|
||||
if (!actor->has_attached_hero() ||
|
||||
actor->attached_hero().control_info().controlled_unit_id() == -1) {
|
||||
|
||||
@@ -38,7 +38,7 @@ auto ApplyAndAdd(
|
||||
}
|
||||
|
||||
auto EndTurnCommand::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const GameStateW & /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
|
||||
if (GetPlayerId() != gameState->current_player()) {
|
||||
throw ShardokInternalErrorException(
|
||||
@@ -73,8 +73,8 @@ auto EndTurnCommand::InternalExecute(
|
||||
// Any heroes in fire get burninated
|
||||
// Decrement stun counters, increment cast state
|
||||
const auto beforeFireUnitsCount = runningGameState->units()->size();
|
||||
for (int i = 0; i < beforeFireUnitsCount; i++) {
|
||||
const auto *beforeUnit = runningGameState->units()->Get(i);
|
||||
for (size_t i = 0; i < beforeFireUnitsCount; i++) {
|
||||
const auto *beforeUnit = runningGameState->units()->Get(static_cast<unsigned int>(i));
|
||||
if (beforeUnit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT)
|
||||
continue;
|
||||
if (beforeUnit->player_id() != GetPlayerId()) continue;
|
||||
@@ -112,10 +112,10 @@ auto EndTurnCommand::InternalExecute(
|
||||
endTurnResult.mutable_next_player()->set_value(NextPlayerId(gameState, GetPlayerId()));
|
||||
|
||||
const auto unitsAtEndOfRoundCount = runningGameState->units()->size();
|
||||
for (int i = 0; i < unitsAtEndOfRoundCount; i++) {
|
||||
for (size_t i = 0; i < unitsAtEndOfRoundCount; i++) {
|
||||
// Grab the unit fresh because it might have been modified by a previous iteration of the
|
||||
// loop
|
||||
const auto *eorUnit = runningGameState->units()->Get(i);
|
||||
const auto *eorUnit = runningGameState->units()->Get(static_cast<unsigned int>(i));
|
||||
if (eorUnit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT)
|
||||
continue;
|
||||
if (eorUnit->player_id() != GetPlayerId()) continue;
|
||||
|
||||
@@ -11,7 +11,7 @@ namespace shardok {
|
||||
|
||||
auto FortifyCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
ActionResult fortifyResult{};
|
||||
fortifyResult.set_type(net::eagle0::shardok::common::FORTIFIED);
|
||||
fortifyResult.mutable_player()->set_value(GetPlayerId());
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
|
||||
#include "HideCommand.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/unit/Unit.hpp"
|
||||
@@ -29,7 +31,7 @@ HideCommand::HideCommand(
|
||||
|
||||
auto HideCommand::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResult> {
|
||||
auto actorAfter = *currentState->units()->Get(actorId);
|
||||
MutatingSpendActionPoints(&actorAfter, cost);
|
||||
|
||||
@@ -60,7 +62,7 @@ auto HideCommand::InternalExecute(
|
||||
if (!oneOverOccupant) continue;
|
||||
PlayerId occupantPid = oneOverOccupant->player_id();
|
||||
if (occupantPid == GetPlayerId()) continue;
|
||||
if (common::Contains(alliedPids, occupantPid)) continue;
|
||||
if (std::ranges::contains(alliedPids, occupantPid)) continue;
|
||||
|
||||
if (!oneOverOccupant->has_attached_hero()) continue;
|
||||
if (oneOverOccupant->attached_hero().profession_info().profession() ==
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "HolyWaveCommand.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_result_applier/ActionResultApplier.hpp"
|
||||
@@ -50,7 +51,7 @@ public:
|
||||
|
||||
auto HolyWaveDamageAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResult> {
|
||||
ActionResult resultProto;
|
||||
resultProto.mutable_player()->set_value(playerId);
|
||||
resultProto.mutable_actor()->set_value(actingUnitId);
|
||||
@@ -131,7 +132,7 @@ public:
|
||||
|
||||
auto HolyWaveInspireAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResult> {
|
||||
ActionResult resultProto;
|
||||
resultProto.mutable_player()->set_value(playerId);
|
||||
resultProto.mutable_actor()->set_value(actingUnitId);
|
||||
@@ -197,7 +198,7 @@ HolyWaveCommand::HolyWaveCommand(
|
||||
|
||||
auto HolyWaveCommand::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResult> {
|
||||
vector<ActionResult> results;
|
||||
|
||||
const Unit *actorBefore = currentState->units()->Get(actorId);
|
||||
@@ -237,7 +238,7 @@ auto HolyWaveCommand::InternalExecute(
|
||||
undeadIds.push_back(occupant->unit_id());
|
||||
} else if (
|
||||
occupant->player_id() == GetPlayerId() ||
|
||||
common::Contains(allyPids, GetPlayerId())) {
|
||||
std::ranges::contains(allyPids, GetPlayerId())) {
|
||||
allFriendlyUnitIds.push_back(occupant->unit_id());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -34,7 +34,7 @@ auto LightningBoltCommand::InternalExecute(
|
||||
return ExecuteWithRoll(currentState, attackerRoll);
|
||||
}
|
||||
|
||||
auto LightningBoltCommand::ExecuteWithRoll(const GameStateW& currentState, double attackerRoll)
|
||||
auto LightningBoltCommand::ExecuteWithRoll(const GameStateW& currentState, double /*attackerRoll*/)
|
||||
const -> vector<ActionResult> {
|
||||
const Unit* attackerBefore = currentState->units()->Get(attackerId);
|
||||
if (!attackerBefore->has_attached_hero()) {
|
||||
|
||||
@@ -24,7 +24,7 @@ MeteorCancelCommand::MeteorCancelCommand(
|
||||
|
||||
auto MeteorCancelCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
const Unit* caster = currentState->units()->Get(casterId);
|
||||
auto casterAfter = *caster;
|
||||
|
||||
|
||||
@@ -39,7 +39,7 @@ auto MeteorStartCommand::GetCommandProto() const -> CommandProto {
|
||||
|
||||
auto MeteorStartCommand::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResult> {
|
||||
const auto *caster = currentState->units()->Get(casterId);
|
||||
|
||||
auto casterAfter = *caster;
|
||||
|
||||
@@ -14,7 +14,7 @@ namespace shardok {
|
||||
|
||||
auto shardok::MeteorTargetCommand::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResult> {
|
||||
const Unit *caster = currentState->units()->Get(casterId);
|
||||
auto casterAfter = *caster;
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
|
||||
#include "MoveCommand.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_result_applier/ActionResultApplier.hpp"
|
||||
@@ -97,7 +99,7 @@ auto shardok::MoveCommand::InternalExecute(
|
||||
const auto* occupant = currentState.GetOccupant(adj);
|
||||
if (!occupant) continue;
|
||||
if (occupant->player_id() == mover.player_id()) continue;
|
||||
if (common::Contains(allyPids, occupant->player_id())) continue;
|
||||
if (std::ranges::contains(allyPids, occupant->player_id())) continue;
|
||||
if (!occupant->has_attached_hero()) continue;
|
||||
if (occupant->attached_hero().profession_info().profession() ==
|
||||
net::eagle0::shardok::storage::fb::Profession_RANGER) {
|
||||
@@ -113,7 +115,7 @@ auto shardok::MoveCommand::InternalExecute(
|
||||
auto occupant = currentState.GetOccupant(adj);
|
||||
if (!occupant) continue;
|
||||
if (occupant->player_id() == mover.player_id()) continue;
|
||||
if (common::Contains(allyPids, occupant->player_id())) continue;
|
||||
if (std::ranges::contains(allyPids, occupant->player_id())) continue;
|
||||
if (occupant->hidden()) {
|
||||
auto occupantAfter = *occupant;
|
||||
occupantAfter.mutate_hidden(false);
|
||||
|
||||
@@ -17,7 +17,7 @@ using net::eagle0::shardok::common::ActionType;
|
||||
|
||||
auto ReinforceCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
const Unit* actingUnit = currentState->units()->Get(actingUnitId);
|
||||
auto actorAfter = *actingUnit;
|
||||
MutatingSpendActionPoints(&actorAfter, cost);
|
||||
|
||||
@@ -21,7 +21,7 @@ auto ReleaseUnitCommand::GetCommandProto() const -> CommandProto {
|
||||
|
||||
auto ReleaseUnitCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
auto controllingUnitAfter = *currentState->units()->Get(actingUnitId);
|
||||
controllingUnitAfter.mutate_remaining_action_points(0);
|
||||
controllingUnitAfter.mutable_attached_hero().mutable_control_info().mutate_controlled_unit_id(
|
||||
|
||||
@@ -18,7 +18,7 @@ using net::eagle0::shardok::common::ActionType::REPAIR_FAILED;
|
||||
|
||||
auto RepairCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
const auto* actor = currentState->units()->Get(actorId);
|
||||
|
||||
if (!actor->has_attached_hero()) { throw ActionRequiresHeroException("repair"); }
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
namespace shardok {
|
||||
auto RetreatCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
ActionResult result{};
|
||||
result.set_type(net::eagle0::shardok::common::ActionType::RETREATED);
|
||||
result.mutable_player()->set_value(GetPlayerId());
|
||||
|
||||
@@ -26,7 +26,7 @@ StartFireCommand::StartFireCommand(
|
||||
odds(std::move(odds)){};
|
||||
|
||||
auto StartFireCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const GameStateW& /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
return ExecuteWithRoll(generator->Percentile());
|
||||
}
|
||||
|
||||
@@ -11,7 +11,7 @@ namespace shardok {
|
||||
|
||||
auto UnitRestCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
auto actorAfter = *currentState->units()->Get(actorId);
|
||||
|
||||
if (actorAfter.has_attached_hero()) {
|
||||
|
||||
@@ -10,7 +10,7 @@ namespace shardok {
|
||||
|
||||
auto UnitStopCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
ActionResult result{};
|
||||
result.set_type(net::eagle0::shardok::common::ActionType::UNIT_STOP);
|
||||
result.mutable_player()->set_value(GetPlayerId());
|
||||
|
||||
@@ -10,6 +10,7 @@ cc_library(
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/common:byte_hasher",
|
||||
"//src/main/cpp/net/eagle0/common:filesystem_utils",
|
||||
"@flatbuffers",
|
||||
],
|
||||
|
||||
@@ -7,6 +7,12 @@
|
||||
#include <sys/mman.h>
|
||||
#include <unistd.h>
|
||||
|
||||
#include <cerrno>
|
||||
#include <cstdio>
|
||||
#include <cstdlib>
|
||||
#include <cstring>
|
||||
#include <mutex>
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Uses mmap and munmap to directly allocate pages
|
||||
@@ -44,7 +50,7 @@ public:
|
||||
}
|
||||
return b;
|
||||
}
|
||||
auto deallocate(uint8_t* buf, const size_t size) -> void override { free(buf); }
|
||||
auto deallocate(uint8_t* buf, const size_t /*size*/) -> void override { free(buf); }
|
||||
|
||||
~MallocAllocator() override = default;
|
||||
};
|
||||
@@ -54,9 +60,9 @@ class ReusingAllocator final : public WrapperAllocator {
|
||||
private:
|
||||
std::unique_ptr<WrapperAllocator> fallbackAllocator;
|
||||
|
||||
const size_t pageSize = getpagesize();
|
||||
const size_t pageSize = static_cast<size_t>(getpagesize());
|
||||
|
||||
auto RoundUpToPage(const size_t size) const -> size_t {
|
||||
[[nodiscard]] auto RoundUpToPage(const size_t size) const -> size_t {
|
||||
return (size + pageSize - 1) & ~(pageSize - 1);
|
||||
}
|
||||
|
||||
@@ -138,7 +144,7 @@ public:
|
||||
auto WrapperAllocator::GetDefaultAllocator() -> WrapperAllocator* {
|
||||
static pthread_once_t once = PTHREAD_ONCE_INIT;
|
||||
static WrapperAllocator* allocator = nullptr;
|
||||
pthread_once(&once, []() {
|
||||
pthread_once(&once, [] {
|
||||
// Change this to use one of the other allocators
|
||||
allocator = new MallocAllocator();
|
||||
});
|
||||
@@ -146,4 +152,4 @@ auto WrapperAllocator::GetDefaultAllocator() -> WrapperAllocator* {
|
||||
return allocator;
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
} // namespace shardok
|
||||
|
||||
@@ -7,8 +7,10 @@
|
||||
|
||||
#include <flatbuffers/flatbuffers.h>
|
||||
|
||||
#include <cstdlib>
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/ByteHasher.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
|
||||
|
||||
namespace shardok {
|
||||
@@ -69,7 +71,7 @@ public:
|
||||
Wrapper(const Wrapper& copiedFrom)
|
||||
: size(copiedFrom.size),
|
||||
offset(copiedFrom.offset),
|
||||
buffer(CopyBuffer(copiedFrom)){};
|
||||
buffer(CopyBuffer(copiedFrom)) {}
|
||||
|
||||
auto operator=(const Wrapper& other) -> Wrapper& {
|
||||
if (&other != this) {
|
||||
@@ -78,10 +80,9 @@ public:
|
||||
WrapperAllocator::GetDefaultAllocator()->deallocate(buffer, size);
|
||||
}
|
||||
buffer = CopyBuffer(other.buffer, other.size);
|
||||
} else {
|
||||
} else if (buffer != nullptr && other.buffer != nullptr) {
|
||||
memcpy(buffer, other.buffer, other.size);
|
||||
}
|
||||
memcpy(buffer, other.buffer, other.size);
|
||||
|
||||
size = other.size;
|
||||
offset = other.offset;
|
||||
@@ -103,7 +104,9 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
operator FB*() { return Get(); } // NOLINT(*-explicit-constructor)
|
||||
// ReSharper disable once CppNonExplicitConversionOperator
|
||||
operator FB*() { return Get(); } // NOLINT(*-explicit-constructor)
|
||||
// ReSharper disable once CppNonExplicitConversionOperator
|
||||
operator const FB*() const { return Get(); } // NOLINT(*-explicit-constructor)
|
||||
|
||||
auto Get() const -> const FB* { return flatbuffers::GetRoot<FB>(buffer + offset); }
|
||||
@@ -119,27 +122,47 @@ public:
|
||||
}
|
||||
|
||||
[[nodiscard]] auto ToByteString() const -> string {
|
||||
char* str = (char*)malloc(sizeof(size_t) + size);
|
||||
memcpy(str, &offset, sizeof(size_t));
|
||||
memcpy(str + sizeof(size_t), reinterpret_cast<char const*>(buffer), size);
|
||||
return string(str, sizeof(size_t) + size);
|
||||
string result;
|
||||
result.reserve(sizeof(size_t) + size);
|
||||
result.append(reinterpret_cast<const char*>(&offset), sizeof(size_t));
|
||||
result.append(reinterpret_cast<const char*>(buffer), size);
|
||||
return result;
|
||||
}
|
||||
|
||||
// Compute FNV-1a hash directly on the buffer content without copying
|
||||
// Note: Offset is not included in hash as it's just an implementation detail
|
||||
[[nodiscard]] auto ComputeFNV1aHash() const -> uint64_t {
|
||||
// Hash only the actual FlatBuffer content, not the offset
|
||||
return HashBuffer(buffer, size);
|
||||
}
|
||||
static auto FromByteString(const string& str) -> Wrapper {
|
||||
if (str.size() < sizeof(size_t)) {
|
||||
return Wrapper(); // Return empty wrapper for invalid data
|
||||
}
|
||||
|
||||
size_t offset;
|
||||
memcpy(&offset, str.data(), sizeof(size_t));
|
||||
|
||||
size_t size = str.size() - sizeof(size_t);
|
||||
auto toReturn = Wrapper((uint8_t*)str.data() + sizeof(size_t), offset, size);
|
||||
auto toReturn = Wrapper(
|
||||
const_cast<uint8_t*>(reinterpret_cast<const uint8_t*>(str.data())) + sizeof(size_t),
|
||||
offset,
|
||||
size);
|
||||
|
||||
return toReturn;
|
||||
}
|
||||
|
||||
[[nodiscard]] auto ToByteVector() const -> byte_vector { return byte_vector(ToByteString()); }
|
||||
static auto FromByteVector(const byte_vector& bv) -> Wrapper {
|
||||
if (bv.size() < sizeof(size_t)) {
|
||||
return Wrapper(); // Return empty wrapper for invalid data
|
||||
}
|
||||
|
||||
size_t offset;
|
||||
memcpy(&offset, bv.data(), sizeof(size_t));
|
||||
|
||||
size_t size = bv.size() - sizeof(size_t);
|
||||
// Note: CopyBuffer will handle const_cast safely by making a copy
|
||||
auto toReturn = Wrapper(const_cast<uint8_t*>(bv.data()) + sizeof(size_t), offset, size);
|
||||
|
||||
return toReturn;
|
||||
|
||||
@@ -9,7 +9,10 @@
|
||||
|
||||
#include "FlatbufferWrapper.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/hex_map.hpp"
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/common/hex_map.pb.h"
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
namespace shardok::fb {
|
||||
|
||||
|
||||
@@ -6,7 +6,10 @@
|
||||
#define EAGLE0_TERRAINHELPERS_HPP
|
||||
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/terrain.hpp"
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/common/terrain.pb.h"
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
namespace shardok::fb {
|
||||
|
||||
|
||||
@@ -6,7 +6,10 @@
|
||||
#define EAGLE0_TILEMODIFIERHELPERS_HPP
|
||||
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/tile_modifier.hpp"
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/common/tile_modifier.pb.h"
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
namespace shardok::fb {
|
||||
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user