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6
Commits
| Author | SHA1 | Date | |
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47481c2de6 | ||
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4810e8e9a5 | ||
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d46423bea8 | ||
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3a2f9c0c8c | ||
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c0accd9d6b | ||
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c3c80e3c41 |
@@ -74,7 +74,7 @@ bazel run gazelle # Update Go build files
|
||||
|
||||
### Code Formatting
|
||||
```bash
|
||||
# ALWAYS run clang-format after making any C++ or C# code changes
|
||||
# MANDATORY: ALWAYS run clang-format after making any C++ or C# code changes
|
||||
clang-format -i <modified_files>
|
||||
|
||||
# Format all C++ files in a directory:
|
||||
@@ -84,6 +84,8 @@ find . -name "*.cpp" -o -name "*.hpp" | xargs clang-format -i
|
||||
find . -name "*.cs" | xargs clang-format -i
|
||||
```
|
||||
|
||||
**IMPORTANT FOR CLAUDE CODE**: After making any changes to C++ (.cpp, .hpp) or C# (.cs) files, you MUST immediately run clang-format on those files using the Bash tool. This is not optional - it's a mandatory step that must be done every time you modify code files. Use the exact command: `clang-format -i <file_path>` for each modified file.
|
||||
|
||||
## Language-Specific Patterns
|
||||
|
||||
**Scala (Strategic Layer):**
|
||||
|
||||
@@ -1,206 +0,0 @@
|
||||
# Occupants Vector Optimization - Conversion Report
|
||||
|
||||
## Overview
|
||||
|
||||
This document details the implementation of an embedded occupants vector in the GameState flatbuffer to replace O(n)
|
||||
unit iteration with O(1) position lookups. It also catalogs all Occupant() and KnownEnemyOccupant() calls that could not
|
||||
be converted to use the new optimized methods.
|
||||
|
||||
## Completed Conversions
|
||||
|
||||
### Successfully Converted Occupant() Calls (16 total)
|
||||
|
||||
#### Commands Directory (11 conversions)
|
||||
|
||||
1. **HideCommand.cpp**:
|
||||
- Line 43: `Occupant(currentState->units(), target)` → `currentState.GetOccupant(target)`
|
||||
- Line 59: `Occupant(currentState->units(), adjCoords)` → `currentState.GetOccupant(adjCoords)`
|
||||
|
||||
2. **ScoutCommand.cpp**:
|
||||
- Line 63: `Occupant(currentState->units(), target)` → `currentState.GetOccupant(target)`
|
||||
- Line 73: `Occupant(currentState->units(), adjacentCoords)` → `currentState.GetOccupant(adjacentCoords)`
|
||||
|
||||
3. **ReduceCommand.cpp**:
|
||||
- Line 66: `Occupant(currentState->units(), target)` → `currentState.GetOccupant(target)`
|
||||
|
||||
4. **RaiseDeadCommand.cpp**:
|
||||
- Line 53: `Occupant(currentState->units(), target)` → `currentState.GetOccupant(target)`
|
||||
|
||||
5. **HolyWaveCommand.cpp**:
|
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- Line 233: `Occupant(runningState->units(), coords)` → `runningState.GetOccupant(coords)`
|
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|
||||
6. **MoveCommand.cpp**:
|
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- Line 66: `Occupant(allUnits, destination)` → `currentState.GetOccupant(destination)`
|
||||
- Line 98: `Occupant(allUnits, adj)` → `currentState.GetOccupant(adj)`
|
||||
- Line 114: `Occupant(allUnits, adj)` → `currentState.GetOccupant(adj)`
|
||||
|
||||
#### Actions Directory (4 conversions)
|
||||
|
||||
1. **UpdateGameStatusAction.cpp**:
|
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- Line 232: `Occupant(gameState->units(), criticalTile)` → `currentState.GetOccupant(criticalTile)`
|
||||
|
||||
2. **MeteorCastAction.cpp**:
|
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- Line 186: `Occupant(runningGameState->units(), target)` → `runningGameState.GetOccupant(target)`
|
||||
- Line 251: `Occupant(runningGameState->units(), splashCoords)` → `runningGameState.GetOccupant(splashCoords)`
|
||||
- Line 304: `Occupant(runningGameState->units(), coords)` → `runningGameState.GetOccupant(coords)`
|
||||
|
||||
3. **UpdateOpponentKnowledgeAction.cpp**:
|
||||
- Line 42: `Occupant(currentState->units(), adjCoords)` → `currentState.GetOccupant(adjCoords)`
|
||||
|
||||
#### Engine Directory (1 conversion)
|
||||
|
||||
1. **ShardokEngine.cpp**:
|
||||
- Line 463: `Occupant(GetCurrentGameState()->units(), modifiedCoords)` → `gameState.GetOccupant(modifiedCoords)`
|
||||
|
||||
#### Factory Classes Directory (previously converted)
|
||||
|
||||
1. **PlayerSetupCommandFactory.cpp**:
|
||||
- Line 31: `Occupant(gameState->units(), *possiblePosition)` → `gameState.GetOccupant(*possiblePosition)`
|
||||
- Line 40: `Occupant(gameState->units(), possibleHidingPosition)` → `gameState.GetOccupant(possibleHidingPosition)`
|
||||
|
||||
2. **FallIntoWaterAction.cpp**:
|
||||
- Line 154: `Occupant(currentState->units(), adjWithTerrain.adjacentCoords)` →
|
||||
`currentState.GetOccupant(adjWithTerrain.adjacentCoords)`
|
||||
- Line 175: `Occupant(currentState->units(), bestCoords)` → `currentState.GetOccupant(bestCoords)`
|
||||
|
||||
### KnownEnemyOccupant() Conversions
|
||||
|
||||
**Result: 0 conversions possible**
|
||||
|
||||
All KnownEnemyOccupant() calls are in command factory methods that receive decomposed game state parameters (Units*,
|
||||
vector<PlayerId>, etc.) rather than complete GameStateW objects.
|
||||
|
||||
## Remaining Unconverted Calls
|
||||
|
||||
### Occupant() Calls That Cannot Be Converted
|
||||
|
||||
#### 1. PerformUndeadCommandsAction.cpp (2 calls - No GameStateW access)
|
||||
|
||||
- **Line 69**: `Occupant(units, FromCoordsProto(possibleAttackCommandProto.target()))`
|
||||
- **Line 99**: `Occupant(units, adjCoords)`
|
||||
- **Reason**: These calls are in the `ChooseUndeadCommand()` function which only receives `const Units* units`
|
||||
parameter, not a full GameStateW.
|
||||
- **Location**: `src/main/cpp/net/eagle0/shardok/library/actions/PerformUndeadCommandsAction.cpp`
|
||||
|
||||
#### 2. AICommandFilter.cpp (1 call - Raw pointer access)
|
||||
|
||||
- **Line 399**: `KnownEnemyOccupant(pid, units, allyPids, fireLocation)` (in EXTINGUISH_FIRE_COMMAND case)
|
||||
- **Reason**: Method receives `const GameState* gameState` parameter, not GameStateW. Has TODO comment noting this
|
||||
limitation.
|
||||
- **Location**: `src/main/cpp/net/eagle0/shardok/ai/AICommandFilter.cpp`
|
||||
|
||||
#### 3. UpdateGameStatusAction.cpp - Member Variable Usage
|
||||
|
||||
- **Various calls**: Uses `gameState` member variable of type `const GameState*`
|
||||
- **Reason**: Class was designed to take raw GameState pointer in constructor, though InternalExecute method has
|
||||
GameStateW access.
|
||||
- **Location**: `src/main/cpp/net/eagle0/shardok/library/actions/UpdateGameStatusAction.cpp`
|
||||
|
||||
#### 4. IceAndSnowAdjustmentActionFactory.cpp (1 call - Factory pattern)
|
||||
|
||||
- **Line 42**: `Occupant(units, coords)`
|
||||
- **Reason**: Factory method receives individual parameters, not GameStateW.
|
||||
- **Location**: `src/main/cpp/net/eagle0/shardok/library/action_factories/IceAndSnowAdjustmentActionFactory.cpp`
|
||||
|
||||
### KnownEnemyOccupant() Calls That Cannot Be Converted
|
||||
|
||||
#### Command Factory Methods (8 calls - No GameStateW access)
|
||||
|
||||
1. **RepairCommandFactory.cpp** - Line 44
|
||||
2. **FearCommandFactory.cpp** - Line 35
|
||||
3. **LightningBoltCommandFactory.cpp** - Line 54
|
||||
4. **ReduceCommandFactory.cpp** - Line 48
|
||||
5. **ChallengeDuelCommandFactory.cpp** - Line 35
|
||||
6. **HideCommandFactory.cpp** - Line 45
|
||||
7. **MeleeCommandFactory.cpp** - Line 58
|
||||
8. **ArcheryCommandFactory.cpp** - Line 89
|
||||
|
||||
**Common Reason**: All command factory methods follow a pattern where they receive individual game state components (
|
||||
`Units* units`, `vector<PlayerId> allyPids`, etc.) rather than a complete GameStateW object.
|
||||
|
||||
#### Utility Functions (3 calls - Utility function parameters)
|
||||
|
||||
1. **HexMapUtils.cpp** - Lines 81, 670
|
||||
2. **ZoneOfControlCalculator.cpp** - Line 143
|
||||
|
||||
**Reason**: These are utility functions that take decomposed parameters for reusability across different contexts.
|
||||
|
||||
## Performance Impact
|
||||
|
||||
### Achieved Improvements
|
||||
|
||||
- **16 Occupant() calls** converted from O(n) iteration to O(1) lookup
|
||||
- Eliminated cache invalidation issues with thread-local approach
|
||||
- Automatic copying of occupants vector with GameState copies
|
||||
- **Estimated Performance Gain**: 2-5% reduction in AI search time for typical game states
|
||||
|
||||
### Trade-offs
|
||||
|
||||
- **Memory Overhead**: 168 bytes per GameState (14×12 map = 168 int16 values)
|
||||
- **Incremental Updates**: ActionResultApplier now maintains occupants vector via UpdateOccupant() calls
|
||||
- **Copy Cost**: Slightly higher GameState copy overhead offset by O(1) lookup benefits
|
||||
|
||||
## Architectural Patterns Identified
|
||||
|
||||
### Convertible Patterns
|
||||
|
||||
1. **Command InternalExecute methods**: Have access to `const GameStateW& currentState`
|
||||
2. **Action InternalExecute methods**: Have access to `const GameStateW& currentState`
|
||||
3. **Factory methods with GameStateW parameters**: Can access embedded occupants vector
|
||||
|
||||
### Non-Convertible Patterns
|
||||
|
||||
1. **Command Factory methods**: Receive decomposed parameters (`Units*`, `HexMap*`, etc.)
|
||||
2. **Utility functions**: Take individual components for reusability
|
||||
3. **Engine methods**: Often work with raw `GameState*` pointers
|
||||
4. **Legacy member variables**: Classes storing `const GameState*` instead of `GameStateW`
|
||||
|
||||
## Recommendations for Future Work
|
||||
|
||||
### Potential Additional Conversions
|
||||
|
||||
1. **Refactor command factories** to accept GameStateW instead of decomposed parameters
|
||||
2. **Update ShardokEngine** to use GameStateW internally where possible
|
||||
3. **Create GameStateW constructors** from raw GameState* to enable more conversions
|
||||
4. **Modernize legacy classes** to use GameStateW member variables
|
||||
|
||||
### Copy-on-Write Consideration
|
||||
|
||||
The user suggested implementing copy-on-write (COW) for GameStateW to reduce memory allocation overhead during AI
|
||||
search. This could provide additional performance benefits by eliminating unnecessary copying of the occupants vector.
|
||||
|
||||
## Technical Implementation Details
|
||||
|
||||
### Core Changes Made
|
||||
|
||||
1. **game_state.fbs**: Added `occupants:[int16];` field
|
||||
2. **GameStateW.cpp**: Implemented GetOccupant() and UpdateOccupant() methods
|
||||
3. **GameStateCopier.cpp**: Populates occupants vector during GameState creation
|
||||
4. **ActionResultApplier.cpp**: Maintains occupants vector during unit movement
|
||||
|
||||
### Key Method Signatures
|
||||
|
||||
```cpp
|
||||
// O(1) occupant lookup
|
||||
auto GameStateW::GetOccupant(const Coords& coords) const -> const Unit*;
|
||||
|
||||
// O(1) enemy occupant lookup
|
||||
auto GameStateW::GetKnownEnemyOccupant(
|
||||
PlayerId playerId,
|
||||
const std::vector<PlayerId>& allyPids,
|
||||
const Coords& coords) const -> const Unit*;
|
||||
|
||||
// Incremental occupants vector maintenance
|
||||
void GameStateW::UpdateOccupant(
|
||||
UnitId unitId,
|
||||
const Coords& oldCoords,
|
||||
const Coords& newCoords);
|
||||
```
|
||||
|
||||
## Conclusion
|
||||
|
||||
The occupants vector optimization successfully converted 12 high-frequency Occupant() calls to O(1) lookups while
|
||||
maintaining correctness through automatic copying and incremental updates. The remaining 15+ unconverted calls are
|
||||
primarily in architectural layers (command factories, utilities) that would require broader refactoring to convert. The
|
||||
performance improvement achieved represents a solid foundation that could be extended with future architectural
|
||||
modernization.
|
||||
@@ -95,13 +95,6 @@ cc_library(
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "thread_pool",
|
||||
hdrs = ["ThreadPool.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = ["//visibility:public"],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "time_utils",
|
||||
hdrs = ["TimeUtils.hpp"],
|
||||
|
||||
@@ -1,14 +0,0 @@
|
||||
//
|
||||
// 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
|
||||
@@ -1,200 +0,0 @@
|
||||
//
|
||||
// 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
|
||||
@@ -70,14 +70,7 @@ auto ConvertUnit(
|
||||
Unit shardokUnit{};
|
||||
|
||||
shardokUnit.mutate_player_id(shardokPlayerId);
|
||||
|
||||
// Range check eagle_player_id for int8 conversion
|
||||
int32_t eagle_id = unit.eagle_player_id();
|
||||
if (eagle_id < -128 || eagle_id > 127) {
|
||||
throw std::runtime_error(
|
||||
"eagle_player_id " + std::to_string(eagle_id) + " out of int8 range");
|
||||
}
|
||||
shardokUnit.mutate_eagle_player_id(static_cast<int8_t>(eagle_id));
|
||||
shardokUnit.mutate_eagle_player_id(unit.eagle_player_id());
|
||||
shardokUnit.mutate_hidden(false);
|
||||
shardokUnit.mutate_fortified(false);
|
||||
if (unit.has_hero()) {
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "AIAttackerStrategySelector.hpp"
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
namespace shardok {
|
||||
@@ -15,7 +16,7 @@ constexpr double MAXIMUM_RATIO_FOR_ATTACKER_TO_FLEE = 0.50;
|
||||
|
||||
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,
|
||||
@@ -69,10 +70,7 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
|
||||
chosenStrategy = CrossRiversStrategy(startCrossingLocations);
|
||||
} else if (attackerUnitCount < criticalTileCoords.size()) {
|
||||
chosenStrategy = AttackUnitsStrategy(GenerateTargetPriorities(
|
||||
Occupants(
|
||||
*gameState->units(),
|
||||
gameState->hex_map()->row_count(),
|
||||
gameState->hex_map()->column_count()),
|
||||
gameState.GetOccupantsVector(),
|
||||
gameState->hex_map(),
|
||||
defenderPositions,
|
||||
attackerPid,
|
||||
@@ -86,10 +84,7 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
|
||||
// Otherwise, try to hold the castles.
|
||||
else if (defenderOccupiedCriticalTileCount > 0) {
|
||||
chosenStrategy = AttackCastlesStrategy(GenerateTargetPriorities(
|
||||
Occupants(
|
||||
*gameState->units(),
|
||||
gameState->hex_map()->row_count(),
|
||||
gameState->hex_map()->column_count()),
|
||||
gameState.GetOccupantsVector(),
|
||||
gameState->hex_map(),
|
||||
criticalTileCoords,
|
||||
attackerPid,
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#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"
|
||||
|
||||
@@ -19,7 +20,7 @@ class AIAttackerStrategySelector {
|
||||
public:
|
||||
static auto BestAttackerStrategy(
|
||||
PlayerId attackerPid,
|
||||
const GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileCoords,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "AICommandFilter.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/BattalionType.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexCubeUtils.hpp"
|
||||
@@ -13,10 +14,10 @@
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using fb::Unit;
|
||||
using net::eagle0::shardok::common::CommandType;
|
||||
using net::eagle0::shardok::storage::fb::Unit;
|
||||
|
||||
CoordsSet AICommandFilter::BuildEnemyLocations(const GameStateW& gameState, PlayerId pid) {
|
||||
CoordsSet AICommandFilter::BuildEnemyLocations(const GameState* gameState, PlayerId pid) {
|
||||
CoordsSet enemyLocations(gameState->hex_map());
|
||||
const auto* units = gameState->units();
|
||||
|
||||
@@ -35,7 +36,7 @@ std::vector<size_t> AICommandFilter::FilterCommands(
|
||||
const CommandListSPtr& commands,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache) {
|
||||
std::vector<size_t> filteredIndices;
|
||||
@@ -103,14 +104,16 @@ bool AICommandFilter::IsWastefulAction(
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache,
|
||||
const CoordsSet& enemyLocations,
|
||||
const CoordsSet& castleLocations,
|
||||
double minDistToEnemies) {
|
||||
const auto cmdType = cmd.GetCommandType();
|
||||
|
||||
// Handle different spell types
|
||||
switch (cmd.GetCommandType()) {
|
||||
switch (cmdType) {
|
||||
case CommandType::METEOR_START_COMMAND: {
|
||||
// Meteor preparation filtering
|
||||
// Meteor takes 3 rounds (start -> target -> cast) and locks the mage in place
|
||||
@@ -209,8 +212,8 @@ bool AICommandFilter::IsWastefulAction(
|
||||
bool nearObjective = false;
|
||||
for (const auto& enemyCoords : enemyLocations) {
|
||||
const Cube enemyCube = OffsetToCube(enemyCoords);
|
||||
if (const int hexDistance = CubeDistance(unitCube, enemyCube);
|
||||
hexDistance <= 3) {
|
||||
const int hexDistance = CubeDistance(unitCube, enemyCube);
|
||||
if (hexDistance <= 3) {
|
||||
nearObjective = true;
|
||||
break;
|
||||
}
|
||||
@@ -389,8 +392,9 @@ bool AICommandFilter::IsWastefulAction(
|
||||
static_cast<int8_t>(targetCoords.column())};
|
||||
|
||||
// Check if any enemy occupies the fire location - let them burn!
|
||||
const auto* units = gameState->units();
|
||||
std::vector<PlayerId> allyPids; // Empty for now - assume 2-player game
|
||||
if (gameState.GetKnownEnemyOccupant(pid, allyPids, fireLocation)) {
|
||||
if (KnownEnemyOccupant(pid, units, allyPids, fireLocation)) {
|
||||
return true; // Don't extinguish fires under enemies
|
||||
}
|
||||
break;
|
||||
@@ -406,7 +410,7 @@ bool AICommandFilter::IsWastefulMovement(
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache,
|
||||
const CoordsSet& enemyLocations,
|
||||
@@ -489,7 +493,7 @@ bool AICommandFilter::IsStrategicBlunder(
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
const SettingsGetter& settings,
|
||||
double minDistToEnemies) {
|
||||
// Simplified strategic blunder detection for now
|
||||
@@ -499,7 +503,7 @@ bool AICommandFilter::IsStrategicBlunder(
|
||||
}
|
||||
|
||||
double AICommandFilter::MinDistanceToEnemyUnits(
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
PlayerId pid,
|
||||
const CoordsSet& enemyLocations) {
|
||||
// Calculate minimum distance from any player unit to any enemy unit
|
||||
@@ -525,7 +529,7 @@ double AICommandFilter::MinDistanceToEnemyUnits(
|
||||
}
|
||||
|
||||
double AICommandFilter::MinDistanceToCastles(
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
PlayerId pid,
|
||||
const CoordsSet& castleLocations) {
|
||||
// Calculate minimum distance from any player unit to any castle
|
||||
@@ -556,7 +560,7 @@ double AICommandFilter::MinDistanceToCastles(
|
||||
}
|
||||
|
||||
bool AICommandFilter::IsPlayerOutnumbered(
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
PlayerId pid,
|
||||
double threshold) {
|
||||
const int playerUnitCount = CountPlayerUnits(gameState, pid);
|
||||
@@ -568,7 +572,7 @@ bool AICommandFilter::IsPlayerOutnumbered(
|
||||
return ratio < threshold;
|
||||
}
|
||||
|
||||
int AICommandFilter::CountPlayerUnits(const GameStateW& gameState, PlayerId pid) {
|
||||
int AICommandFilter::CountPlayerUnits(const GameState* gameState, PlayerId pid) {
|
||||
int count = 0;
|
||||
const auto* units = gameState->units();
|
||||
|
||||
@@ -586,7 +590,7 @@ int AICommandFilter::CountPlayerUnits(const GameStateW& gameState, PlayerId pid)
|
||||
bool AICommandFilter::WouldAbandonCriticalCastle(
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
const GameStateW& gameState) {
|
||||
const GameState* gameState) {
|
||||
// Simplified implementation - return false for now
|
||||
// TODO: Implement proper castle abandonment detection when API is available
|
||||
return false;
|
||||
|
||||
@@ -40,20 +40,20 @@ public:
|
||||
const CommandListSPtr& commands,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache);
|
||||
|
||||
private:
|
||||
// Helper to build enemy locations once for efficiency
|
||||
static CoordsSet BuildEnemyLocations(const GameStateW& gameState, PlayerId pid);
|
||||
static CoordsSet BuildEnemyLocations(const GameState* gameState, PlayerId pid);
|
||||
|
||||
// Spell preparation filters
|
||||
static bool IsWastefulAction(
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache,
|
||||
const CoordsSet& enemyLocations,
|
||||
@@ -65,7 +65,7 @@ private:
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache,
|
||||
const CoordsSet& enemyLocations,
|
||||
@@ -76,29 +76,27 @@ private:
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
const SettingsGetter& settings,
|
||||
double minDistToEnemies);
|
||||
|
||||
// Helper functions for distance and position analysis
|
||||
static double MinDistanceToEnemyUnits(
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
PlayerId pid,
|
||||
const CoordsSet& enemyLocations);
|
||||
|
||||
static double MinDistanceToCastles(
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
PlayerId pid,
|
||||
const CoordsSet& castleLocations);
|
||||
|
||||
static bool IsPlayerOutnumbered(const GameStateW& gameState, PlayerId pid, double threshold);
|
||||
static bool IsPlayerOutnumbered(const GameState* gameState, PlayerId pid, double threshold);
|
||||
|
||||
static int CountPlayerUnits(const GameStateW& gameState, PlayerId pid);
|
||||
static int CountPlayerUnits(const GameState* gameState, PlayerId pid);
|
||||
|
||||
static bool WouldAbandonCriticalCastle(
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
const GameStateW& gameState);
|
||||
static bool
|
||||
WouldAbandonCriticalCastle(const ShardokCommand& cmd, PlayerId pid, const GameState* gameState);
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIUnitScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIVictoryConditionScoreCalculator.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/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexCubeUtils.hpp"
|
||||
@@ -137,6 +138,8 @@ using Unit = fb::Unit;
|
||||
static const std::vector _averageSequence = {0.5};
|
||||
static const auto _averageGenerator = std::make_shared<SequenceRandomGenerator>(_averageSequence);
|
||||
|
||||
static auto IsLateGame(const GameState *gs) { return gs->current_round() > 18; }
|
||||
|
||||
static auto CommandSorter(
|
||||
const AIScoreCalculator::IndexAndScore &l,
|
||||
const AIScoreCalculator::IndexAndScore &r) -> bool {
|
||||
@@ -260,15 +263,7 @@ auto AttackerUnitsScore(
|
||||
const ALCache &alCache,
|
||||
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 int16_t cachedRowCount = cachedHexMap->row_count();
|
||||
const int16_t cachedColumnCount = cachedHexMap->column_count();
|
||||
const int cachedCurrentRound = cachedGameState->current_round();
|
||||
|
||||
bool isLateGame = cachedCurrentRound > 18; // Inline IsLateGame for efficiency
|
||||
bool isLateGame = IsLateGame(gameState);
|
||||
|
||||
// APDCache now has built-in thread-local caching - no need for PreCachedAPDs
|
||||
ActionPoints braveWaterCost = settings.Backing().brave_water_action_point_cost();
|
||||
@@ -278,18 +273,14 @@ auto AttackerUnitsScore(
|
||||
|
||||
std::vector<const Unit *> attackerUnits{};
|
||||
std::vector<const Unit *> defenderUnits{};
|
||||
// Pre-allocate vectors based on estimated unit ratios to avoid reallocations
|
||||
const size_t estimatedUnitCount = cachedUnits->size();
|
||||
attackerUnits.reserve(estimatedUnitCount - 1);
|
||||
defenderUnits.reserve(estimatedUnitCount - 1);
|
||||
|
||||
double attackerUnitsValue = 0;
|
||||
double defenderUnitsValue = 0;
|
||||
|
||||
auto occupants = Occupants(*cachedUnits, cachedRowCount, cachedColumnCount);
|
||||
const auto &occupants = gameState.GetOccupantsVector();
|
||||
|
||||
for (const Unit *unit : *cachedUnits) {
|
||||
const auto *pi = PlayerInfoForPid(cachedGameState, unit->player_id());
|
||||
for (const Unit *unit : *gameState->units()) {
|
||||
const auto *pi = PlayerInfoForPid(gameState, unit->player_id());
|
||||
if (pi == nullptr) continue;
|
||||
|
||||
switch (unit->status()) {
|
||||
@@ -326,7 +317,7 @@ auto AttackerUnitsScore(
|
||||
}
|
||||
}
|
||||
|
||||
double defenderAdvantage = 1.0 + static_cast<double>(cachedCurrentRound) / 31.0;
|
||||
double defenderAdvantage = 1.0 + static_cast<double>(gameState->current_round()) / 31.0;
|
||||
|
||||
// Can we cache this somehow, it won't usually change within your turn
|
||||
auto attackLocationsForAttacker = alCache->CachedLocations(defenderUnits, isLateGame);
|
||||
@@ -351,11 +342,11 @@ auto AttackerUnitsScore(
|
||||
unit,
|
||||
priorityList->priorityOrder,
|
||||
occupants,
|
||||
cachedHexMap,
|
||||
gameState->hex_map(),
|
||||
settings.GetBattalionType(
|
||||
static_cast<BattalionTypeId>(battTypeId)),
|
||||
apdCache->GetRaw(
|
||||
cachedHexMap,
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings.GetBattalionType(
|
||||
static_cast<BattalionTypeId>(battTypeId)),
|
||||
@@ -364,7 +355,7 @@ auto AttackerUnitsScore(
|
||||
static_cast<BattalionTypeId>(battTypeId))
|
||||
->allowsBraveWater
|
||||
? apdCache->GetRaw(
|
||||
cachedHexMap,
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings.GetBattalionType(
|
||||
static_cast<BattalionTypeId>(
|
||||
@@ -377,16 +368,14 @@ auto AttackerUnitsScore(
|
||||
auto uv = UnitValue(
|
||||
unit,
|
||||
true,
|
||||
attackerUnits,
|
||||
gameState,
|
||||
attackerWantsCastles,
|
||||
/* includeCastleBonus=*/true,
|
||||
defenderUnits,
|
||||
cachedHexMap,
|
||||
roundsRemaining,
|
||||
attackLocationsForAttacker,
|
||||
locationsCausingDanger,
|
||||
apdCache->GetRaw(
|
||||
cachedHexMap,
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings.GetBattalionType(static_cast<BattalionTypeId>(battTypeId)),
|
||||
false),
|
||||
@@ -405,16 +394,14 @@ auto AttackerUnitsScore(
|
||||
auto dv = UnitValue(
|
||||
unit,
|
||||
false,
|
||||
attackerUnits,
|
||||
gameState,
|
||||
attackerWantsCastles,
|
||||
/* includeCastleBonus=*/!defenderShouldScatter,
|
||||
defenderUnits,
|
||||
cachedHexMap,
|
||||
roundsRemaining,
|
||||
attackLocationsForDefender,
|
||||
locationsCausingDangerForAttacker,
|
||||
apdCache->GetRaw(
|
||||
cachedHexMap,
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings.GetBattalionType(static_cast<BattalionTypeId>(battTypeId)),
|
||||
false),
|
||||
@@ -425,7 +412,7 @@ auto AttackerUnitsScore(
|
||||
// If the defender is trying to scatter, than we want to be as far away from the nearest
|
||||
// attacker as possible, AND as far away from the nearest friendly as possible
|
||||
if (unit->location().row() > -1 && defenderShouldScatter) {
|
||||
CoordsSet myLocationSet(cachedHexMap);
|
||||
CoordsSet myLocationSet(gameState->hex_map());
|
||||
myLocationSet.Add(unit->location());
|
||||
|
||||
DIST_T closestDistanceToEnemy = 999;
|
||||
@@ -435,7 +422,7 @@ auto AttackerUnitsScore(
|
||||
attackerUnit,
|
||||
unit->location(),
|
||||
apdCache->GetRaw(
|
||||
cachedHexMap,
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings.GetBattalionType(
|
||||
static_cast<BattalionTypeId>(attackerBattTypeId)),
|
||||
@@ -443,14 +430,14 @@ auto AttackerUnitsScore(
|
||||
settings.GetBattalionType(static_cast<BattalionTypeId>(attackerBattTypeId))
|
||||
->allowsBraveWater
|
||||
? apdCache->GetRaw(
|
||||
cachedHexMap,
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings.GetBattalionType(
|
||||
static_cast<BattalionTypeId>(attackerBattTypeId)),
|
||||
true,
|
||||
braveWaterCost)
|
||||
: nullptr,
|
||||
cachedHexMap);
|
||||
gameState->hex_map());
|
||||
if (thisDistance < closestDistanceToEnemy) {
|
||||
closestDistanceToEnemy = thisDistance;
|
||||
}
|
||||
@@ -472,7 +459,7 @@ auto AttackerUnitsScore(
|
||||
defenderUnit,
|
||||
unit->location(),
|
||||
apdCache->GetRaw(
|
||||
cachedHexMap,
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings.GetBattalionType(static_cast<BattalionTypeId>(
|
||||
defenderBattTypeId)),
|
||||
@@ -481,7 +468,7 @@ auto AttackerUnitsScore(
|
||||
defenderBattTypeId))
|
||||
->allowsBraveWater
|
||||
? apdCache->GetRaw(
|
||||
cachedHexMap,
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings.GetBattalionType(
|
||||
static_cast<BattalionTypeId>(
|
||||
@@ -489,7 +476,7 @@ auto AttackerUnitsScore(
|
||||
true,
|
||||
braveWaterCost)
|
||||
: nullptr,
|
||||
cachedHexMap);
|
||||
gameState->hex_map());
|
||||
if (thisDistance < closestDistanceToEnemy) {
|
||||
closestDistanceToFriendly = thisDistance;
|
||||
}
|
||||
@@ -511,7 +498,7 @@ auto AttackerUnitsScore(
|
||||
}
|
||||
|
||||
auto AIScoreCalculator::FleeStrategyScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const GameState *gameState,
|
||||
const PlayerId playerId) -> ScoreValue {
|
||||
ScoreValue scoreValue = 0.0;
|
||||
|
||||
@@ -779,7 +766,7 @@ auto AIScoreCalculator::AttackerScoreForState(
|
||||
void PrintCommand(
|
||||
const uint32_t index,
|
||||
const CommandProto &cmd,
|
||||
const GameStateW &gs,
|
||||
const GameState *gs,
|
||||
const ScoreValue utility) {
|
||||
printf("i%d %s\n ", index, net::eagle0::shardok::common::CommandType_Name(cmd.type()).c_str());
|
||||
|
||||
@@ -803,8 +790,7 @@ auto AIScoreCalculator::BasicLookaheadCalculator(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
const AITimeBudget *timeBudget) -> ScoreValue {
|
||||
const ALCache &alCache) -> ScoreValue {
|
||||
const auto nextUtility = currentUtility;
|
||||
|
||||
if (const CommandListSPtr nextCommands = innerEngine->GetAvailableCommandsForAIPlayer(pid);
|
||||
@@ -820,8 +806,7 @@ auto AIScoreCalculator::BasicLookaheadCalculator(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache,
|
||||
timeBudget);
|
||||
alCache);
|
||||
|
||||
if (auto &nextCommand = innerEngine->GetAvailableCommandsForAIPlayer(pid)->at(index);
|
||||
nextCommand->GetCommandType() != net::eagle0::shardok::common::END_TURN_COMMAND) {
|
||||
@@ -844,8 +829,7 @@ auto AIScoreCalculator::CalcOne(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
const AITimeBudget *timeBudget) -> ImmediateAndLookaheadScore {
|
||||
const ALCache &alCache) -> ImmediateAndLookaheadScore {
|
||||
ImmediateAndLookaheadScore returnValue{};
|
||||
|
||||
auto innerEngine = std::make_shared<ShardokEngine>(guessedEngine, false);
|
||||
@@ -853,7 +837,7 @@ auto AIScoreCalculator::CalcOne(
|
||||
|
||||
auto innerUtility = GuessedStateScore(
|
||||
isDefender,
|
||||
innerEngine->GetCurrentGameState(),
|
||||
innerEngine->GetCurrentGameStateW(),
|
||||
attackerStrategy,
|
||||
allCastleCoords,
|
||||
settingsGetter,
|
||||
@@ -863,10 +847,9 @@ auto AIScoreCalculator::CalcOne(
|
||||
returnValue.immediateScore = innerUtility;
|
||||
|
||||
if (remainingLookahead <= 0) {
|
||||
// Create a promise that will be moved, not destroyed
|
||||
auto p = std::make_shared<std::promise<eagle0::common::TaskResult<ScoreValue>>>();
|
||||
returnValue.lookaheadScore = p->get_future();
|
||||
p->set_value(eagle0::common::TaskResult<ScoreValue>(innerUtility));
|
||||
std::promise<ScoreValue> p;
|
||||
returnValue.lookaheadScore = p.get_future();
|
||||
p.set_value(innerUtility);
|
||||
} else {
|
||||
auto lookaheadLambda = [pid,
|
||||
isDefender,
|
||||
@@ -878,8 +861,7 @@ auto AIScoreCalculator::CalcOne(
|
||||
&settingsGetter,
|
||||
&allCastleCoords,
|
||||
&apdCache,
|
||||
&alCache,
|
||||
timeBudget]() -> ScoreValue {
|
||||
&alCache]() -> ScoreValue {
|
||||
return BasicLookaheadCalculator(
|
||||
pid,
|
||||
isDefender,
|
||||
@@ -891,29 +873,16 @@ auto AIScoreCalculator::CalcOne(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache,
|
||||
timeBudget);
|
||||
alCache);
|
||||
};
|
||||
|
||||
#if MULTITHREAD
|
||||
// Priority = remainingLookahead (higher depth = higher priority)
|
||||
const int priority = remainingLookahead;
|
||||
|
||||
if (timeBudget && timeBudget->remainingBudget.count() > 0) {
|
||||
const auto now = eagle0::common::ThreadPool::Clock::now();
|
||||
const auto timeForThisDepth = timeBudget->remainingBudget / (remainingLookahead + 1);
|
||||
const auto deadline = now + timeForThisDepth;
|
||||
|
||||
returnValue.lookaheadScore =
|
||||
threadPool.enqueue_with_deadline(lookaheadLambda, priority, deadline);
|
||||
} else {
|
||||
returnValue.lookaheadScore = threadPool.enqueue(lookaheadLambda, priority);
|
||||
}
|
||||
returnValue.lookaheadScore = std::async(std::launch::async, lookaheadLambda);
|
||||
#else
|
||||
auto p = std::make_shared<std::promise<eagle0::common::TaskResult<ScoreValue>>>();
|
||||
returnValue.lookaheadScore = p->get_future();
|
||||
std::promise<ScoreValue> p;
|
||||
returnValue.lookaheadScore = p.get_future();
|
||||
auto lambdaResult = lookaheadLambda();
|
||||
p->set_value(eagle0::common::TaskResult<ScoreValue>(lambdaResult));
|
||||
p.set_value(lambdaResult);
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -931,8 +900,7 @@ auto AIScoreCalculator::CalcOne(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
const AITimeBudget *timeBudget) -> IndexAndScore {
|
||||
const ALCache &alCache) -> IndexAndScore {
|
||||
const CommandListSPtr guessedDescriptors = guessedEngine.GetAvailableCommandsForAIPlayer(pid);
|
||||
|
||||
// Filter out obviously bad commands to reduce search space
|
||||
@@ -944,7 +912,7 @@ auto AIScoreCalculator::CalcOne(
|
||||
settingsGetter,
|
||||
apdCache);
|
||||
|
||||
const auto &gameState = guessedEngine.GetCurrentGameState();
|
||||
const auto *gameState = guessedEngine.GetCurrentGameState();
|
||||
// Calculate minimum hex distance to enemies for this player
|
||||
double minDistToEnemies = std::numeric_limits<double>::max();
|
||||
const auto *units = gameState->units();
|
||||
@@ -994,7 +962,7 @@ auto AIScoreCalculator::CalcOne(
|
||||
vector<IndexAndScore> allIndices(commandCount);
|
||||
|
||||
// Primary index is the command index; vector may contain repeated attempts
|
||||
vector<vector<future<eagle0::common::TaskResult<ScoreValue>>>> scoreFutures(commandCount);
|
||||
vector<vector<future<ScoreValue>>> scoreFutures(commandCount);
|
||||
|
||||
for (uint32_t index = 0; index < commandCount; index++) {
|
||||
const auto originalIndex = filteredIndices[index];
|
||||
@@ -1005,9 +973,9 @@ auto AIScoreCalculator::CalcOne(
|
||||
allIndices[index].type = guessedCommandType;
|
||||
|
||||
if (guessedCommandType == net::eagle0::shardok::common::END_TURN_COMMAND) {
|
||||
std::promise<eagle0::common::TaskResult<ScoreValue>> p;
|
||||
std::promise<ScoreValue> p;
|
||||
scoreFutures[index].push_back(p.get_future());
|
||||
p.set_value(eagle0::common::TaskResult<ScoreValue>(currentUtility));
|
||||
p.set_value(currentUtility);
|
||||
allIndices[index].immediateScore = currentUtility;
|
||||
} else if (IsDeterministic(guessedCommandType)) {
|
||||
auto [immediateScore, lookaheadScore] =
|
||||
@@ -1022,8 +990,7 @@ auto AIScoreCalculator::CalcOne(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache,
|
||||
timeBudget);
|
||||
alCache);
|
||||
|
||||
allIndices[index].immediateScore = immediateScore;
|
||||
scoreFutures[index].push_back(std::move(lookaheadScore));
|
||||
@@ -1046,8 +1013,7 @@ auto AIScoreCalculator::CalcOne(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache,
|
||||
timeBudget);
|
||||
alCache);
|
||||
|
||||
// second attempt uses the average of (1 - successChance) and 0 as the roll (so 30%
|
||||
// chance -> rolling 15)
|
||||
@@ -1064,8 +1030,7 @@ auto AIScoreCalculator::CalcOne(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache,
|
||||
timeBudget);
|
||||
alCache);
|
||||
|
||||
allIndices[index].immediateScore =
|
||||
std::lerp(failureImmediateScore, successImmediateScore, successChance);
|
||||
@@ -1074,12 +1039,8 @@ auto AIScoreCalculator::CalcOne(
|
||||
auto failureSF = failureLookaheadScore.share();
|
||||
scoreFutures[index].push_back(std::async(
|
||||
std::launch::deferred,
|
||||
[successSF, failureSF, successChance]() -> eagle0::common::TaskResult<double> {
|
||||
auto successResult = successSF.get();
|
||||
auto failureResult = failureSF.get();
|
||||
double finalScore =
|
||||
std::lerp(failureResult.value, successResult.value, successChance);
|
||||
return eagle0::common::TaskResult<double>(finalScore);
|
||||
[successSF, failureSF, successChance]() -> double {
|
||||
return std::lerp(failureSF.get(), successSF.get(), successChance);
|
||||
}));
|
||||
} else {
|
||||
ScoreValue sum = 0.0;
|
||||
@@ -1100,8 +1061,7 @@ auto AIScoreCalculator::CalcOne(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache,
|
||||
timeBudget);
|
||||
alCache);
|
||||
|
||||
sum += immediateScore;
|
||||
scoreFutures[index].push_back(std::move(lookaheadScore));
|
||||
@@ -1110,51 +1070,11 @@ auto AIScoreCalculator::CalcOne(
|
||||
}
|
||||
}
|
||||
|
||||
printf("AIScoreCalculator: BestCommandIndex starting with %zu commands, budget: %lldms\n",
|
||||
(size_t)commandCount,
|
||||
timeBudget ? timeBudget->remainingBudget.count() : -1LL);
|
||||
|
||||
for (uint32_t i = 0; i < commandCount; i++) {
|
||||
const auto count = static_cast<ScoreValue>(scoreFutures[i].size());
|
||||
ScoreValue total = 0.0;
|
||||
size_t validResults = 0;
|
||||
|
||||
for (size_t j = 0; j < scoreFutures[i].size(); j++) {
|
||||
// Calculate timeout based on remaining time budget with small buffer
|
||||
auto timeout = std::chrono::steady_clock::now() +
|
||||
std::chrono::milliseconds(100); // Default fallback
|
||||
if (timeBudget && timeBudget->remainingBudget.count() > 0) {
|
||||
timeout = std::chrono::steady_clock::now() + timeBudget->remainingBudget +
|
||||
std::chrono::milliseconds(100);
|
||||
}
|
||||
|
||||
auto future_status = scoreFutures[i][j].wait_until(timeout);
|
||||
|
||||
if (future_status == std::future_status::timeout) {
|
||||
printf("AIScoreCalculator: TIMEOUT on command %u, future %zu (budget: %lldms)\n",
|
||||
i,
|
||||
j,
|
||||
timeBudget ? timeBudget->remainingBudget.count() : -1LL);
|
||||
// Future didn't complete within timeout - treat as deadline exceeded
|
||||
// Don't increment validResults so we fall back to immediate score if needed
|
||||
continue; // Skip this result
|
||||
}
|
||||
|
||||
auto result = scoreFutures[i][j].get();
|
||||
if (result.succeeded()) {
|
||||
total += result.value;
|
||||
validResults++;
|
||||
} else if (result.deadlineExceeded()) {
|
||||
// For deadline exceeded, we skip the result and rely on other futures
|
||||
// or fallback to immediate score if all tasks failed
|
||||
}
|
||||
}
|
||||
|
||||
if (validResults > 0) {
|
||||
allIndices[i].lookaheadScore = total / static_cast<ScoreValue>(validResults);
|
||||
} else {
|
||||
// All tasks exceeded deadline, fall back to immediate score
|
||||
allIndices[i].lookaheadScore = allIndices[i].immediateScore;
|
||||
}
|
||||
for (auto &oneFuture : scoreFutures[i]) { total += oneFuture.get(); }
|
||||
allIndices[i].lookaheadScore = total / count;
|
||||
}
|
||||
|
||||
return *std::ranges::max_element(allIndices, CommandSorter);
|
||||
@@ -1172,8 +1092,7 @@ auto AIScoreCalculator::EvaluateCommand(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
const AITimeBudget *timeBudget) -> CommandEvaluationResult {
|
||||
const ALCache &alCache) -> CommandEvaluationResult {
|
||||
const CommandListSPtr guessedDescriptors = guessedEngine.GetAvailableCommandsForAIPlayer(pid);
|
||||
|
||||
if (commandIndex >= guessedDescriptors->size()) { return {currentUtility, currentUtility}; }
|
||||
@@ -1196,16 +1115,8 @@ auto AIScoreCalculator::EvaluateCommand(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache,
|
||||
timeBudget);
|
||||
// Use timeout to avoid hanging on future (conservative timeout for EvaluateCommand)
|
||||
auto timeout = std::chrono::steady_clock::now() + std::chrono::seconds(2);
|
||||
if (lookaheadScore.wait_until(timeout) == std::future_status::timeout) {
|
||||
return {immediateScore, immediateScore}; // Fall back to immediate score
|
||||
}
|
||||
auto lookaheadResult = lookaheadScore.get();
|
||||
return {immediateScore,
|
||||
lookaheadResult.succeeded() ? lookaheadResult.value : immediateScore};
|
||||
alCache);
|
||||
return {immediateScore, lookaheadScore.get()};
|
||||
} else if (guessedDescriptor->HasOdds()) {
|
||||
const auto successChancePercentile = guessedDescriptor->GetOddsPercentile();
|
||||
const double successChance = static_cast<double>(successChancePercentile) / 100.0;
|
||||
@@ -1223,8 +1134,7 @@ auto AIScoreCalculator::EvaluateCommand(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache,
|
||||
timeBudget);
|
||||
alCache);
|
||||
|
||||
// Failure attempt
|
||||
auto [failureImmediateScore, failureLookaheadScore] = CalcOne(
|
||||
@@ -1239,28 +1149,11 @@ auto AIScoreCalculator::EvaluateCommand(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache,
|
||||
timeBudget);
|
||||
alCache);
|
||||
|
||||
// Return weighted average of success and failure
|
||||
// Use timeout to avoid hanging on futures (conservative timeout for EvaluateCommand)
|
||||
auto timeout = std::chrono::steady_clock::now() + std::chrono::seconds(2);
|
||||
|
||||
ScoreValue failureLookahead = failureImmediateScore; // Default fallback
|
||||
if (failureLookaheadScore.wait_until(timeout) != std::future_status::timeout) {
|
||||
auto failureResult = failureLookaheadScore.get();
|
||||
failureLookahead =
|
||||
failureResult.succeeded() ? failureResult.value : failureImmediateScore;
|
||||
}
|
||||
|
||||
ScoreValue successLookahead = successImmediateScore; // Default fallback
|
||||
if (successLookaheadScore.wait_until(timeout) != std::future_status::timeout) {
|
||||
auto successResult = successLookaheadScore.get();
|
||||
successLookahead =
|
||||
successResult.succeeded() ? successResult.value : successImmediateScore;
|
||||
}
|
||||
return {std::lerp(failureImmediateScore, successImmediateScore, successChance),
|
||||
std::lerp(failureLookahead, successLookahead, successChance)};
|
||||
std::lerp(failureLookaheadScore.get(), successLookaheadScore.get(), successChance)};
|
||||
} else {
|
||||
// For non-deterministic commands without odds, use multiple attempts
|
||||
ScoreValue totalImmediateScore = 0.0;
|
||||
@@ -1280,20 +1173,10 @@ auto AIScoreCalculator::EvaluateCommand(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache,
|
||||
timeBudget);
|
||||
alCache);
|
||||
|
||||
totalImmediateScore += immediateScore;
|
||||
|
||||
// Use timeout to avoid hanging on future (conservative timeout for EvaluateCommand)
|
||||
auto timeout = std::chrono::steady_clock::now() + std::chrono::seconds(2);
|
||||
if (lookaheadScore.wait_until(timeout) == std::future_status::timeout) {
|
||||
totalLookaheadScore += immediateScore; // Fall back to immediate score
|
||||
} else {
|
||||
auto lookaheadResult = lookaheadScore.get();
|
||||
totalLookaheadScore +=
|
||||
lookaheadResult.succeeded() ? lookaheadResult.value : immediateScore;
|
||||
}
|
||||
totalLookaheadScore += lookaheadScore.get();
|
||||
}
|
||||
return {totalImmediateScore / maxRepeatCount, totalLookaheadScore / maxRepeatCount};
|
||||
}
|
||||
@@ -1311,8 +1194,7 @@ auto AIScoreCalculator::EvaluateCommand(
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
const size_t commandIndex,
|
||||
const AITimeBudget *timeBudget) -> ScoreValue {
|
||||
const size_t commandIndex) -> ScoreValue {
|
||||
const auto result = EvaluateCommand(
|
||||
pid,
|
||||
isDefender,
|
||||
@@ -1325,8 +1207,7 @@ auto AIScoreCalculator::EvaluateCommand(
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache,
|
||||
timeBudget);
|
||||
alCache);
|
||||
return result.lookaheadScore;
|
||||
}
|
||||
|
||||
|
||||
@@ -7,10 +7,9 @@
|
||||
|
||||
#include <future>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/ThreadPool.hpp"
|
||||
#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/AITimeBudget.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
@@ -31,10 +30,6 @@ using ScoreValue = double;
|
||||
using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
|
||||
|
||||
class AIScoreCalculator {
|
||||
private:
|
||||
// Static thread pool with 32 threads for parallel AI calculations
|
||||
static inline eagle0::common::ThreadPool threadPool{32};
|
||||
|
||||
public:
|
||||
struct IndexAndScore {
|
||||
size_t index;
|
||||
@@ -60,7 +55,7 @@ private:
|
||||
const APDCache &apdCache) -> ScoreValue;
|
||||
|
||||
[[nodiscard]] static auto FleeStrategyScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const GameState *gameState,
|
||||
PlayerId playerId) -> ScoreValue;
|
||||
|
||||
[[nodiscard]] static auto DefenderScoreForState(
|
||||
@@ -83,7 +78,7 @@ private:
|
||||
|
||||
struct ImmediateAndLookaheadScore {
|
||||
ScoreValue immediateScore;
|
||||
future<eagle0::common::TaskResult<ScoreValue>> lookaheadScore;
|
||||
future<ScoreValue> lookaheadScore;
|
||||
};
|
||||
|
||||
static auto BasicLookaheadCalculator(
|
||||
@@ -97,8 +92,7 @@ private:
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
const AITimeBudget *timeBudget = nullptr) -> ScoreValue;
|
||||
const ALCache &alCache) -> ScoreValue;
|
||||
|
||||
static auto CalcOne(
|
||||
PlayerId pid,
|
||||
@@ -112,8 +106,7 @@ private:
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
const AITimeBudget *timeBudget = nullptr) -> ImmediateAndLookaheadScore;
|
||||
const ALCache &alCache) -> ImmediateAndLookaheadScore;
|
||||
|
||||
struct CommandEvaluationResult {
|
||||
ScoreValue immediateScore;
|
||||
@@ -132,8 +125,7 @@ private:
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
const AITimeBudget *timeBudget = nullptr) -> CommandEvaluationResult;
|
||||
const ALCache &alCache) -> CommandEvaluationResult;
|
||||
|
||||
public:
|
||||
[[nodiscard]] static auto GuessedStateScore(
|
||||
@@ -156,8 +148,7 @@ public:
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
const AITimeBudget *timeBudget = nullptr) -> IndexAndScore;
|
||||
const ALCache &alCache) -> IndexAndScore;
|
||||
|
||||
[[nodiscard]] static auto CommandScore(
|
||||
PlayerId pid,
|
||||
@@ -171,8 +162,7 @@ public:
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
size_t commandIndex,
|
||||
const AITimeBudget *timeBudget = nullptr) -> ScoreValue;
|
||||
size_t commandIndex) -> ScoreValue;
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -7,6 +7,8 @@
|
||||
#include <algorithm>
|
||||
|
||||
#include "AIAttackLocations.hpp"
|
||||
#include "AIScoreUtilities.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
namespace shardok {
|
||||
@@ -131,8 +133,8 @@ auto lightningValue(const Unit *unit) -> double {
|
||||
auto meteorDropRawValue(
|
||||
const Coords &targetCoords,
|
||||
const HexMap *map,
|
||||
const vector<const Unit *> &enemyOccupants,
|
||||
const vector<const Unit *> &friendlyOccupants) -> double {
|
||||
const vector<const Unit *> &occupants,
|
||||
const Unit *castingUnit) -> double {
|
||||
double rawMeteorDropValue = 0.0;
|
||||
if (targetCoords.row() >= 0) {
|
||||
const double castleMultiplier = GetTerrain(map, targetCoords)->modifier().castle().present()
|
||||
@@ -140,13 +142,16 @@ auto meteorDropRawValue(
|
||||
: 1.0;
|
||||
|
||||
const int index = targetCoords.row() * map->column_count() + targetCoords.column();
|
||||
if (const Unit *directOccupant = enemyOccupants[index]) {
|
||||
rawMeteorDropValue += directOccupant->battalion().size() * kMeteorDirectTargetingEnemy *
|
||||
castleMultiplier;
|
||||
}
|
||||
if (const Unit *directFriendly = friendlyOccupants[index]) {
|
||||
rawMeteorDropValue += directFriendly->battalion().size() *
|
||||
kMeteorDirectTargetingFriendly * castleMultiplier;
|
||||
if (const Unit *directOccupant = occupants[index]) {
|
||||
if (directOccupant->player_id() == castingUnit->player_id()) {
|
||||
// Friendly unit
|
||||
rawMeteorDropValue += directOccupant->battalion().size() *
|
||||
kMeteorDirectTargetingFriendly * castleMultiplier;
|
||||
} else {
|
||||
// Enemy unit
|
||||
rawMeteorDropValue += directOccupant->battalion().size() *
|
||||
kMeteorDirectTargetingEnemy * castleMultiplier;
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto &splashCoords : HexMapUtils::GetAdjacentCoords(map, targetCoords)) {
|
||||
@@ -157,14 +162,16 @@ auto meteorDropRawValue(
|
||||
|
||||
const auto splashIndex =
|
||||
splashCoords.row() * map->column_count() + splashCoords.column();
|
||||
if (const Unit *splashOccupant = enemyOccupants[splashIndex]) {
|
||||
rawMeteorDropValue += splashOccupant->battalion().size() *
|
||||
kMeteorSplashTargetingEnemy * splashCastleMultiplier;
|
||||
}
|
||||
|
||||
if (const Unit *splashFriendly = friendlyOccupants[splashIndex]) {
|
||||
rawMeteorDropValue += splashFriendly->battalion().size() *
|
||||
kMeteorSplashTargetingFriendly * splashCastleMultiplier;
|
||||
if (const Unit *splashOccupant = occupants[splashIndex]) {
|
||||
if (splashOccupant->player_id() == castingUnit->player_id()) {
|
||||
// Friendly unit
|
||||
rawMeteorDropValue += splashOccupant->battalion().size() *
|
||||
kMeteorSplashTargetingFriendly * splashCastleMultiplier;
|
||||
} else {
|
||||
// Enemy unit
|
||||
rawMeteorDropValue += splashOccupant->battalion().size() *
|
||||
kMeteorSplashTargetingEnemy * splashCastleMultiplier;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
@@ -177,14 +184,12 @@ auto meteorDropRawValue(
|
||||
auto bestTargetValue(
|
||||
const Unit *unit,
|
||||
const HexMap *map,
|
||||
const vector<const Unit *> &enemyOccupants,
|
||||
const vector<const Unit *> &friendlyOccupants,
|
||||
const vector<const Unit *> &occupants,
|
||||
const int meteorRange) -> double {
|
||||
double maxValue = 0.0;
|
||||
|
||||
for (const Coords &target : TilesWithinDistance(map, unit->location(), meteorRange)) {
|
||||
if (const double thisTargetValue =
|
||||
meteorDropRawValue(target, map, enemyOccupants, friendlyOccupants);
|
||||
if (const double thisTargetValue = meteorDropRawValue(target, map, occupants, unit);
|
||||
thisTargetValue > maxValue) {
|
||||
maxValue = thisTargetValue;
|
||||
}
|
||||
@@ -197,20 +202,15 @@ auto meteorValue(
|
||||
const Unit *unit,
|
||||
const int roundsRemaining,
|
||||
const HexMap *map,
|
||||
const vector<const Unit *> &enemyUnits,
|
||||
const vector<const Unit *> &friendlyUnits,
|
||||
const vector<const Unit *> &occupants,
|
||||
const int meteorRange,
|
||||
const double minVigorToCast) -> double {
|
||||
const auto enemyOccupants = Occupants(enemyUnits, map->row_count(), map->column_count());
|
||||
const auto friendlyOccupants = Occupants(friendlyUnits, map->row_count(), map->column_count());
|
||||
|
||||
switch (unit->attached_hero().profession_info().meteor_cast_state()) {
|
||||
case net::eagle0::shardok::storage::fb::MultiroundMagicState_NONE:
|
||||
case net::eagle0::shardok::storage::fb::MultiroundMagicState_START: {
|
||||
if ((roundsRemaining > 8 ||
|
||||
(unit->attached_hero().vigor() > 50 && roundsRemaining > 4))) {
|
||||
const double maxValue =
|
||||
bestTargetValue(unit, map, enemyOccupants, friendlyOccupants, meteorRange);
|
||||
const double maxValue = bestTargetValue(unit, map, occupants, meteorRange);
|
||||
|
||||
double multiplier = kMeteorStartRoundMultiplier;
|
||||
if (unit->attached_hero().profession_info().meteor_cast_state() ==
|
||||
@@ -233,18 +233,18 @@ auto meteorValue(
|
||||
return meteorDropRawValue(
|
||||
unit->attached_hero().profession_info().cast_target(),
|
||||
map,
|
||||
enemyOccupants,
|
||||
friendlyOccupants);
|
||||
occupants,
|
||||
unit);
|
||||
} else {
|
||||
return bestTargetValue(unit, map, enemyOccupants, friendlyOccupants, meteorRange);
|
||||
return bestTargetValue(unit, map, occupants, meteorRange);
|
||||
}
|
||||
case net::eagle0::shardok::storage::fb::MultiroundMagicState_CAST:
|
||||
return kMeteorCastRoundMultiplier *
|
||||
meteorDropRawValue(
|
||||
unit->attached_hero().profession_info().cast_target(),
|
||||
map,
|
||||
enemyOccupants,
|
||||
friendlyOccupants);
|
||||
occupants,
|
||||
unit);
|
||||
|
||||
default: break;
|
||||
}
|
||||
@@ -252,6 +252,7 @@ auto meteorValue(
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
// Original version that accepts unit vectors for backward compatibility
|
||||
auto GetRangedAttackBonus(
|
||||
const Unit *unit,
|
||||
const bool isAttacker,
|
||||
@@ -263,10 +264,35 @@ auto GetRangedAttackBonus(
|
||||
const vector<const Unit *> &defenderUnits,
|
||||
const int meteorRange,
|
||||
const double minVigorToCast) -> double {
|
||||
vector<double> rangedAttackValues{};
|
||||
// Create occupants vector for meteor calculations
|
||||
vector<const Unit *> allUnits;
|
||||
allUnits.insert(allUnits.end(), attackerUnits.begin(), attackerUnits.end());
|
||||
allUnits.insert(allUnits.end(), defenderUnits.begin(), defenderUnits.end());
|
||||
const auto occupants = Occupants(allUnits, map->row_count(), map->column_count());
|
||||
return GetRangedAttackBonus(
|
||||
unit,
|
||||
isAttacker,
|
||||
map,
|
||||
terrain,
|
||||
attackLocations,
|
||||
roundsRemaining,
|
||||
occupants,
|
||||
meteorRange,
|
||||
minVigorToCast);
|
||||
}
|
||||
|
||||
const auto &enemyUnits = isAttacker ? defenderUnits : attackerUnits;
|
||||
const auto &friendlyUnits = isAttacker ? attackerUnits : defenderUnits;
|
||||
// Optimized version that accepts occupants vector directly
|
||||
auto GetRangedAttackBonus(
|
||||
const Unit *unit,
|
||||
const bool isAttacker,
|
||||
const HexMap *map,
|
||||
const Terrain *terrain,
|
||||
const AttackLocations &attackLocations,
|
||||
const int roundsRemaining,
|
||||
const vector<const Unit *> &occupants,
|
||||
const int meteorRange,
|
||||
const double minVigorToCast) -> double {
|
||||
vector<double> rangedAttackValues{};
|
||||
|
||||
const auto &unitLocation = unit->location();
|
||||
|
||||
@@ -280,14 +306,8 @@ auto GetRangedAttackBonus(
|
||||
net::eagle0::shardok::storage::fb::MultiroundMagicState_NONE) {
|
||||
rangedAttackValues.push_back(lightningValue(unit));
|
||||
} else {
|
||||
const double mv = meteorValue(
|
||||
unit,
|
||||
roundsRemaining,
|
||||
map,
|
||||
enemyUnits,
|
||||
friendlyUnits,
|
||||
meteorRange,
|
||||
minVigorToCast);
|
||||
const double mv =
|
||||
meteorValue(unit, roundsRemaining, map, occupants, meteorRange, minVigorToCast);
|
||||
rangedAttackValues.push_back(mv);
|
||||
}
|
||||
}
|
||||
@@ -325,16 +345,29 @@ auto GetRangedAttackBonus(
|
||||
auto UnitValue(
|
||||
const Unit *unit,
|
||||
const bool isAttacker,
|
||||
const vector<const Unit *> &attackerUnits,
|
||||
const GameStateW &gameState,
|
||||
const bool attackerWantsCastles,
|
||||
const bool includeCastleBonus,
|
||||
const vector<const Unit *> &defenderUnits,
|
||||
const HexMap *map,
|
||||
const int roundsRemaining,
|
||||
const AttackLocations &locationsThisSideCanAttackFrom,
|
||||
const CoordsSet &locationsInDangerFromEnemy,
|
||||
const ActionPointDistances *distances,
|
||||
const SettingsGetter &settings) -> ScoreValue {
|
||||
const HexMap *map = gameState->hex_map();
|
||||
|
||||
// Get attacker and defender units from the game state
|
||||
vector<const Unit *> attackerUnits{};
|
||||
vector<const Unit *> defenderUnits{};
|
||||
for (const Unit *u : *gameState->units()) {
|
||||
if (u->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
|
||||
const auto *pi = PlayerInfoForPid(gameState, u->player_id());
|
||||
if (pi == nullptr) continue;
|
||||
if (pi->is_defender()) {
|
||||
defenderUnits.push_back(u);
|
||||
} else {
|
||||
attackerUnits.push_back(u);
|
||||
}
|
||||
}
|
||||
const auto &location = unit->location();
|
||||
if (location.row() < 0) return 0; // unplaced unit
|
||||
|
||||
@@ -376,8 +409,7 @@ auto UnitValue(
|
||||
terrain,
|
||||
locationsThisSideCanAttackFrom,
|
||||
roundsRemaining,
|
||||
attackerUnits,
|
||||
defenderUnits,
|
||||
gameState.GetOccupantsVector(),
|
||||
settings.Backing().meteor_range(),
|
||||
settings.Backing().meteor_cast_vigor_cost());
|
||||
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#ifndef EAGLE0_AIUNITSCORECALCULATOR_HPP
|
||||
#define EAGLE0_AIUNITSCORECALCULATOR_HPP
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistances.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
@@ -34,14 +35,24 @@ auto GetRangedAttackBonus(
|
||||
int meteorRange,
|
||||
double minVigorToCast) -> double;
|
||||
|
||||
// Overload that accepts occupants vector for cached performance
|
||||
auto GetRangedAttackBonus(
|
||||
const Unit *unit,
|
||||
bool isAttacker,
|
||||
const HexMap *map,
|
||||
const Terrain *terrain,
|
||||
const AttackLocations &attackLocations,
|
||||
int roundsRemaining,
|
||||
const vector<const Unit *> &occupants,
|
||||
int meteorRange,
|
||||
double minVigorToCast) -> double;
|
||||
|
||||
auto UnitValue(
|
||||
const Unit *unit,
|
||||
bool isAttacker,
|
||||
const vector<const Unit *> &attackerUnits,
|
||||
const GameStateW &gameState,
|
||||
bool attackerWantsCastles,
|
||||
bool includeCastleBonus,
|
||||
const vector<const Unit *> &defenderUnits,
|
||||
const HexMap *map,
|
||||
int roundsRemaining,
|
||||
const AttackLocations &locationsThisSideCanAttackFrom,
|
||||
const CoordsSet &locationsInDangerFromEnemy,
|
||||
|
||||
@@ -122,7 +122,7 @@ auto AttackerDebufForDefenderOccupiedCriticalTile(
|
||||
}
|
||||
|
||||
auto DefenderHoldsCriticalTilesVictoryScore(
|
||||
const net::eagle0::shardok::storage::fb::GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileLocations,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
@@ -130,9 +130,8 @@ auto DefenderHoldsCriticalTilesVictoryScore(
|
||||
const SettingsGetter& settings) -> ScoreValue {
|
||||
ScoreValue total = 0.0;
|
||||
|
||||
const auto rc = gameState->hex_map()->row_count();
|
||||
const auto cc = gameState->hex_map()->column_count();
|
||||
const auto occupants = Occupants(*gameState->units(), rc, cc);
|
||||
const auto& occupants = gameState.GetOccupantsVector();
|
||||
|
||||
for (const Coords& criticalTileLocation : criticalTileLocations) {
|
||||
const auto index = criticalTileLocation.row() * cc + criticalTileLocation.column();
|
||||
@@ -152,7 +151,7 @@ auto DefenderHoldsCriticalTilesVictoryScore(
|
||||
}
|
||||
|
||||
auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
const net::eagle0::shardok::storage::fb::GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileLocations,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
@@ -178,9 +177,8 @@ auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
|
||||
ScoreValue total = 0.0;
|
||||
|
||||
const auto rc = gameState->hex_map()->row_count();
|
||||
const auto cc = gameState->hex_map()->column_count();
|
||||
const auto occupants = Occupants(*gameState->units(), rc, cc);
|
||||
const auto& occupants = gameState.GetOccupantsVector();
|
||||
|
||||
for (const Coords& criticalTileLocation : criticalTileLocations) {
|
||||
const auto index = criticalTileLocation.row() * cc + criticalTileLocation.column();
|
||||
@@ -246,7 +244,7 @@ auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
}
|
||||
|
||||
auto LastPlayerStandingVictoryScore(
|
||||
const GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -14,6 +14,7 @@ cc_library(
|
||||
":ai_score_utilities",
|
||||
":ai_strategy",
|
||||
":ai_water_crossing_command_chooser",
|
||||
"//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",
|
||||
@@ -158,12 +159,11 @@ cc_library(
|
||||
deps = [
|
||||
":ai_attacker_strategy_selector",
|
||||
":ai_command_filter",
|
||||
":ai_time_budget",
|
||||
":ai_unit_score_calculator",
|
||||
":ai_victory_condition_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/common:sequence_random_generator",
|
||||
"//src/main/cpp/net/eagle0/common:thread_pool",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/view_filters:game_state_guesser",
|
||||
],
|
||||
)
|
||||
@@ -193,6 +193,8 @@ cc_library(
|
||||
],
|
||||
deps = [
|
||||
":ai_attack_locations",
|
||||
":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/util:hex_map_utils",
|
||||
],
|
||||
@@ -212,6 +214,7 @@ 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",
|
||||
|
||||
@@ -245,10 +245,93 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
return result;
|
||||
}
|
||||
|
||||
auto IterativeDeepeningAI::SearchAtDepth(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const std::vector<CommandProto>& commands,
|
||||
const int depth) const -> SearchResult {
|
||||
SearchResult result;
|
||||
|
||||
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
|
||||
printf("SearchAtDepth: depth=%d, commands=%zu\n", depth, commands.size());
|
||||
#endif
|
||||
|
||||
if (commands.empty()) {
|
||||
result.searchCompleted = true;
|
||||
return result;
|
||||
}
|
||||
|
||||
const auto& settingsGetter = settings->GetGetter();
|
||||
const auto guessedEngine = ShardokEngine(settings, state);
|
||||
const auto maxRepeatCount = settingsGetter.Backing().ai_utility_repeat_count();
|
||||
const ScoreValue currentUtility = AIScoreCalculator::GuessedStateScore(
|
||||
isDefender,
|
||||
state,
|
||||
strategy,
|
||||
castleCoords,
|
||||
settingsGetter,
|
||||
apdCache,
|
||||
alCache);
|
||||
|
||||
// Perform search at specified depth
|
||||
const auto indexAndScore = AIScoreCalculator::BestCommandIndex(
|
||||
playerId,
|
||||
isDefender,
|
||||
depth, // Use the specified depth for lookahead
|
||||
maxRepeatCount,
|
||||
guessedEngine,
|
||||
strategy,
|
||||
currentUtility,
|
||||
settingsGetter,
|
||||
castleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
|
||||
result.bestCommandIndex = indexAndScore.index;
|
||||
result.bestScore = indexAndScore.lookaheadScore;
|
||||
result.searchCompleted = true;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
bool IterativeDeepeningAI::IsTimeExpired(const AITimeBudget& budget) {
|
||||
return budget.remainingBudget <= std::chrono::milliseconds(0);
|
||||
}
|
||||
|
||||
auto IterativeDeepeningAI::SearchAllCommandsAtDepth(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const std::vector<CommandProto>& commands,
|
||||
const int depth) const -> std::vector<SearchResult> {
|
||||
// Use SearchAtDepth to get the best overall result
|
||||
const auto bestResult = SearchAtDepth(settings, state, commands, depth);
|
||||
|
||||
std::vector<SearchResult> results;
|
||||
results.reserve(commands.size());
|
||||
|
||||
for (size_t i = 0; i < commands.size(); ++i) {
|
||||
SearchResult result;
|
||||
result.bestCommandIndex = i;
|
||||
result.depthAchieved = depth;
|
||||
result.searchCompleted = true;
|
||||
result.minimumDepthCompleted = true;
|
||||
result.availableCommandCount = bestResult.availableCommandCount;
|
||||
result.commandCountEvaluated = bestResult.commandCountEvaluated;
|
||||
|
||||
// For the best command, use the actual score
|
||||
// For others, use a slightly lower score (this is a simplification for Phase 2)
|
||||
if (i == bestResult.bestCommandIndex) {
|
||||
result.bestScore = bestResult.bestScore;
|
||||
} else {
|
||||
result.bestScore = bestResult.bestScore * 0.95; // Slightly lower but reasonable
|
||||
}
|
||||
|
||||
results.push_back(result);
|
||||
}
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
|
||||
const ShardokEngine& guessedEngine,
|
||||
const GameSettings::Getter& settingsGetter,
|
||||
|
||||
@@ -82,8 +82,20 @@ private:
|
||||
mutable std::vector<int> highestDepthCompleted;
|
||||
mutable std::vector<size_t> reusableSortedIndices;
|
||||
|
||||
[[nodiscard]] SearchResult SearchAtDepth(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const std::vector<CommandProto>& commands,
|
||||
int depth) const;
|
||||
|
||||
[[nodiscard]] static bool IsTimeExpired(const AITimeBudget& budget);
|
||||
|
||||
[[nodiscard]] std::vector<SearchResult> SearchAllCommandsAtDepth(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const std::vector<CommandProto>& commands,
|
||||
int depth) const;
|
||||
|
||||
[[nodiscard]] SearchResult SearchCommandAtDepthWithEngine(
|
||||
const ShardokEngine& guessedEngine,
|
||||
const GameSettings::Getter& settingsGetter,
|
||||
|
||||
@@ -42,29 +42,7 @@ ShardokAIClient::ShardokAIClient(
|
||||
: playerId(playerId),
|
||||
isDefender(isDefender),
|
||||
alCache(std::make_unique<AttackLocationsCache>(hexMap, settings)),
|
||||
waterCrossingCommandChooser(playerId, apdCache) {
|
||||
// Pre-generate the most common cache entries for better performance
|
||||
const auto mapId = ActionPointDistancesCache::GetMapId(hexMap);
|
||||
|
||||
// Pre-fetch for all battalion types, both with and without brave water
|
||||
using BattalionTypeId = net::eagle0::shardok::storage::fb::BattalionTypeId;
|
||||
|
||||
for (int typeId = BattalionTypeId::BattalionTypeId_MIN;
|
||||
typeId <= BattalionTypeId::BattalionTypeId_MAX;
|
||||
typeId++) {
|
||||
const auto battalionTypeId = static_cast<BattalionTypeId>(typeId);
|
||||
const auto battalionType = settings.GetBattalionType(battalionTypeId);
|
||||
|
||||
// Pre-fetch without brave water (braveWaterActionPointCost = -1)
|
||||
apdCache->GetRaw(hexMap, mapId, battalionType, false, -1);
|
||||
|
||||
// Pre-fetch with brave water (includeBravingWater = true, braveWaterActionPointCost = 0)
|
||||
apdCache->GetRaw(hexMap, mapId, battalionType, true, 0);
|
||||
}
|
||||
|
||||
// Consolidate all the pre-fetched entries into the persistent cache
|
||||
apdCache->ConsolidateThreadLocalCache_Racy();
|
||||
}
|
||||
waterCrossingCommandChooser(playerId, apdCache) {}
|
||||
|
||||
void CheckCommand(const CommandProto &realDescriptor, const CommandProto &guessedDescriptor) {
|
||||
string diff;
|
||||
@@ -253,7 +231,6 @@ auto ShardokAIClient::ChooseCommandIndex(const ShardokEngine &engine) const
|
||||
const auto &gsv = engine.GetGameStateView(GetPlayerId());
|
||||
|
||||
const auto results = ChooseCommandIndex(settings, gsv, availableCommands);
|
||||
apdCache->ConsolidateThreadLocalCache_Racy();
|
||||
return results;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,304 +0,0 @@
|
||||
# AIScoreCalculator ThreadPool Migration Plan
|
||||
|
||||
## Overview
|
||||
This document outlines the plan to migrate AIScoreCalculator from using std::async to using the new ThreadPool class with priority-based scheduling and deadline support.
|
||||
|
||||
## Current State Analysis
|
||||
|
||||
### std::async Usage
|
||||
1. **CalcOne method (line 893)**: Uses `std::async(std::launch::async, lookaheadLambda)` to asynchronously calculate lookahead scores
|
||||
2. **BestCommandIndex method (line 1053)**: Uses `std::async(std::launch::deferred, ...)` for deferred calculation of weighted scores
|
||||
3. **Future resolution (lines 1086-1091)**: Waits on all futures using `.get()` in a loop
|
||||
|
||||
### Time Management
|
||||
- IterativeDeepeningAI manages time budgets via AITimeBudget structure
|
||||
- Time budget contains `remainingBudget` (std::chrono::milliseconds) that gets decremented
|
||||
- No explicit deadline passing to AIScoreCalculator currently
|
||||
|
||||
## Migration Strategy
|
||||
|
||||
### 1. ThreadPool Integration
|
||||
- Create a static thread pool instance with 32 threads in AIScoreCalculator
|
||||
- Thread pool will be shared across all AIScoreCalculator operations
|
||||
|
||||
### 2. Priority Assignment
|
||||
- Priority = current lookahead depth (passed via `remainingLookahead` parameter)
|
||||
- Higher depth = higher priority (deeper searches are more valuable)
|
||||
- This ensures shallow searches complete first, allowing iterative deepening to work effectively
|
||||
|
||||
### 3. Deadline Support
|
||||
- Calculate deadline based on remaining time budget from IterativeDeepeningAI
|
||||
- Pass deadline to thread pool using `enqueue_with_deadline` for time-critical tasks
|
||||
- Tasks that exceed deadline will be automatically skipped by the thread pool
|
||||
|
||||
### 4. Implementation Details
|
||||
|
||||
#### Changes to CalcOne:
|
||||
```cpp
|
||||
// OLD:
|
||||
returnValue.lookaheadScore = std::async(std::launch::async, lookaheadLambda);
|
||||
|
||||
// NEW:
|
||||
// Priority = remainingLookahead (higher depth = higher priority)
|
||||
// Deadline = current_time + remaining_budget_fraction
|
||||
returnValue.lookaheadScore = threadPool.enqueue_with_deadline(
|
||||
lookaheadLambda,
|
||||
remainingLookahead, // priority
|
||||
deadline // calculated from time budget
|
||||
);
|
||||
```
|
||||
|
||||
#### Changes to BestCommandIndex:
|
||||
```cpp
|
||||
// Deferred calculations stay as-is (no change needed)
|
||||
// They're already using std::launch::deferred which is appropriate
|
||||
|
||||
// The .get() loop (lines 1086-1091) can be moved to a lower priority task:
|
||||
auto futureResolutionTask = [&]() {
|
||||
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;
|
||||
}
|
||||
};
|
||||
|
||||
// Enqueue with lower priority (0 or negative) to ensure all calculations complete first
|
||||
threadPool.enqueue(futureResolutionTask, 0);
|
||||
```
|
||||
|
||||
### 5. Thread Pool Lifecycle
|
||||
- Initialize as static member: `static inline ThreadPool threadPool{32};`
|
||||
- Destruction handled automatically by ThreadPool destructor
|
||||
- No explicit cleanup needed
|
||||
|
||||
### 6. Deadline Calculation
|
||||
- Need to pass time budget information down from IterativeDeepeningAI
|
||||
- Add optional `AITimeBudget*` parameter to CalcOne and BestCommandIndex
|
||||
- Calculate deadline as: `now() + (remainingBudget * depth_fraction)`
|
||||
- Deeper searches get proportionally less time
|
||||
|
||||
### 7. Benefits
|
||||
1. **Better CPU utilization**: 32 threads vs unbounded std::async
|
||||
2. **Priority scheduling**: Deeper searches get higher priority
|
||||
3. **Deadline enforcement**: Automatic timeout handling
|
||||
4. **Resource control**: Fixed thread pool prevents thread explosion
|
||||
5. **Performance**: Thread reuse avoids creation/destruction overhead
|
||||
|
||||
### 8. Testing Plan
|
||||
1. Verify thread pool initialization
|
||||
2. Test priority ordering (shallow searches complete first)
|
||||
3. Test deadline enforcement (expired tasks are skipped)
|
||||
4. Compare performance with existing implementation
|
||||
5. Stress test with multiple concurrent AI calculations
|
||||
|
||||
### 9. Rollback Plan
|
||||
- Keep MULTITHREAD macro to allow switching between implementations
|
||||
- Add THREAD_POOL macro to conditionally compile new implementation
|
||||
- Allows A/B testing and gradual migration
|
||||
|
||||
## Implementation Status
|
||||
|
||||
### ✅ Completed
|
||||
1. **ThreadPool Integration** - Added static 32-thread pool to AIScoreCalculator
|
||||
2. **Priority Assignment** - Priority = current lookahead depth (higher depth = higher priority)
|
||||
3. **Deadline Support** - Calculate deadline based on remaining time budget from IterativeDeepeningAI
|
||||
4. **Method Signatures Updated** - Added `AITimeBudget* timeBudget` parameter to CalcOne and BestCommandIndex
|
||||
5. **std::async Replacement** - Replaced `std::async(std::launch::async)` with `threadPool.enqueue_with_deadline()`
|
||||
6. **Time Budget Integration** - IterativeDeepeningAI now passes timeBudget to AIScoreCalculator methods
|
||||
7. **Build System Updates** - Added thread_pool dependency to BUILD.bazel files
|
||||
8. **Build Verification** - Successfully builds with `bazel build //src/main/cpp/net/eagle0/shardok/ai:ai_score_calculator`
|
||||
|
||||
### Implementation Details
|
||||
- **Priority Calculation**: `priority = remainingLookahead` (deeper searches get higher priority)
|
||||
- **Deadline Calculation**: `deadline = now + (remainingBudget / (remainingLookahead + 1))`
|
||||
- **Thread Pool**: Static 32-thread pool shared across all AIScoreCalculator operations
|
||||
- **Backward Compatibility**: MULTITHREAD macro preserved for rollback capability
|
||||
- **Deferred Tasks**: std::launch::deferred calls remain unchanged as planned
|
||||
|
||||
### 🔧 Fixed Issues
|
||||
|
||||
#### Build Issues
|
||||
- **SearchAtDepth method**: Fixed missing timeBudget parameter - now passes nullptr since this method doesn't have access to time budget
|
||||
- **AI Performance Runner**: Successfully builds and runs with `bazel build //src/main/cpp/net/eagle0/shardok/ai_performance_runner:ai_performance_runner`
|
||||
|
||||
#### Runtime Issues
|
||||
- **Hanging AI Performance Test**: ✅ FIXED WITH PROPER DEADLINE SUPPORT
|
||||
- **Root Cause**: Deadline expiration in ThreadPool was skipping task execution, leaving futures unresolved
|
||||
- **Symptom**: `./scripts/ai_perf_test.sh` would hang indefinitely when calling `oneFuture.get()` in BestCommandIndex
|
||||
- **Solution**: Implemented proper status code system with `TaskResult<T>` wrapper
|
||||
- Created `TaskStatus` enum (SUCCESS, DEADLINE_EXCEEDED, CANCELLED)
|
||||
- Updated ThreadPool to return `TaskResult<T>` instead of raw `T`
|
||||
- Tasks that exceed deadline return `TaskResult` with `DEADLINE_EXCEEDED` status
|
||||
- AIScoreCalculator checks status codes and handles expired tasks gracefully
|
||||
- **Additional Fix**: Lambda capture issue in `enqueue_with_deadline`
|
||||
- **Problem**: Complex lambda capture syntax `[f = std::forward<F>(f), args..., deadline]` was causing compilation/runtime issues
|
||||
- **Solution**: Used `std::bind` to create callable object: `auto actualTask = std::bind(std::forward<F>(f), std::forward<Args>(args)...);`
|
||||
- **Result**: Cleaner, more reliable task capture and execution
|
||||
- **Final Result**: Full deadline functionality restored, AI performance test runs correctly without hanging
|
||||
|
||||
### Implementation Details - TaskResult System
|
||||
```cpp
|
||||
// TaskResult wrapper with status code
|
||||
template<typename T>
|
||||
struct TaskResult {
|
||||
T value;
|
||||
TaskStatus status;
|
||||
|
||||
bool succeeded() const { return status == TaskStatus::SUCCESS; }
|
||||
bool deadlineExceeded() const { return status == TaskStatus::DEADLINE_EXCEEDED; }
|
||||
operator T() const { return value; } // Implicit conversion for compatibility
|
||||
};
|
||||
|
||||
// Usage in AIScoreCalculator
|
||||
for (auto &oneFuture : scoreFutures[i]) {
|
||||
auto result = oneFuture.get();
|
||||
if (result.succeeded()) {
|
||||
total += result.value;
|
||||
validResults++;
|
||||
} else if (result.deadlineExceeded()) {
|
||||
// Skip deadline-exceeded results, fall back to immediate score
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Status: ✅ COMPLETE AND FULLY FUNCTIONAL
|
||||
All ThreadPool migration work is complete with proper deadline support. The implementation:
|
||||
- ✅ Builds successfully
|
||||
- ✅ Runs correctly with full deadline functionality
|
||||
- ✅ Handles deadline expiration gracefully without hanging
|
||||
- ✅ AI performance test works perfectly
|
||||
- ✅ Fixed infinite loop issue caused by TaskResult implicit conversion
|
||||
|
||||
### 🔧 Final Issue Resolution - Infinite Loop Bug
|
||||
|
||||
#### Problem: TaskResult Implicit Conversion Causing Infinite Recursion
|
||||
- **Root Cause**: TaskResult<T> had an implicit conversion operator that was interfering with AI search control flow
|
||||
- **Symptom**: AI performance test hanging in infinite loop, processing same set of futures repeatedly
|
||||
- **Evidence**: Debug output showed endless cycle processing futures 0-45
|
||||
|
||||
#### Solution: Remove Implicit Conversion Operator
|
||||
- **Change**: Removed `operator T() const { return value; }` from TaskResult<T>
|
||||
- **Replacement**: Added explicit `.get()` method: `T get() const { return value; }`
|
||||
- **Code Updates**: Updated all AIScoreCalculator usage to explicitly call `.value` or handle TaskResult properly
|
||||
|
||||
#### Updated TaskResult Implementation
|
||||
```cpp
|
||||
template<typename T>
|
||||
struct TaskResult {
|
||||
T value;
|
||||
TaskStatus status;
|
||||
|
||||
// NO implicit conversion - this was causing infinite recursion
|
||||
T get() const { return value; }
|
||||
|
||||
bool succeeded() const { return status == TaskStatus::SUCCESS; }
|
||||
bool deadlineExceeded() const { return status == TaskStatus::DEADLINE_EXCEEDED; }
|
||||
};
|
||||
```
|
||||
|
||||
#### Final Result
|
||||
- **AI Performance Test**: ✅ Now runs successfully, no more hanging
|
||||
- **ThreadPool Usage**: ✅ Correctly using 32-thread pool with priority-based scheduling
|
||||
- **Deadline Support**: ✅ Full deadline functionality with proper status codes
|
||||
- **Performance**: ✅ AI achieves depth 2 searches consistently across turns
|
||||
|
||||
### 🔧 Critical Bug Fix - Promise Lifetime Issue
|
||||
|
||||
#### Problem: Stack-Allocated Promise Destruction
|
||||
The final and most critical bug was in the immediate path (no lookahead) promise handling:
|
||||
|
||||
**Broken Code:**
|
||||
```cpp
|
||||
if (remainingLookahead <= 0) {
|
||||
std::promise<TaskResult<ScoreValue>> p; // Stack allocated!
|
||||
returnValue.lookaheadScore = p.get_future();
|
||||
p.set_value(TaskResult<ScoreValue>(innerUtility));
|
||||
// BUG: 'p' destructor runs here, invalidating the future!
|
||||
}
|
||||
```
|
||||
|
||||
**Root Cause:**
|
||||
- Most AI calls use `remainingLookahead=0` (immediate path)
|
||||
- Stack-allocated promise `p` was destroyed when leaving scope
|
||||
- This left associated futures in invalid/undefined state
|
||||
- `future.get()` calls on invalid futures hang indefinitely
|
||||
- ThreadPool tasks (priority 1,2) would queue up waiting for invalid futures
|
||||
|
||||
**Fixed Code:**
|
||||
```cpp
|
||||
if (remainingLookahead <= 0) {
|
||||
auto p = std::make_shared<std::promise<TaskResult<ScoreValue>>>(); // Heap allocated!
|
||||
returnValue.lookaheadScore = p->get_future();
|
||||
p->set_value(TaskResult<ScoreValue>(innerUtility));
|
||||
// Promise stays alive through shared_ptr reference counting
|
||||
}
|
||||
```
|
||||
|
||||
#### Impact of Fix
|
||||
- **Before**: AI hanging indefinitely on invalid futures, ThreadPool backing up with 271+ queued tasks
|
||||
- **After**: AI runs smoothly with proper ThreadPool execution, normal performance restored
|
||||
- **Key Insight**: The ThreadPool itself was working correctly - the hang was caused by invalid futures from destroyed promises
|
||||
|
||||
### 🔧 Additional Defensive Improvement - Future Timeout Protection
|
||||
|
||||
Added `wait_until()` timeout protection before all `future.get()` calls with budget-aware timeouts:
|
||||
|
||||
```cpp
|
||||
// Before: Direct .get() call could hang indefinitely
|
||||
auto result = future.get();
|
||||
|
||||
// After: Budget-aware timeout protection with fallback
|
||||
auto timeout = std::chrono::steady_clock::now() + std::chrono::milliseconds(100); // Default
|
||||
if (timeBudget && timeBudget->remainingBudget.count() > 0) {
|
||||
timeout = std::chrono::steady_clock::now() + timeBudget->remainingBudget + std::chrono::milliseconds(100);
|
||||
}
|
||||
if (future.wait_until(timeout) == std::future_status::timeout) {
|
||||
// Fall back to immediate score or skip result
|
||||
return immediateScore;
|
||||
}
|
||||
auto result = future.get();
|
||||
```
|
||||
|
||||
**Benefits:**
|
||||
- **Prevents hanging**: Even if ThreadPool has issues, system won't freeze
|
||||
- **Budget-aware**: Uses actual time budget + 100ms buffer instead of arbitrary timeouts
|
||||
- **Graceful degradation**: Falls back to immediate scores when tasks timeout
|
||||
- **User experience driven**: Respects the original deadline constraints for responsiveness
|
||||
- **Multi-layered protection**: ThreadPool deadline + budget-aware future timeout
|
||||
- **Conservative fallback**: Uses 2-second timeout in contexts without time budget
|
||||
|
||||
### Status: ✅ FULLY WORKING THREADPOOL MIGRATION - COMPLETE
|
||||
ThreadPool migration is complete and production-ready:
|
||||
- ✅ 32-thread pool with priority-based scheduling (higher depth = higher priority)
|
||||
- ✅ Deadline support with graceful timeout handling
|
||||
- ✅ TaskResult wrapper with explicit status checking (no implicit conversion)
|
||||
- ✅ Proper promise/future lifetime management
|
||||
- ✅ Defensive timeout protection on all future.get() calls
|
||||
- ✅ AI performance test completes successfully without hanging
|
||||
- ✅ **PERFORMANCE RESTORED**: timeBudget properly propagated through entire call chain
|
||||
- ✅ Multi-layered robustness against threading issues
|
||||
|
||||
### 🎯 Final Performance Fix - timeBudget Parameter Chain
|
||||
**Issue Resolved**: The main execution path (CommandScore → EvaluateCommand → CalcOne) was not using the time budget, causing 100ms default timeouts and severe performance degradation.
|
||||
|
||||
**Root Cause**: Missing timeBudget parameter in key call sites:
|
||||
- IterativeDeepeningAI → CommandScore (missing timeBudget parameter)
|
||||
- EvaluateCommand → CalcOne (passing nullptr instead of timeBudget)
|
||||
- BasicLookaheadCalculator → BestCommandIndex (missing timeBudget parameter)
|
||||
|
||||
**Solution Implemented**:
|
||||
1. **Updated method signatures**: Added `const AITimeBudget *timeBudget = nullptr` to BasicLookaheadCalculator
|
||||
2. **Fixed all CalcOne calls in EvaluateCommand**: Changed from `nullptr` to `timeBudget` (3 call sites)
|
||||
3. **Updated lambda capture in CalcOne**: Added timeBudget to capture list and pass to BasicLookaheadCalculator
|
||||
4. **Fixed IterativeDeepeningAI**: Added `&timeBudget` parameter to CommandScore call
|
||||
5. **Verified build and performance**: AI now properly uses time budget, reaches depth 2, shows correct budget values
|
||||
|
||||
**Performance Test Results**:
|
||||
- **Before**: Severe performance degradation, limited depth achievement
|
||||
- **After**: Normal performance restored, proper depth 2 searches, budget-aware timeouts working
|
||||
- **Evidence**: Logs show correct budget usage: `budget: 1500ms`, `budget: 1068ms`, `achieved depth 2`
|
||||
|
||||
The ThreadPool migration is now **FULLY COMPLETE** with all performance issues resolved.
|
||||
@@ -13,7 +13,6 @@
|
||||
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/ShardokAIClient.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/common/command_type.pb.h"
|
||||
|
||||
using namespace shardok;
|
||||
@@ -81,10 +80,6 @@ int main(int argc, char* argv[]) {
|
||||
// Set exec path so FilesystemUtils can find resource files
|
||||
FilesystemUtils::SetExecPath(argv[0]);
|
||||
|
||||
// Set cache directory for ActionPointDistances
|
||||
FixedActionPointDistances::SetCacheDirectory(
|
||||
FilesystemUtils::CacheFilesDirectory() + "apdCache/");
|
||||
|
||||
try {
|
||||
std::cout << "Shardok AI Performance Runner\n";
|
||||
std::cout << "==============================\n";
|
||||
|
||||
@@ -1,58 +1,137 @@
|
||||
//
|
||||
// Created by Dan Crosby on 2025-01-21.
|
||||
// Created by Dan Crosby on 2025-01-17.
|
||||
//
|
||||
|
||||
#include "GameStateW.hpp"
|
||||
|
||||
#include <stdexcept>
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
auto GameStateW::GetOccupant(const net::eagle0::shardok::storage::fb::Coords& coords) const
|
||||
-> const Unit* {
|
||||
const auto* state = Get();
|
||||
if (!state || !state->hex_map()) { return nullptr; }
|
||||
/**
|
||||
* @class OccupantsCache
|
||||
* @brief Cache for efficient unit location lookups.
|
||||
*
|
||||
* This cache maintains a vector indexed by map position (row * columnCount + column)
|
||||
* containing pointers to units at each position. This converts O(n) unit lookups
|
||||
* into O(1) operations.
|
||||
*/
|
||||
class OccupantsCache {
|
||||
public:
|
||||
OccupantsCache(const GameStateW& gameState) { Regenerate(gameState); }
|
||||
|
||||
const int16_t rowCount = state->hex_map()->row_count();
|
||||
const int16_t columnCount = state->hex_map()->column_count();
|
||||
void Regenerate(const GameStateW& gameState) {
|
||||
const auto* state = gameState.Get();
|
||||
if (!state || !state->hex_map() || !state->units()) {
|
||||
occupants_.clear();
|
||||
rowCount_ = 0;
|
||||
columnCount_ = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
// Check bounds
|
||||
if (coords.row() < 0 || coords.row() >= rowCount || coords.column() < 0 ||
|
||||
coords.column() >= columnCount) {
|
||||
return nullptr;
|
||||
}
|
||||
rowCount_ = state->hex_map()->row_count();
|
||||
columnCount_ = state->hex_map()->column_count();
|
||||
const size_t mapSize = rowCount_ * columnCount_;
|
||||
|
||||
// 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
|
||||
// Clear and resize the vector
|
||||
occupants_.clear();
|
||||
occupants_.resize(mapSize, nullptr);
|
||||
|
||||
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 bool isOccupied = (byte & (1 << bitOffset)) != 0;
|
||||
|
||||
if (!isOccupied) {
|
||||
return nullptr; // Fast path: definitely no unit here (90% of cases)
|
||||
// Populate the cache
|
||||
for (const auto* unit : *state->units()) {
|
||||
if (unit &&
|
||||
unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) {
|
||||
const auto& location = unit->location();
|
||||
if (location.row() >= 0 && location.row() < rowCount_ && location.column() >= 0 &&
|
||||
location.column() < columnCount_) {
|
||||
const size_t index = location.row() * columnCount_ + location.column();
|
||||
occupants_[index] = unit;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Slow path: O(n) search through units
|
||||
// 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);
|
||||
if (unit && unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
|
||||
unit->location().row() == coords.row() &&
|
||||
unit->location().column() == coords.column()) {
|
||||
return unit;
|
||||
[[nodiscard]] auto GetOccupant(const net::eagle0::shardok::storage::fb::Coords& coords) const
|
||||
-> const GameStateW::Unit* {
|
||||
if (coords.row() < 0 || coords.row() >= rowCount_ || coords.column() < 0 ||
|
||||
coords.column() >= columnCount_) {
|
||||
return nullptr;
|
||||
}
|
||||
const size_t index = coords.row() * columnCount_ + coords.column();
|
||||
return occupants_[index];
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
[[nodiscard]] auto GetOccupantsVector() const -> const std::vector<const GameStateW::Unit*>& {
|
||||
return occupants_;
|
||||
}
|
||||
|
||||
private:
|
||||
std::vector<const GameStateW::Unit*> occupants_;
|
||||
int16_t rowCount_ = 0;
|
||||
int16_t columnCount_ = 0;
|
||||
};
|
||||
|
||||
// GameStateW implementation
|
||||
|
||||
GameStateW::GameStateW() : BaseType() { InitializeCache(); }
|
||||
|
||||
GameStateW::GameStateW(const GameStateW& other)
|
||||
: BaseType(other),
|
||||
occupantsCache_(other.occupantsCache_) {
|
||||
// Share the cache - no need to rebuild!
|
||||
}
|
||||
|
||||
GameStateW::GameStateW(GameStateW&& other) noexcept
|
||||
: BaseType(std::move(other)),
|
||||
occupantsCache_(std::move(other.occupantsCache_)) {}
|
||||
|
||||
GameStateW& GameStateW::operator=(const GameStateW& other) {
|
||||
if (this != &other) {
|
||||
BaseType::operator=(other);
|
||||
occupantsCache_ = other.occupantsCache_; // Share the cache
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
GameStateW& GameStateW::operator=(GameStateW&& other) noexcept {
|
||||
if (this != &other) {
|
||||
BaseType::operator=(std::move(other));
|
||||
occupantsCache_ = std::move(other.occupantsCache_);
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
GameStateW::GameStateW(const BaseType& base) : BaseType(base) { InitializeCache(); }
|
||||
|
||||
GameStateW::GameStateW(BaseType&& base) : BaseType(std::move(base)) { InitializeCache(); }
|
||||
|
||||
GameStateW::GameStateW(flatbuffers::FlatBufferBuilder& fbb) : BaseType(fbb) { InitializeCache(); }
|
||||
|
||||
GameStateW::~GameStateW() = default;
|
||||
|
||||
auto GameStateW::GetOccupant(const net::eagle0::shardok::storage::fb::Coords& coords) const
|
||||
-> const Unit* {
|
||||
if (!occupantsCache_) {
|
||||
throw std::runtime_error(
|
||||
"GameStateW::GetOccupant() called with uninitialized occupants cache. "
|
||||
"This indicates a bug where the cache was invalidated without being rebuilt. "
|
||||
"Call RebuildOccupantsCache() or InitializeCache() after any mutations.");
|
||||
}
|
||||
|
||||
return occupantsCache_->GetOccupant(coords);
|
||||
}
|
||||
|
||||
auto GameStateW::GetOccupantsVector() const -> const std::vector<const Unit*>& {
|
||||
if (!occupantsCache_) {
|
||||
throw std::runtime_error(
|
||||
"GameStateW::GetOccupantsVector() called with uninitialized occupants cache. "
|
||||
"This indicates a bug where the cache was invalidated without being rebuilt. "
|
||||
"Call RebuildOccupantsCache() or InitializeCache() after any mutations.");
|
||||
}
|
||||
return occupantsCache_->GetOccupantsVector();
|
||||
}
|
||||
|
||||
auto GameStateW::GetKnownEnemyOccupant(
|
||||
@@ -69,57 +148,13 @@ auto GameStateW::GetKnownEnemyOccupant(
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void GameStateW::UpdateOccupiedTile(
|
||||
const net::eagle0::shardok::storage::fb::Coords& oldCoords,
|
||||
const net::eagle0::shardok::storage::fb::Coords& newCoords) {
|
||||
const auto* state = Get();
|
||||
auto* mutableOccupiedTiles = (*this)->mutable_occupied_tiles();
|
||||
if (!state || !state->hex_map() || !mutableOccupiedTiles) { return; }
|
||||
|
||||
const int16_t rowCount = state->hex_map()->row_count();
|
||||
const int16_t columnCount = state->hex_map()->column_count();
|
||||
|
||||
// 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 byteIndex = tileIndex / 8;
|
||||
const size_t bitOffset = tileIndex % 8;
|
||||
if (byteIndex < mutableOccupiedTiles->size()) {
|
||||
uint8_t byte = mutableOccupiedTiles->Get(byteIndex);
|
||||
byte &= ~(1 << bitOffset); // Clear the bit
|
||||
mutableOccupiedTiles->Mutate(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 byteIndex = tileIndex / 8;
|
||||
const size_t bitOffset = tileIndex % 8;
|
||||
if (byteIndex < mutableOccupiedTiles->size()) {
|
||||
uint8_t byte = mutableOccupiedTiles->Get(byteIndex);
|
||||
byte |= (1 << bitOffset); // Set the bit
|
||||
mutableOccupiedTiles->Mutate(byteIndex, byte);
|
||||
}
|
||||
}
|
||||
void GameStateW::RebuildOccupantsCache() {
|
||||
occupantsCache_.reset();
|
||||
occupantsCache_ = std::make_shared<OccupantsCache>(*this);
|
||||
}
|
||||
|
||||
auto GameStateW::GetOccupiedTilesBitfield() const -> const flatbuffers::Vector<uint8_t>* {
|
||||
const auto* state = Get();
|
||||
if (!state || !state->hex_map()) { return nullptr; }
|
||||
void GameStateW::InvalidateOccupantsCache() { occupantsCache_.reset(); }
|
||||
|
||||
if (!state->occupied_tiles() || state->occupied_tiles()->empty()) { return nullptr; }
|
||||
|
||||
// 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;
|
||||
|
||||
if (state->occupied_tiles()->size() != expectedBitfieldSize) { return nullptr; }
|
||||
|
||||
return state->occupied_tiles();
|
||||
}
|
||||
void GameStateW::InitializeCache() { occupantsCache_ = std::make_shared<OccupantsCache>(*this); }
|
||||
|
||||
} // namespace shardok
|
||||
@@ -5,6 +5,9 @@
|
||||
#ifndef EAGLE0_GAMESTATEW_HPP
|
||||
#define EAGLE0_GAMESTATEW_HPP
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#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"
|
||||
@@ -12,6 +15,9 @@
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Forward declaration for the cache
|
||||
class OccupantsCache;
|
||||
|
||||
/**
|
||||
* @class GameStateW
|
||||
* @brief A wrapper class for the FlatBuffer-generated GameState type.
|
||||
@@ -24,6 +30,10 @@ namespace shardok {
|
||||
* This class is part of the shardok namespace and is designed to simplify
|
||||
* interactions with the GameState FlatBuffer type while maintaining the
|
||||
* flexibility and functionality of the Wrapper base class.
|
||||
*
|
||||
* The class includes an occupants cache for efficient unit location lookups,
|
||||
* which significantly improves performance for operations that frequently
|
||||
* query which units occupy specific map coordinates.
|
||||
*/
|
||||
class GameStateW : public Wrapper<net::eagle0::shardok::storage::fb::GameState> {
|
||||
public:
|
||||
@@ -34,50 +44,56 @@ public:
|
||||
using BaseType::BaseType;
|
||||
|
||||
// Default constructor
|
||||
GameStateW() : BaseType() {}
|
||||
GameStateW();
|
||||
|
||||
// Copy constructor
|
||||
GameStateW(const GameStateW& other) : BaseType(other) {}
|
||||
GameStateW(const GameStateW& other);
|
||||
|
||||
// Move constructor
|
||||
GameStateW(GameStateW&& other) noexcept : BaseType(std::move(other)) {}
|
||||
GameStateW(GameStateW&& other) noexcept;
|
||||
|
||||
// Copy assignment
|
||||
GameStateW& operator=(const GameStateW& other) {
|
||||
BaseType::operator=(other);
|
||||
return *this;
|
||||
}
|
||||
GameStateW& operator=(const GameStateW& other);
|
||||
|
||||
// Move assignment
|
||||
GameStateW& operator=(GameStateW&& other) noexcept {
|
||||
BaseType::operator=(std::move(other));
|
||||
return *this;
|
||||
}
|
||||
GameStateW& operator=(GameStateW&& other) noexcept;
|
||||
|
||||
// Constructor from base type
|
||||
GameStateW(const BaseType& base) : BaseType(base) {}
|
||||
GameStateW(BaseType&& base) : BaseType(std::move(base)) {}
|
||||
GameStateW(const BaseType& base);
|
||||
GameStateW(BaseType&& base);
|
||||
|
||||
// Constructor from FlatBufferBuilder
|
||||
explicit GameStateW(flatbuffers::FlatBufferBuilder& fbb);
|
||||
|
||||
// Destructor
|
||||
~GameStateW();
|
||||
|
||||
/**
|
||||
* @brief Get the unit occupying the specified coordinates using occupied tiles bitfield.
|
||||
* @brief Get the unit occupying the specified coordinates.
|
||||
* @param coords The coordinates to check.
|
||||
* @return Pointer to the unit at the coordinates, or nullptr if none.
|
||||
*
|
||||
* Fast path: O(1) bitfield check for empty tiles (~90% of cases).
|
||||
* Slow path: O(n) unit search only when bitfield indicates occupation (~10% of cases).
|
||||
* This is an O(1) operation using the internal occupants cache.
|
||||
*/
|
||||
[[nodiscard]] auto GetOccupant(const net::eagle0::shardok::storage::fb::Coords& coords) const
|
||||
-> const Unit*;
|
||||
|
||||
/**
|
||||
* @brief Get the known enemy unit occupying the specified coordinates using occupied tiles
|
||||
* bitfield.
|
||||
* @brief Get all occupants indexed by their position.
|
||||
* @return Vector where index = row * columnCount + column contains unit pointer or nullptr.
|
||||
*
|
||||
* This provides direct access to the occupants cache for bulk operations.
|
||||
*/
|
||||
[[nodiscard]] auto GetOccupantsVector() const -> const std::vector<const Unit*>&;
|
||||
|
||||
/**
|
||||
* @brief Get the known enemy unit occupying the specified coordinates.
|
||||
* @param playerId The player ID to check enemies for.
|
||||
* @param allyPids Vector of allied player IDs.
|
||||
* @param coords The coordinates to check.
|
||||
* @return Pointer to the enemy unit at the coordinates, or nullptr if none.
|
||||
*
|
||||
* Uses the bitfield-optimized GetOccupant() internally.
|
||||
* This is an O(1) operation using the internal occupants cache.
|
||||
*/
|
||||
[[nodiscard]] auto GetKnownEnemyOccupant(
|
||||
PlayerId playerId,
|
||||
@@ -85,23 +101,45 @@ public:
|
||||
const net::eagle0::shardok::storage::fb::Coords& coords) const -> const Unit*;
|
||||
|
||||
/**
|
||||
* @brief Update the occupied tiles bitfield when a unit changes position.
|
||||
* @param oldCoords The previous coordinates (use {-1, -1} if unit was off-map).
|
||||
* @param newCoords The new coordinates (use {-1, -1} if unit is now off-map).
|
||||
* @brief Rebuild the occupants cache.
|
||||
*
|
||||
* This method invalidates the existing cache and immediately rebuilds it to reflect
|
||||
* the current state of units. Call this method after any mutations to the game state
|
||||
* that might affect unit positions.
|
||||
*
|
||||
* @warning This method is NOT thread-safe. It should only be called:
|
||||
* - After mutations when the GameStateW instance is owned by a single thread
|
||||
* - When transitioning ownership between threads (with proper synchronization)
|
||||
*
|
||||
* Concurrent calls to RebuildOccupantsCache() or calls concurrent with GetOccupant()
|
||||
* will result in undefined behavior due to race conditions.
|
||||
*/
|
||||
void UpdateOccupiedTile(
|
||||
const net::eagle0::shardok::storage::fb::Coords& oldCoords,
|
||||
const net::eagle0::shardok::storage::fb::Coords& newCoords);
|
||||
void RebuildOccupantsCache();
|
||||
|
||||
/**
|
||||
* @brief Get the occupied tiles bitfield for efficient tile occupancy checking.
|
||||
* @return Pointer to the bitfield data, or nullptr if not available.
|
||||
* @brief Initialize the occupants cache.
|
||||
* This rebuilds the cache from the current game state.
|
||||
*
|
||||
* Returns the raw bitfield where bit at index (row*column_count + col) indicates
|
||||
* if that tile is occupied. Useful for caching the bitfield to avoid repeated
|
||||
* GameStateW lookups in performance-critical code like MoveCommand.
|
||||
* @warning This method is NOT thread-safe. It should only be called:
|
||||
* - During GameStateW construction (automatically handled)
|
||||
* - After mutations when the GameStateW instance is owned by a single thread
|
||||
* - When transitioning ownership between threads (with proper synchronization)
|
||||
*
|
||||
* Concurrent calls to InitializeCache() or calls concurrent with GetOccupant()
|
||||
* will result in undefined behavior due to race conditions.
|
||||
*/
|
||||
[[nodiscard]] auto GetOccupiedTilesBitfield() const -> const flatbuffers::Vector<uint8_t>*;
|
||||
void InitializeCache();
|
||||
|
||||
/**
|
||||
* @brief Force regeneration of the occupants cache.
|
||||
* @deprecated Use RebuildOccupantsCache() instead. This method is kept for
|
||||
* backward compatibility but should not be used in new code.
|
||||
*/
|
||||
void InvalidateOccupantsCache();
|
||||
|
||||
private:
|
||||
// The occupants cache implementation - shared across copies for efficiency
|
||||
std::shared_ptr<OccupantsCache> occupantsCache_;
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -37,6 +37,15 @@ using net::eagle0::shardok::storage::ShardokActionWithResultingState;
|
||||
using GameStatusProto = net::eagle0::shardok::common::GameStatus;
|
||||
using TileModifierProto = net::eagle0::shardok::common::TileModifier;
|
||||
|
||||
[[nodiscard]] auto ShardokEngine::GetCurrentGameState() const
|
||||
-> net::eagle0::shardok::storage::fb::GameState const * {
|
||||
return gameState.Get();
|
||||
}
|
||||
|
||||
[[nodiscard]] auto ShardokEngine::GetCurrentGameStateW() const -> const GameStateW & {
|
||||
return gameState;
|
||||
}
|
||||
|
||||
[[nodiscard]] auto ShardokEngine::GetCurrentGameStateBytes() const -> byte_vector {
|
||||
return gameState.ToByteVector();
|
||||
}
|
||||
@@ -248,7 +257,7 @@ auto ShardokEngine::PostWhilePlayerHasOnlyOneOption(
|
||||
}
|
||||
|
||||
auto updateAction = UpdateGameStatusAction(
|
||||
GetCurrentGameState(),
|
||||
GetCurrentGameStateW(),
|
||||
criticalTileCoords,
|
||||
settingsGetter,
|
||||
false /* atEndOfRound */);
|
||||
@@ -262,7 +271,7 @@ void ShardokEngine::HandlePlayerTurnEnd(const std::shared_ptr<RandomGenerator> &
|
||||
if (static_cast<uint32_t>(GetCurrentGameState()->current_player()) >=
|
||||
GetCurrentGameState()->player_infos()->size()) {
|
||||
ApplyAndAddActionResults(UpdateGameStatusAction(
|
||||
GetCurrentGameState(),
|
||||
GetCurrentGameStateW(),
|
||||
criticalTileCoords,
|
||||
settingsGetter,
|
||||
true /* atEndOfRound */)
|
||||
@@ -286,7 +295,7 @@ void ShardokEngine::HandlePlayerTurnEnd(const std::shared_ptr<RandomGenerator> &
|
||||
|
||||
} else {
|
||||
const auto updateAction = UpdateGameStatusAction(
|
||||
GetCurrentGameState(),
|
||||
GetCurrentGameStateW(),
|
||||
criticalTileCoords,
|
||||
settingsGetter,
|
||||
false /* atEndOfRound */);
|
||||
@@ -351,7 +360,7 @@ void ShardokEngine::PostPlacementCommands(
|
||||
}
|
||||
|
||||
const auto updateAction = UpdateGameStatusAction(
|
||||
GetCurrentGameState(),
|
||||
GetCurrentGameStateW(),
|
||||
criticalTileCoords,
|
||||
settingsGetter,
|
||||
false /* atEndOfRound */);
|
||||
@@ -433,7 +442,7 @@ void ShardokEngine::PostActionUnchecked(
|
||||
}
|
||||
|
||||
const auto updateAction = UpdateGameStatusAction(
|
||||
GetCurrentGameState(),
|
||||
GetCurrentGameStateW(),
|
||||
criticalTileCoords,
|
||||
settingsGetter,
|
||||
false /* atEndOfRound */);
|
||||
@@ -455,7 +464,7 @@ void ShardokEngine::HandleActionResult(
|
||||
const Coords modifiedCoords = FromCoordsProto(modifierWithCoords.coords());
|
||||
const TileModifierProto &modifier = modifierWithCoords.modifiers();
|
||||
|
||||
const Unit *occupant = gameState.GetOccupant(modifiedCoords);
|
||||
const Unit *occupant = Occupant(GetCurrentGameState()->units(), modifiedCoords);
|
||||
// Check for swept away hero
|
||||
if (const Terrain *terrain = GetTerrain(GetCurrentGameState()->hex_map(), modifiedCoords);
|
||||
occupant && IsWater(terrain->type()) && !IsTraversible(modifier) &&
|
||||
@@ -600,7 +609,7 @@ auto ShardokEngine::EndGameUnits() const -> vector<net::eagle0::shardok::storage
|
||||
"Trying to get the end game units before the game is over");
|
||||
}
|
||||
|
||||
const auto &gs = GetCurrentGameState();
|
||||
const auto *gs = GetCurrentGameState();
|
||||
|
||||
vector<net::eagle0::shardok::storage::ResolvedUnit> endgameUnits;
|
||||
AddUnits(endgameUnits, *gs->units());
|
||||
|
||||
@@ -60,14 +60,15 @@ private:
|
||||
|
||||
[[nodiscard]] auto HandleUnitFallingIntoWater(
|
||||
const Terrain *terrain,
|
||||
const fb::Unit *unit,
|
||||
const net::eagle0::shardok::storage::fb::Unit *unit,
|
||||
std::shared_ptr<RandomGenerator> randomGenerator) const -> vector<ActionResult>;
|
||||
|
||||
void HandleActionResult(
|
||||
const ActionResult &actionResult,
|
||||
const std::shared_ptr<RandomGenerator> &randomGenerator);
|
||||
|
||||
[[nodiscard]] auto GetUnit(const UnitId uid) const -> const fb::Unit * {
|
||||
[[nodiscard]] auto GetUnit(const UnitId uid) const
|
||||
-> const net::eagle0::shardok::storage::fb::Unit * {
|
||||
return GetCurrentGameState()->units()->Get(uid);
|
||||
}
|
||||
|
||||
@@ -111,7 +112,8 @@ public:
|
||||
|
||||
[[nodiscard]] auto GetGameStateAtStartOfAction(ActionId startingActionId) const -> GameStateW;
|
||||
|
||||
[[nodiscard]] auto GetCurrentGameState() const -> const GameStateW & { return gameState; }
|
||||
[[nodiscard]] auto GetCurrentGameState() const -> fb::GameState const *;
|
||||
[[nodiscard]] auto GetCurrentGameStateW() const -> const GameStateW &;
|
||||
|
||||
[[nodiscard]] auto GetCurrentGameStateBytes() const -> byte_vector;
|
||||
|
||||
@@ -125,7 +127,7 @@ public:
|
||||
|
||||
// Controller API
|
||||
[[nodiscard]] auto GetGameHistory(ActionId lastUpdatedActionId) const
|
||||
-> vector<ShardokActionWithResultingState>;
|
||||
-> vector<net::eagle0::shardok::storage::ShardokActionWithResultingState>;
|
||||
|
||||
[[nodiscard]] auto GetUnfilteredHistoryCount() const -> size_t {
|
||||
return actionHistory.size() + startingHistoryCount;
|
||||
@@ -141,7 +143,8 @@ public:
|
||||
[[nodiscard]] auto GetFilteredGameHistory(PlayerId askingPlayer) const
|
||||
-> vector<net::eagle0::shardok::api::ActionResultView>;
|
||||
|
||||
[[nodiscard]] auto GetUnitById(PlayerId askingPlayer, UnitId unitId) const -> UnitView;
|
||||
[[nodiscard]] auto GetUnitById(PlayerId askingPlayer, UnitId unitId) const
|
||||
-> net::eagle0::shardok::api::UnitView;
|
||||
|
||||
void PostPlacementCommands(
|
||||
PlayerId player,
|
||||
@@ -174,7 +177,7 @@ public:
|
||||
[[nodiscard]] auto GetMonth() const -> int { return GetCurrentGameState()->month(); }
|
||||
|
||||
[[nodiscard]] auto GetPlayerInfos() const -> vector<PlayerInfoProto> {
|
||||
const auto ¤tGameState = GetCurrentGameState();
|
||||
const auto *currentGameState = GetCurrentGameState();
|
||||
vector<PlayerInfoProto> protos{};
|
||||
for (const auto *const piFB : *currentGameState->player_infos()) {
|
||||
protos.push_back(fb::ToPlayerInfoProto(piFB));
|
||||
@@ -182,18 +185,18 @@ public:
|
||||
return protos;
|
||||
}
|
||||
|
||||
[[nodiscard]] auto GetGameStatus() const
|
||||
-> const net::eagle0::shardok::storage::fb::GameStatus * {
|
||||
auto GetGameStatus() const -> const net::eagle0::shardok::storage::fb::GameStatus * {
|
||||
return GetCurrentGameState()->status();
|
||||
}
|
||||
|
||||
[[nodiscard]] auto GetGameSettings() const -> GameSettingsSPtr { return gameSettings; }
|
||||
auto GetGameSettings() const -> GameSettingsSPtr { return gameSettings; }
|
||||
|
||||
static inline auto GameIsOver(const fb::GameStatus *status) -> bool {
|
||||
static inline auto GameIsOver(const net::eagle0::shardok::storage::fb::GameStatus *status)
|
||||
-> bool {
|
||||
return (status->state() == net::eagle0::shardok::storage::fb::GameStatus_::State_VICTORY);
|
||||
}
|
||||
|
||||
[[nodiscard]] inline auto GameIsOver() const -> bool { return GameIsOver(GetGameStatus()); }
|
||||
inline auto GameIsOver() const -> bool { return GameIsOver(GetGameStatus()); }
|
||||
};
|
||||
} // namespace shardok
|
||||
|
||||
|
||||
+37
-80
@@ -5,15 +5,14 @@
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <chrono>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/ByteHasher.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/HexMapHelpers.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/HexMapHasher.hpp"
|
||||
|
||||
#define CACHE_STATS_LOGGING_ false
|
||||
#define CACHE_STATS_FREQUENCY_SECONDS_ 1
|
||||
|
||||
namespace shardok {
|
||||
|
||||
@@ -23,45 +22,22 @@ thread_local ActionPointDistancesCache::TLSCache ActionPointDistancesCache::tlsC
|
||||
#if CACHE_STATS_LOGGING_
|
||||
// Thread-local statistics for performance monitoring
|
||||
thread_local struct {
|
||||
int persistentHits = 0;
|
||||
int persistentMisses = 0;
|
||||
int localHits = 0;
|
||||
int localMisses = 0;
|
||||
int sharedAccesses = 0;
|
||||
int evictionEvents = 0;
|
||||
int apdLoadedFromFile = 0;
|
||||
int apdGeneratedFresh = 0;
|
||||
std::chrono::steady_clock::time_point lastReportTime = std::chrono::steady_clock::now();
|
||||
} cacheStats;
|
||||
|
||||
// Helper function to print stats periodically
|
||||
static void MaybePrintCacheStats() {
|
||||
auto now = std::chrono::steady_clock::now();
|
||||
if (std::chrono::duration_cast<std::chrono::seconds>(now - cacheStats.lastReportTime).count() >=
|
||||
CACHE_STATS_FREQUENCY_SECONDS_) {
|
||||
printf("Thread cache stats: %d persistent hits, %d persistent misses, %d local hits, "
|
||||
"%d local misses, %d shared accesses, %d eviction events, "
|
||||
"%d APD loaded from file, %d APD generated fresh\n",
|
||||
cacheStats.persistentHits,
|
||||
cacheStats.persistentMisses,
|
||||
cacheStats.localHits,
|
||||
cacheStats.localMisses,
|
||||
cacheStats.sharedAccesses,
|
||||
cacheStats.evictionEvents,
|
||||
cacheStats.apdLoadedFromFile,
|
||||
cacheStats.apdGeneratedFresh);
|
||||
cacheStats.lastReportTime = now;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
class BadHashException final : public std::exception {
|
||||
class BadHashException : public std::exception {
|
||||
public:
|
||||
BadHashException() = default;
|
||||
|
||||
[[nodiscard]] auto what() const noexcept -> const char* override { return "Bad map hash!"; };
|
||||
};
|
||||
|
||||
constexpr int kBattalionTypeCount = 6;
|
||||
|
||||
// Helper function to check if any ice is present on the map
|
||||
static auto HasIceOnMap(const HexMap* map) -> bool {
|
||||
return std::ranges::any_of(*map->terrain(), [](const auto* terrain) {
|
||||
@@ -81,11 +57,13 @@ static auto CreateIceClearedMap(const HexMap* map) -> fb::HexMapW {
|
||||
|
||||
// Now modify the ice on the mutable copy
|
||||
auto* mutableMap = mapCopy.Get();
|
||||
const auto* terrainVec = mutableMap->mutable_terrain();
|
||||
auto* terrainVec = mutableMap->mutable_terrain();
|
||||
|
||||
for (size_t i = 0; i < terrainVec->size(); i++) {
|
||||
auto* terrain = terrainVec->GetMutableObject(i);
|
||||
|
||||
// Only process tiles with ice
|
||||
if (auto* terrain = terrainVec->GetMutableObject(i); terrain->modifier().ice().present()) {
|
||||
if (terrain->modifier().ice().present()) {
|
||||
terrain->mutable_modifier().mutable_ice().mutate_present(false);
|
||||
terrain->mutable_modifier().mutable_ice().mutate_integrity(0.0f);
|
||||
}
|
||||
@@ -98,11 +76,16 @@ static auto CreateIceClearedMap(const HexMap* map) -> fb::HexMapW {
|
||||
return mapCopy;
|
||||
}
|
||||
|
||||
ActionPointDistancesCache::ActionPointDistancesCache() {
|
||||
bravingDistances.resize(kBattalionTypeCount);
|
||||
noBravingDistances.resize(kBattalionTypeCount);
|
||||
}
|
||||
|
||||
auto ActionPointDistancesCache::MakeCacheKey(
|
||||
const MapId& mapId,
|
||||
const BattalionTypeSPtr& battalionType,
|
||||
const bool includeBravingWater,
|
||||
const int braveWaterActionPointCost) -> FullCacheKey {
|
||||
bool includeBravingWater,
|
||||
int braveWaterActionPointCost) -> FullCacheKey {
|
||||
return FullCacheKey{
|
||||
mapId,
|
||||
static_cast<int>(battalionType->typeId),
|
||||
@@ -116,13 +99,6 @@ auto ActionPointDistancesCache::GetMapId(const HexMap* map) -> MapId {
|
||||
|
||||
return MapId{.terrainTypesId = map->base_hash(), .modifierId = modifierId};
|
||||
}
|
||||
void ActionPointDistancesCache::ConsolidateThreadLocalCache_Racy() {
|
||||
persistentCache.insert(std::begin(sharedDistances), std::end(sharedDistances));
|
||||
sharedDistances.clear();
|
||||
|
||||
// Clear the current thread's cache since persistent cache now has everything
|
||||
tlsCache.clear();
|
||||
}
|
||||
|
||||
auto ActionPointDistancesCache::GetRaw(
|
||||
const HexMap* map,
|
||||
@@ -134,26 +110,20 @@ auto ActionPointDistancesCache::GetRaw(
|
||||
auto cacheKey =
|
||||
MakeCacheKey(mapId, battalionType, includeBravingWater, braveWaterActionPointCost);
|
||||
|
||||
// Check the persistent map first
|
||||
if (auto persistentIt = persistentCache.find(cacheKey); persistentIt != persistentCache.end()) {
|
||||
#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;
|
||||
}
|
||||
|
||||
#if CACHE_STATS_LOGGING_
|
||||
cacheStats.persistentMisses++;
|
||||
#endif
|
||||
|
||||
// Check thread-local cache first (no locks needed!)
|
||||
if (auto localIt = tlsCache.find(cacheKey); localIt != tlsCache.end()) {
|
||||
auto localIt = tlsCache.find(cacheKey);
|
||||
if (localIt != tlsCache.end()) {
|
||||
#if CACHE_STATS_LOGGING_
|
||||
cacheStats.localHits++;
|
||||
MaybePrintCacheStats();
|
||||
// Print stats every 100 requests to monitor effectiveness
|
||||
if ((cacheStats.localHits + cacheStats.localMisses) % 100 == 0) {
|
||||
printf("Thread cache stats: %d local hits, %d misses, %d shared accesses, %d eviction "
|
||||
"events\n",
|
||||
cacheStats.localHits,
|
||||
cacheStats.localMisses,
|
||||
cacheStats.sharedAccesses,
|
||||
cacheStats.evictionEvents);
|
||||
}
|
||||
#endif
|
||||
return localIt->second.rawPtr; // Raw pointer - zero overhead access!
|
||||
}
|
||||
@@ -163,18 +133,15 @@ auto ActionPointDistancesCache::GetRaw(
|
||||
#endif
|
||||
|
||||
// Check shared cache before expensive ice-clearing operation
|
||||
auto& vec = includeBravingWater ? bravingDistances : noBravingDistances;
|
||||
auto& distancesMap = vec[battalionType->typeId];
|
||||
|
||||
shared_ptr<ActionPointDistances> sharedResult;
|
||||
if (sharedDistances.if_contains(cacheKey, [&sharedResult](const auto& kv) {
|
||||
if (distancesMap.if_contains(mapId, [&sharedResult](const auto& kv) {
|
||||
sharedResult = kv.second;
|
||||
})) {
|
||||
#if CACHE_STATS_LOGGING_
|
||||
cacheStats.sharedAccesses++;
|
||||
#endif
|
||||
// Cache hit in shared cache - store in thread-local cache and return
|
||||
tlsCache.emplace(cacheKey, CacheEntry(sharedResult));
|
||||
#if CACHE_STATS_LOGGING_
|
||||
MaybePrintCacheStats();
|
||||
#endif
|
||||
return sharedResult.get();
|
||||
}
|
||||
|
||||
@@ -182,17 +149,18 @@ auto ActionPointDistancesCache::GetRaw(
|
||||
const bool hasIce = HasIceOnMap(map);
|
||||
|
||||
// Declaring here to keep the copied map in scope
|
||||
fb::HexMapW iceClearedMap;
|
||||
const HexMap* mapToUse = map;
|
||||
|
||||
if (hasIce) {
|
||||
// Create ice-cleared map for pathfinding
|
||||
// This prevents AI from considering ice as a valid path toward enemies
|
||||
fb::HexMapW iceClearedMap = CreateIceClearedMap(map);
|
||||
iceClearedMap = CreateIceClearedMap(map);
|
||||
mapToUse = iceClearedMap.Get();
|
||||
}
|
||||
|
||||
// Create new pathfinding result using factory method
|
||||
auto creationResult = FixedActionPointDistances::Create(
|
||||
// Create new pathfinding result
|
||||
auto result = std::make_shared<FixedActionPointDistances>(
|
||||
mapToUse,
|
||||
mapId.terrainTypesId,
|
||||
mapId.modifierId,
|
||||
@@ -200,22 +168,11 @@ auto ActionPointDistancesCache::GetRaw(
|
||||
includeBravingWater,
|
||||
braveWaterActionPointCost);
|
||||
|
||||
#if CACHE_STATS_LOGGING_
|
||||
// Track whether this was loaded from file or generated fresh
|
||||
if (creationResult.loadedFromFile) {
|
||||
cacheStats.apdLoadedFromFile++;
|
||||
} else {
|
||||
cacheStats.apdGeneratedFresh++;
|
||||
}
|
||||
#endif
|
||||
|
||||
auto result = creationResult.apd;
|
||||
|
||||
// Store in shared cache
|
||||
sharedDistances.lazy_emplace_l(
|
||||
cacheKey,
|
||||
distancesMap.lazy_emplace_l(
|
||||
mapId,
|
||||
[](const auto& kv) { /* already checked above */ },
|
||||
[=](const auto& ctor) { ctor(cacheKey, result); });
|
||||
[=](const auto& ctor) { ctor(mapId, result); });
|
||||
|
||||
// Cache result locally for future lookups by this thread
|
||||
// Store both shared_ptr and raw pointer for hybrid access
|
||||
|
||||
+28
-38
@@ -23,12 +23,18 @@ struct MapId {
|
||||
uint64_t terrainTypesId;
|
||||
uint64_t modifierId;
|
||||
|
||||
friend size_t hash_value(const MapId& id) {
|
||||
return gtl::HashState::combine(0, id.terrainTypesId, id.modifierId);
|
||||
}
|
||||
|
||||
auto operator==(const MapId& other) const -> bool {
|
||||
return terrainTypesId == other.terrainTypesId && modifierId == other.modifierId;
|
||||
}
|
||||
};
|
||||
|
||||
// Unified cache key for both thread-safe and thread-local caches
|
||||
using APDKey = MapId;
|
||||
|
||||
// Extended key for thread-local cache that includes battalion type
|
||||
struct FullCacheKey {
|
||||
MapId mapId;
|
||||
int battalionTypeId;
|
||||
@@ -45,48 +51,41 @@ struct FullCacheKey {
|
||||
// Hash function for FullCacheKey
|
||||
struct FullCacheKeyHash {
|
||||
size_t operator()(const FullCacheKey& key) const {
|
||||
// Pack small fields into a single 64-bit value
|
||||
uint64_t packed = (static_cast<uint64_t>(key.battalionTypeId) << 32) |
|
||||
(static_cast<uint64_t>(key.braveWaterCost) << 1) |
|
||||
(key.includeBravingWater ? 1 : 0);
|
||||
|
||||
// Hash MapId fields directly instead of going through hash_value(MapId)
|
||||
return gtl::HashState::combine(0, key.mapId.terrainTypesId, key.mapId.modifierId, packed);
|
||||
return gtl::HashState::combine(
|
||||
hash_value(key.mapId),
|
||||
key.battalionTypeId,
|
||||
key.includeBravingWater,
|
||||
key.braveWaterCost);
|
||||
}
|
||||
};
|
||||
|
||||
class ActionPointDistancesCache {
|
||||
private:
|
||||
using APDMap = gtl::parallel_flat_hash_map<
|
||||
APDKey,
|
||||
shared_ptr<ActionPointDistances>,
|
||||
gtl::priv::hash_default_hash<APDKey>,
|
||||
gtl::priv::hash_default_eq<APDKey>,
|
||||
std::allocator<std::pair<const APDKey, shared_ptr<ActionPointDistances>>>,
|
||||
6,
|
||||
std::mutex>;
|
||||
|
||||
vector<APDMap> noBravingDistances;
|
||||
vector<APDMap> bravingDistances;
|
||||
|
||||
// Thread-local cache storing both shared_ptr and raw pointer for hybrid access
|
||||
// Lifetime guaranteed by shared cache ownership
|
||||
struct CacheEntry {
|
||||
shared_ptr<ActionPointDistances> sharedPtr;
|
||||
const ActionPointDistances* rawPtr;
|
||||
|
||||
explicit CacheEntry(shared_ptr<ActionPointDistances> ptr)
|
||||
CacheEntry(shared_ptr<ActionPointDistances> ptr)
|
||||
: sharedPtr(std::move(ptr)),
|
||||
rawPtr(sharedPtr.get()) {}
|
||||
};
|
||||
|
||||
// Tier 1: persistent map. This is NOT safe to write to while reads may be happening.
|
||||
using PersistentMap = gtl::flat_hash_map<FullCacheKey, CacheEntry, FullCacheKeyHash>;
|
||||
|
||||
PersistentMap persistentCache;
|
||||
|
||||
using APDMap = gtl::parallel_flat_hash_map<
|
||||
FullCacheKey,
|
||||
shared_ptr<ActionPointDistances>,
|
||||
FullCacheKeyHash,
|
||||
std::equal_to<FullCacheKey>,
|
||||
std::allocator<std::pair<const FullCacheKey, shared_ptr<ActionPointDistances>>>,
|
||||
6,
|
||||
std::mutex>;
|
||||
|
||||
APDMap sharedDistances;
|
||||
|
||||
using TLSCache = gtl::flat_hash_map<FullCacheKey, CacheEntry, FullCacheKeyHash>;
|
||||
static thread_local TLSCache tlsCache;
|
||||
|
||||
// Epoch system removed - TLS cache uses size-based eviction instead
|
||||
|
||||
// Helper to build cache key
|
||||
static auto MakeCacheKey(
|
||||
const MapId& mapId,
|
||||
@@ -95,11 +94,7 @@ private:
|
||||
int braveWaterActionPointCost) -> FullCacheKey;
|
||||
|
||||
public:
|
||||
explicit ActionPointDistancesCache() {
|
||||
// Pre-size persistent cache to reduce hash collisions
|
||||
// Estimate: ~12 entries from pre-fetching + ~50-100 entries during gameplay
|
||||
persistentCache.reserve(128);
|
||||
}
|
||||
explicit ActionPointDistancesCache();
|
||||
|
||||
// Returns raw pointer for zero overhead access
|
||||
// Lifetime guaranteed by shared cache ownership
|
||||
@@ -112,11 +107,6 @@ public:
|
||||
|
||||
static auto GetMapId(const HexMap* map) -> MapId;
|
||||
|
||||
// Consolidate the thread-safe cache into the persistent cache and clear
|
||||
// the current thread's local cache. This is only safe if we know reads
|
||||
// are not happening from other threads.
|
||||
void ConsolidateThreadLocalCache_Racy();
|
||||
|
||||
// Cache management methods
|
||||
static void ClearThreadLocalCache();
|
||||
static size_t GetThreadLocalCacheSize();
|
||||
|
||||
+10
-26
@@ -26,24 +26,14 @@ void FixedActionPointDistances::SetCacheDirectory(const string& newDir) {
|
||||
|
||||
static thread_local byte_vector _scratch;
|
||||
|
||||
FixedActionPointDistances::FixedActionPointDistances(const HexMap* map, int columnCount)
|
||||
: ActionPointDistances(columnCount) {}
|
||||
|
||||
auto FixedActionPointDistances::Create(
|
||||
FixedActionPointDistances::FixedActionPointDistances(
|
||||
const HexMap* map,
|
||||
int64_t terrainTypesHash,
|
||||
int64_t modifierHash,
|
||||
const BattalionTypeSPtr& battalionType,
|
||||
bool includeBravingWater,
|
||||
int braveWaterActionPointCost) -> CreationResult {
|
||||
// Create the object using private constructor
|
||||
auto apd = std::shared_ptr<FixedActionPointDistances>(
|
||||
new FixedActionPointDistances(map, map->column_count()));
|
||||
|
||||
CreationResult result;
|
||||
result.apd = apd;
|
||||
result.loadedFromFile = false;
|
||||
|
||||
int braveWaterActionPointCost)
|
||||
: ActionPointDistances(map->column_count()) {
|
||||
string path = "";
|
||||
|
||||
if (!cacheDirectory.empty()) {
|
||||
@@ -65,26 +55,22 @@ auto FixedActionPointDistances::Create(
|
||||
const int indexCount = map->row_count() * map->column_count();
|
||||
|
||||
if (!path.empty() && FilesystemUtils::FileExistsAtPath(path)) {
|
||||
apd->distances.resize(indexCount);
|
||||
distances.resize(indexCount);
|
||||
// load from file
|
||||
const auto& bytes = _scratch.ReplaceWithPath(path);
|
||||
const auto* ptr = reinterpret_cast<const DIST_T*>(bytes.data());
|
||||
|
||||
for (int fromIndex = 0; fromIndex < indexCount; fromIndex++) {
|
||||
apd->distances[fromIndex].insert(
|
||||
apd->distances[fromIndex].end(),
|
||||
&(ptr[0]),
|
||||
&(ptr[indexCount]));
|
||||
distances[fromIndex].insert(distances[fromIndex].end(), &(ptr[0]), &(ptr[indexCount]));
|
||||
ptr += indexCount;
|
||||
}
|
||||
result.loadedFromFile = true;
|
||||
} else {
|
||||
_scratch.reserve(indexCount * indexCount * sizeof(DIST_T));
|
||||
|
||||
vector<std::future<vector<vector<DIST_T>>>> futures(indexCount);
|
||||
|
||||
auto braveWaterPossibleCoords =
|
||||
includeBravingWater ? apd->BraveWaterPossibleCoords(map) : nullptr;
|
||||
includeBravingWater ? BraveWaterPossibleCoords(map) : nullptr;
|
||||
|
||||
int chunkSize = (indexCount + ASYNC_COUNT - 1) / ASYNC_COUNT;
|
||||
// Break into chunks for async
|
||||
@@ -97,7 +83,7 @@ auto FixedActionPointDistances::Create(
|
||||
for (int i = 0; i < chunkSize; i++) {
|
||||
const auto fromIndex = chunkStartIndex + i;
|
||||
if (fromIndex >= indexCount) { continue; }
|
||||
chunkVec.push_back(ActionPointDistances::GenerateDistances(
|
||||
chunkVec.push_back(GenerateDistances(
|
||||
fromIndex,
|
||||
map,
|
||||
includeBravingWater,
|
||||
@@ -109,20 +95,18 @@ auto FixedActionPointDistances::Create(
|
||||
});
|
||||
}
|
||||
|
||||
apd->distances.reserve(indexCount);
|
||||
distances.reserve(indexCount);
|
||||
_scratch.clear();
|
||||
_scratch.reserve(indexCount * indexCount * sizeof(DIST_T));
|
||||
|
||||
for (int chunkIdx = 0; chunkIdx < ASYNC_COUNT; chunkIdx++) {
|
||||
auto resultsVec = futures[chunkIdx].get();
|
||||
apd->distances.insert(apd->distances.end(), resultsVec.begin(), resultsVec.end());
|
||||
distances.insert(distances.end(), resultsVec.begin(), resultsVec.end());
|
||||
for (const auto& r : resultsVec) { _scratch.append(r); }
|
||||
}
|
||||
|
||||
if (!path.empty()) { FilesystemUtils::AtomicallySaveToPath(path, _scratch); }
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
} // namespace shardok
|
||||
+4
-16
@@ -17,43 +17,31 @@ using std::vector;
|
||||
using BattalionTypeSPtr = std::shared_ptr<const BattalionType>;
|
||||
|
||||
class FixedActionPointDistances final : public ActionPointDistances {
|
||||
public:
|
||||
struct CreationResult {
|
||||
std::shared_ptr<FixedActionPointDistances> apd;
|
||||
bool loadedFromFile;
|
||||
};
|
||||
|
||||
private:
|
||||
vector<vector<DIST_T>> distances;
|
||||
|
||||
inline static string cacheDirectory = "";
|
||||
|
||||
// Private constructor - use Create factory method instead
|
||||
explicit FixedActionPointDistances(const HexMap *map, int columnCount);
|
||||
|
||||
public:
|
||||
static void SetCacheDirectory(const string &newDir);
|
||||
|
||||
// Factory method to create FixedActionPointDistances with metadata
|
||||
static auto Create(
|
||||
explicit FixedActionPointDistances(
|
||||
const HexMap *map,
|
||||
int64_t terrainTypesHash,
|
||||
int64_t modifierHash,
|
||||
const BattalionTypeSPtr &battalionType,
|
||||
bool includeBravingWater,
|
||||
int braveWaterActionPointCost = -1) -> CreationResult;
|
||||
int braveWaterActionPointCost = -1);
|
||||
|
||||
~FixedActionPointDistances() override = default;
|
||||
|
||||
[[nodiscard]] auto Distance(const int fromIndex, const int toIndex) const -> DIST_T override {
|
||||
auto Distance(const int fromIndex, const int toIndex) const -> DIST_T override {
|
||||
return distances[fromIndex][toIndex];
|
||||
}
|
||||
|
||||
[[nodiscard]] auto Distance(const Coords &from, const Coords &to) const -> DIST_T override {
|
||||
auto Distance(const Coords &from, const Coords &to) const -> DIST_T override {
|
||||
return Distance(ToIndex(from), ToIndex(to));
|
||||
}
|
||||
|
||||
friend struct CreationResult;
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
+7
-12
@@ -338,18 +338,10 @@ void MutatingApplyResult(
|
||||
settings);
|
||||
}
|
||||
|
||||
// Capture old position before applying changes
|
||||
auto *mutableUnit = mutatingGameState->units()->GetMutableObject(changedUnit->unit_id());
|
||||
const auto oldLocation = mutableUnit->location();
|
||||
|
||||
fb::ApplyUnit(mutableUnit, changedUnit, status);
|
||||
|
||||
// Update occupied tiles bitfield if position changed
|
||||
const auto &newLocation = changedUnit->location();
|
||||
if (oldLocation.row() != newLocation.row() ||
|
||||
oldLocation.column() != newLocation.column()) {
|
||||
mutatingGameState.UpdateOccupiedTile(oldLocation, newLocation);
|
||||
}
|
||||
fb::ApplyUnit(
|
||||
mutatingGameState->units()->GetMutableObject(changedUnit->unit_id()),
|
||||
changedUnit,
|
||||
status);
|
||||
|
||||
if (battalionSizeBefore != battalionSizeAfter) {
|
||||
if (changedUnit->battalion().type() ==
|
||||
@@ -400,6 +392,9 @@ void MutatingApplyResult(
|
||||
mutatingGameState->mutable_possible_chargee_ids()->Mutate(i, -1);
|
||||
}
|
||||
|
||||
// Rebuild the occupants cache since units may have moved or been destroyed
|
||||
mutatingGameState.RebuildOccupantsCache();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -4,8 +4,6 @@
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_result_applier/GameStateCopier.hpp"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using Unit = net::eagle0::shardok::storage::fb::Unit;
|
||||
@@ -34,39 +32,6 @@ auto CopyWithExtraUnits(const GameStateW& original, int additionalCount) -> Game
|
||||
endGST.units.push_back(unit);
|
||||
}
|
||||
|
||||
// Copy occupied tiles bitfield from original GameState (much faster than O(n) rebuild)
|
||||
if (startGS->occupied_tiles() && startGS->hex_map()) {
|
||||
const size_t originalBitfieldSize = startGS->occupied_tiles()->size();
|
||||
endGST.occupied_tiles.resize(originalBitfieldSize);
|
||||
|
||||
// Fast O(bitfield_bytes) copy instead of O(units) rebuild
|
||||
std::memcpy(
|
||||
endGST.occupied_tiles.data(),
|
||||
startGS->occupied_tiles()->data(),
|
||||
originalBitfieldSize);
|
||||
} else if (endGST.hex_map) {
|
||||
// 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 bitfieldSize = (mapSize + 7) / 8; // Ceiling division
|
||||
endGST.occupied_tiles.resize(bitfieldSize, 0); // Initialize all bits to 0 (empty)
|
||||
|
||||
// Populate bitfield based on unit positions (O(n) fallback)
|
||||
for (const auto& unit : endGST.units) {
|
||||
if (unit.status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) {
|
||||
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 byteIndex = tileIndex / 8;
|
||||
const size_t bitOffset = tileIndex % 8;
|
||||
endGST.occupied_tiles[byteIndex] |= (1 << bitOffset); // Set the bit
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
flatbuffers::FlatBufferBuilder newFbb;
|
||||
newFbb.ForceDefaults(true);
|
||||
newFbb.Finish(net::eagle0::shardok::storage::fb::GameState::Pack(newFbb, &endGST));
|
||||
|
||||
@@ -71,14 +71,15 @@ auto ToVector(const Units &units) -> vector<const Unit *> {
|
||||
|
||||
auto FallIntoWaterAction::AdjacentsWithTerrain(
|
||||
const Coords &location,
|
||||
const GameState *gameState,
|
||||
const GameStateW &gameState,
|
||||
const PlayerId playerId) -> vector<AdjacentWithTerrain> {
|
||||
const CoordsSet adjacentCoords = HexMapUtils::GetAdjacentCoords(gameState->hex_map(), location);
|
||||
|
||||
vector<AdjacentWithTerrain> vec{};
|
||||
|
||||
for (const Coords &adjCoords : adjacentCoords) {
|
||||
const auto *possibleOccupant = Occupant(gameState->units(), adjCoords);
|
||||
// Note: This function takes GameState*, not GameStateW, so cannot use cache
|
||||
const auto *possibleOccupant = gameState.GetOccupant(adjCoords);
|
||||
if (possibleOccupant &&
|
||||
(possibleOccupant->player_id() == playerId || !possibleOccupant->hidden())) {
|
||||
continue;
|
||||
|
||||
@@ -35,7 +35,7 @@ private:
|
||||
|
||||
static auto AdjacentsWithTerrain(
|
||||
const Coords& location,
|
||||
const GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
PlayerId playerId) -> vector<AdjacentWithTerrain>;
|
||||
|
||||
[[nodiscard]] auto InternalExecute(
|
||||
|
||||
@@ -229,7 +229,7 @@ auto UpdateGameStatusAction::InternalExecute(
|
||||
// Check for attacker occupying castles & towns
|
||||
bool foundUncontrolledCriticalTile = false;
|
||||
for (const auto& criticalTile : criticalTileLocations) {
|
||||
const auto* possibleOccupant = currentState.GetOccupant(criticalTile);
|
||||
const auto* possibleOccupant = gameState.GetOccupant(criticalTile);
|
||||
|
||||
if (!possibleOccupant) {
|
||||
foundUncontrolledCriticalTile = true;
|
||||
|
||||
@@ -23,7 +23,7 @@ private:
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
const GameState* gameState;
|
||||
const GameStateW& gameState;
|
||||
const CoordsSet criticalTileLocations;
|
||||
const SettingsGetter settingsGetter;
|
||||
const bool atEndOfRound;
|
||||
@@ -34,7 +34,7 @@ private:
|
||||
|
||||
public:
|
||||
UpdateGameStatusAction(
|
||||
const GameState* gameState,
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileLocations,
|
||||
const SettingsGetter& settingsGetter,
|
||||
const bool atEndOfRound)
|
||||
|
||||
@@ -44,6 +44,8 @@ auto ReduceCommandFactory::AddAvailableReduceCommands(
|
||||
const auto *const occupant = Occupant(units, reduceCoords);
|
||||
if (occupant && occupant->player_id() == playerId) continue;
|
||||
|
||||
// This function takes a Units*, not a GameStateW, so we can't use the cache method
|
||||
// yet
|
||||
const auto *const enemyOccupant =
|
||||
KnownEnemyOccupant(playerId, units, allyPids, reduceCoords);
|
||||
|
||||
|
||||
@@ -63,7 +63,9 @@ auto shardok::MoveCommand::InternalExecute(
|
||||
bool isEligibleCharger = false;
|
||||
bool wasHidden = mover.hidden();
|
||||
|
||||
const auto* occ = currentState.GetOccupant(destination);
|
||||
// Check for occupant using the original state (we don't want to see our own unit that just
|
||||
// moved)
|
||||
const auto* occ = Occupant(allUnits, destination);
|
||||
if (occ) {
|
||||
// Tile is occupied -- ambush!
|
||||
// Reconstruct the current state by applying results generated so far
|
||||
@@ -94,7 +96,7 @@ auto shardok::MoveCommand::InternalExecute(
|
||||
}
|
||||
|
||||
for (const auto& adj : HexMapUtils::GetAdjacentCoords(map, destination)) {
|
||||
const auto* occupant = currentState.GetOccupant(adj);
|
||||
const auto* occupant = Occupant(allUnits, adj);
|
||||
if (!occupant) continue;
|
||||
if (occupant->player_id() == mover.player_id()) continue;
|
||||
if (common::Contains(allyPids, occupant->player_id())) continue;
|
||||
@@ -110,7 +112,7 @@ auto shardok::MoveCommand::InternalExecute(
|
||||
mover.attached_hero().profession_info().profession() ==
|
||||
net::eagle0::shardok::storage::fb::Profession_RANGER) {
|
||||
for (const auto& adj : HexMapUtils::GetAdjacentCoords(map, destination)) {
|
||||
auto occupant = currentState.GetOccupant(adj);
|
||||
auto occupant = Occupant(allUnits, adj);
|
||||
if (!occupant) continue;
|
||||
if (occupant->player_id() == mover.player_id()) continue;
|
||||
if (common::Contains(allyPids, occupant->player_id())) continue;
|
||||
|
||||
@@ -298,6 +298,7 @@ auto GameStateGuesser::GuessedState(
|
||||
}
|
||||
}
|
||||
|
||||
// Cache is already initialized from construction, no need to rebuild
|
||||
return gsw;
|
||||
}
|
||||
|
||||
|
||||
@@ -16,29 +16,19 @@ include "weather.fbs";
|
||||
namespace net.eagle0.shardok.storage.fb;
|
||||
|
||||
table GameState {
|
||||
// 4-byte aligned scalar fields first
|
||||
dead_count:int;
|
||||
dead_armament:float;
|
||||
|
||||
// 2-byte aligned fields
|
||||
eligible_charger_id:int16 = -1;
|
||||
|
||||
// 1-byte aligned fields grouped together
|
||||
current_round:int8;
|
||||
current_player:int8;
|
||||
month:int8;
|
||||
|
||||
// Variable-size fields (vectors, tables, strings) last
|
||||
units:[net.eagle0.shardok.storage.fb.Unit];
|
||||
hex_map:net.eagle0.shardok.storage.fb.HexMap;
|
||||
weather:net.eagle0.shardok.storage.fb.Weather;
|
||||
dead_count:int;
|
||||
dead_armament:float;
|
||||
current_round:int8;
|
||||
current_player:int8;
|
||||
eligible_charger_id:int16 = -1;
|
||||
possible_chargee_ids:[int16];
|
||||
status:net.eagle0.shardok.storage.fb.GameStatus;
|
||||
player_infos:[net.eagle0.shardok.storage.fb.PlayerInfo];
|
||||
// Bitfield cache: 1 bit per tile indicating occupancy. Bit at index (row*col_count + col)
|
||||
occupied_tiles:[uint8];
|
||||
|
||||
game_id:string;
|
||||
player_infos:[net.eagle0.shardok.storage.fb.PlayerInfo];
|
||||
month:int8;
|
||||
}
|
||||
|
||||
root_type GameState;
|
||||
|
||||
@@ -11,35 +11,27 @@ struct ControlInfo {
|
||||
}
|
||||
|
||||
struct Hero {
|
||||
// 4-byte fields first for alignment
|
||||
eagle_hero_id:int;
|
||||
vigor:float;
|
||||
starting_vigor:float;
|
||||
spent_vigor:float;
|
||||
|
||||
// 2-byte fields next for alignment
|
||||
unit_id:int16 (key);
|
||||
|
||||
strength_xp:int16;
|
||||
agility_xp:int16;
|
||||
constitution_xp:int16;
|
||||
charisma_xp:int16;
|
||||
wisdom_xp:int16;
|
||||
|
||||
// 1-byte fields next for alignment
|
||||
is_vip:bool;
|
||||
control_info:net.eagle0.shardok.storage.fb.ControlInfo (native_inline);
|
||||
strength:int8;
|
||||
strength_xp:int16;
|
||||
agility:int8;
|
||||
agility_xp:int16;
|
||||
constitution:int8;
|
||||
constitution_xp:int16;
|
||||
charisma:int8;
|
||||
charisma_xp:int16;
|
||||
wisdom:int8;
|
||||
wisdom_xp:int16;
|
||||
integrity:int8;
|
||||
ambition:int8;
|
||||
gregariousness:int8;
|
||||
bravery:int8;
|
||||
integrity:int8;
|
||||
|
||||
// Nested structs
|
||||
control_info:net.eagle0.shardok.storage.fb.ControlInfo (native_inline);
|
||||
vigor:float;
|
||||
starting_vigor:float;
|
||||
spent_vigor:float;
|
||||
profession_info:net.eagle0.shardok.storage.fb.ProfessionSpecificInfo (native_inline);
|
||||
}
|
||||
|
||||
|
||||
@@ -22,15 +22,9 @@ enum UnitStatus : int8 {
|
||||
}
|
||||
|
||||
struct Unit {
|
||||
// 4-byte aligned fields first
|
||||
food_remaining:float;
|
||||
|
||||
// 2-byte aligned fields
|
||||
eagle_player_id:int;
|
||||
unit_id:int16(key);
|
||||
commanding_unit_id:int16;
|
||||
|
||||
// 1-byte aligned fields grouped for better packing
|
||||
eagle_player_id:int8;
|
||||
player_id:int8;
|
||||
remaining_action_points:int8;
|
||||
stun_rounds_remaining:int8;
|
||||
@@ -46,8 +40,7 @@ struct Unit {
|
||||
can_archery:bool;
|
||||
can_start_fire:bool;
|
||||
opponent_knowledge:[int8:10];
|
||||
|
||||
// Complex nested types last
|
||||
food_remaining:float;
|
||||
attached_hero:net.eagle0.shardok.storage.fb.Hero;
|
||||
location:net.eagle0.shardok.storage.fb.Coords (native_inline);
|
||||
battalion:net.eagle0.shardok.storage.fb.Battalion (native_inline);
|
||||
|
||||
-59
@@ -138,23 +138,6 @@ object RandomHeroGenerator {
|
||||
.map { ip => hero.copy(imagePath = ip) }
|
||||
}
|
||||
|
||||
private def createOneWithNoProfession(
|
||||
functionalRandom: FunctionalRandom,
|
||||
gender: Gender,
|
||||
remainingImagePathsByProfession: (Profession, Gender) => Set[String]
|
||||
): RandomState[HeroC] =
|
||||
heroWithBaseStats(gender, functionalRandom)
|
||||
.continue { withNoProfession }
|
||||
.continue { case (hero, nextRandom) =>
|
||||
imagePathForProfessionAndGender(
|
||||
random = nextRandom,
|
||||
profession = hero.profession,
|
||||
gender = gender,
|
||||
remainingImagePathsByProfession = remainingImagePathsByProfession
|
||||
)
|
||||
.map { ip => hero.copy(imagePath = ip) }
|
||||
}
|
||||
|
||||
// Caller should update remainingImagePathsByProfession based on the result
|
||||
def createHeroes(
|
||||
hids: Vector[HeroId],
|
||||
@@ -197,48 +180,6 @@ object RandomHeroGenerator {
|
||||
}
|
||||
._1
|
||||
|
||||
// Create heroes with NoProfession for faction leaders during new game setup
|
||||
def createHeroesWithNoProfession(
|
||||
hids: Vector[HeroId],
|
||||
functionalRandom: FunctionalRandom,
|
||||
remainingImagePathsByProfession: (Profession, Gender) => Set[String],
|
||||
date: Date
|
||||
): RandomState[Vector[HeroGenerationResponse]] =
|
||||
hids
|
||||
.foldLeft(
|
||||
RandomState(Vector[HeroGenerationResponse](), functionalRandom),
|
||||
remainingImagePathsByProfession
|
||||
) { case ((RandomState(accHeroes, fr), accPaths), hid) =>
|
||||
gender(fr) match {
|
||||
case RandomState(g, newFr) =>
|
||||
createOneWithNoProfession(newFr, g, accPaths) match {
|
||||
case RandomState(newHero, innerFr) =>
|
||||
val nameTextId = s"hn_$hid"
|
||||
(
|
||||
RandomState(
|
||||
accHeroes :+ HeroGenerationResponse(
|
||||
hero = newHero.copy(
|
||||
id = hid,
|
||||
nameTextId = nameTextId,
|
||||
backstoryVersions = Vector(
|
||||
BackstoryVersion(
|
||||
textId = s"hero_${hid}_backstory_0",
|
||||
date = date
|
||||
)
|
||||
)
|
||||
),
|
||||
nameInfo = NameRequest(nameId = nameTextId, gender = g)
|
||||
),
|
||||
innerFr
|
||||
),
|
||||
(p: Profession, g: Gender) =>
|
||||
accPaths(p, g) - newHero.imagePath
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
._1
|
||||
|
||||
private def imagePathForProfessionAndGender(
|
||||
random: FunctionalRandom,
|
||||
profession: Profession,
|
||||
|
||||
@@ -193,7 +193,7 @@ object FixedNewGameCreation extends NewGameCreation {
|
||||
(value.newValue.nextHeroId until value.newValue.nextHeroId + count).toVector
|
||||
|
||||
RandomHeroGenerator
|
||||
.createHeroesWithNoProfession(
|
||||
.createHeroes(
|
||||
hids = hids,
|
||||
functionalRandom = fr,
|
||||
remainingImagePathsByProfession =
|
||||
|
||||
@@ -157,7 +157,7 @@ TEST_F(AICommandFilterTest, EndTurnCommandAlwaysAllowed) {
|
||||
commands,
|
||||
0,
|
||||
false,
|
||||
gameState,
|
||||
gameState.operator->(),
|
||||
GetGameSettingsGetter(),
|
||||
apdCache);
|
||||
|
||||
@@ -181,7 +181,7 @@ TEST_F(AICommandFilterTest, BasicCommandFiltering) {
|
||||
commands,
|
||||
0,
|
||||
false,
|
||||
gameState,
|
||||
gameState.operator->(),
|
||||
GetGameSettingsGetter(),
|
||||
apdCache);
|
||||
|
||||
@@ -204,7 +204,7 @@ TEST_F(AICommandFilterTest, DefenderVsAttackerFiltering) {
|
||||
commands,
|
||||
0,
|
||||
false, // isDefender = false
|
||||
gameState,
|
||||
gameState.operator->(),
|
||||
GetGameSettingsGetter(),
|
||||
apdCache);
|
||||
|
||||
@@ -213,7 +213,7 @@ TEST_F(AICommandFilterTest, DefenderVsAttackerFiltering) {
|
||||
commands,
|
||||
1,
|
||||
true, // isDefender = true
|
||||
gameState,
|
||||
gameState.operator->(),
|
||||
GetGameSettingsGetter(),
|
||||
apdCache);
|
||||
|
||||
@@ -240,7 +240,7 @@ TEST_F(AICommandFilterTest, WrongPlayerCommands) {
|
||||
commands,
|
||||
0, // Player 0's turn
|
||||
false,
|
||||
gameState,
|
||||
gameState.operator->(),
|
||||
GetGameSettingsGetter(),
|
||||
apdCache);
|
||||
|
||||
@@ -262,7 +262,7 @@ TEST_F(AICommandFilterTest, DifferentPlayerPerspectives) {
|
||||
commands,
|
||||
0,
|
||||
false,
|
||||
gameState,
|
||||
gameState.operator->(),
|
||||
GetGameSettingsGetter(),
|
||||
apdCache);
|
||||
|
||||
@@ -271,7 +271,7 @@ TEST_F(AICommandFilterTest, DifferentPlayerPerspectives) {
|
||||
commands,
|
||||
1,
|
||||
true,
|
||||
gameState,
|
||||
gameState.operator->(),
|
||||
GetGameSettingsGetter(),
|
||||
apdCache);
|
||||
|
||||
@@ -298,7 +298,7 @@ TEST_F(AICommandFilterTest, FilteringPreservesOrder) {
|
||||
commands,
|
||||
0,
|
||||
false,
|
||||
gameState,
|
||||
gameState.operator->(),
|
||||
GetGameSettingsGetter(),
|
||||
apdCache);
|
||||
|
||||
@@ -341,7 +341,7 @@ TEST_F(AICommandFilterTest, LargeCommandListPerformance) {
|
||||
commands,
|
||||
0,
|
||||
false,
|
||||
gameState,
|
||||
gameState.operator->(),
|
||||
GetGameSettingsGetter(),
|
||||
apdCache);
|
||||
|
||||
@@ -369,7 +369,7 @@ TEST_F(AICommandFilterTest, AllCommandTypesBasicFiltering) {
|
||||
commands,
|
||||
0,
|
||||
false,
|
||||
gameState,
|
||||
gameState.operator->(),
|
||||
GetGameSettingsGetter(),
|
||||
apdCache);
|
||||
|
||||
@@ -397,7 +397,7 @@ TEST_F(AICommandFilterTest, BoundaryPositionHandling) {
|
||||
commands,
|
||||
0,
|
||||
false,
|
||||
gameState,
|
||||
gameState.operator->(),
|
||||
GetGameSettingsGetter(),
|
||||
apdCache);
|
||||
|
||||
@@ -415,7 +415,7 @@ TEST_F(AICommandFilterTest, EmptyCommandList) {
|
||||
commands,
|
||||
0,
|
||||
false,
|
||||
gameState,
|
||||
gameState.operator->(),
|
||||
GetGameSettingsGetter(),
|
||||
apdCache);
|
||||
|
||||
|
||||
+1
@@ -215,6 +215,7 @@ TEST_F(PlayerSetupCommandFactoryTest, unplacedDefendingRanger_cannotHideOnOccupi
|
||||
// Put an enemy at 2, 2
|
||||
attacker1->mutable_location() = Coords(2, 2);
|
||||
attacker1->mutate_status(net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT);
|
||||
gameState.RebuildOccupantsCache();
|
||||
|
||||
CommandList commands{};
|
||||
factory.AddAvailablePlayerSetupCommands(commands, 1, gameState);
|
||||
|
||||
+2
-8
@@ -52,14 +52,8 @@ TEST_F(FixedActionPointDistancesTest, testTiming) {
|
||||
const auto start = system_clock::now();
|
||||
|
||||
for (const HexMapW& hexMap : hexMaps) {
|
||||
auto result = shardok::FixedActionPointDistances::Create(
|
||||
hexMap,
|
||||
0x1234,
|
||||
0xABCD,
|
||||
battalionType,
|
||||
true,
|
||||
5);
|
||||
// The result contains both the APD and whether it was loaded from file
|
||||
shardok::FixedActionPointDistances
|
||||
distances(hexMap, 0x1234, 0xABCD, battalionType, true, 5);
|
||||
}
|
||||
const auto end = system_clock::now();
|
||||
|
||||
|
||||
@@ -66,7 +66,7 @@ TEST_F(UpdateGameStatusActionTests, onePlayerLeft_addsGameOverResult) {
|
||||
GetGameSettingsGetter(),
|
||||
false);
|
||||
|
||||
vector<ActionResult> results = action.Execute(GameStateW(), nullptr);
|
||||
vector<ActionResult> results = action.Execute(gameState, nullptr);
|
||||
EXPECT_GE(results.size(), 1);
|
||||
EXPECT_EQ(net::eagle0::shardok::common::GAME_OVER, results[results.size() - 1].type());
|
||||
EXPECT_EQ(
|
||||
@@ -111,7 +111,7 @@ TEST_F(UpdateGameStatusActionTests, twoPlayersLeft_noGameOverResult) {
|
||||
GetGameSettingsGetter(),
|
||||
false);
|
||||
|
||||
vector<ActionResult> results = action.Execute(GameStateW(), nullptr);
|
||||
vector<ActionResult> results = action.Execute(gameState, nullptr);
|
||||
EXPECT_EQ(results.size(), 0);
|
||||
}
|
||||
|
||||
@@ -146,16 +146,15 @@ TEST_F(UpdateGameStatusActionTests, onePlayerAllUnitsHidden_gameOverResult) {
|
||||
|
||||
auto gameState = Wrapper<GameState>(fbb);
|
||||
gameState->mutable_units()->GetMutableObject(1)->mutate_hidden(true);
|
||||
|
||||
gameState->mutable_units()->GetMutableObject(1)->mutate_hidden(true);
|
||||
GameStateW gameStateW(gameState);
|
||||
|
||||
auto action = UpdateGameStatusAction(
|
||||
gameState,
|
||||
gameStateW,
|
||||
criticalTileLocations,
|
||||
GetGameSettingsGetter(),
|
||||
false);
|
||||
|
||||
vector<ActionResult> results = action.Execute(GameStateW(), nullptr);
|
||||
vector<ActionResult> results = action.Execute(gameStateW, nullptr);
|
||||
EXPECT_GE(results.size(), 1);
|
||||
EXPECT_EQ(net::eagle0::shardok::common::GAME_OVER, results[results.size() - 1].type());
|
||||
EXPECT_EQ(
|
||||
@@ -198,7 +197,7 @@ TEST_F(UpdateGameStatusActionTests, remainingPlayerDoesNotHaveLastPlayerStanding
|
||||
GetGameSettingsGetter(),
|
||||
false);
|
||||
|
||||
vector<ActionResult> results = action.Execute(GameStateW(), nullptr);
|
||||
vector<ActionResult> results = action.Execute(gameState, nullptr);
|
||||
EXPECT_EQ(0, results.size());
|
||||
}
|
||||
|
||||
@@ -206,8 +205,6 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_gameOverResult) {
|
||||
FlatBufferBuilder fbb;
|
||||
fbb.ForceDefaults(true);
|
||||
|
||||
auto hexMapOffset = AddBasicMap(fbb);
|
||||
|
||||
auto attackerPlayer = AddPlayerInfo(
|
||||
fbb,
|
||||
0,
|
||||
@@ -232,6 +229,12 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_gameOverResult) {
|
||||
statusBuilder.add_state(net::eagle0::shardok::storage::fb::GameStatus_::State_GAME_RUNNING);
|
||||
auto statusOffset = statusBuilder.Finish();
|
||||
|
||||
// Create a minimal hex map for the cache
|
||||
auto hexMapBuilder = net::eagle0::shardok::storage::fb::HexMapBuilder(fbb);
|
||||
hexMapBuilder.add_row_count(10);
|
||||
hexMapBuilder.add_column_count(10);
|
||||
auto hexMapOffset = hexMapBuilder.Finish();
|
||||
|
||||
net::eagle0::shardok::storage::fb::GameStateBuilder gsBuilder(fbb);
|
||||
gsBuilder.add_player_infos(playersOffset);
|
||||
gsBuilder.add_units(unitsOffset);
|
||||
@@ -241,13 +244,17 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_gameOverResult) {
|
||||
fbb.Finish(gsBuilder.Finish());
|
||||
|
||||
auto gameState = Wrapper<GameState>(fbb);
|
||||
GameStateW gameStateW(gameState);
|
||||
|
||||
criticalTileLocations.Add(Coords(0, 4));
|
||||
|
||||
auto action =
|
||||
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
|
||||
auto action = UpdateGameStatusAction(
|
||||
gameStateW,
|
||||
criticalTileLocations,
|
||||
GetGameSettingsGetter(),
|
||||
true);
|
||||
|
||||
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
|
||||
vector<ActionResult> results = action.Execute(gameStateW, nullptr);
|
||||
EXPECT_GE(results.size(), 1);
|
||||
EXPECT_EQ(net::eagle0::shardok::common::GAME_OVER, results[results.size() - 1].type());
|
||||
EXPECT_EQ(
|
||||
@@ -259,8 +266,6 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_hiddenDefenderFlees)
|
||||
FlatBufferBuilder fbb;
|
||||
fbb.ForceDefaults(true);
|
||||
|
||||
auto hexMapOffset = AddBasicMap(fbb);
|
||||
|
||||
auto attackerPlayer = AddPlayerInfo(
|
||||
fbb,
|
||||
0,
|
||||
@@ -291,20 +296,30 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_hiddenDefenderFlees)
|
||||
gsBuilder.add_player_infos(playersOffset);
|
||||
gsBuilder.add_units(unitsOffset);
|
||||
gsBuilder.add_status(statusOffset);
|
||||
gsBuilder.add_hex_map(hexMapOffset);
|
||||
|
||||
// Create a minimal hex map for the cache
|
||||
auto hexMapBuilder = net::eagle0::shardok::storage::fb::HexMapBuilder(fbb);
|
||||
hexMapBuilder.add_row_count(10);
|
||||
hexMapBuilder.add_column_count(10);
|
||||
auto hexMapOffset = hexMapBuilder.Finish();
|
||||
|
||||
gsBuilder.add_hex_map(hexMapOffset);
|
||||
fbb.Finish(gsBuilder.Finish());
|
||||
|
||||
auto gameState = Wrapper<GameState>(fbb);
|
||||
gameState->mutable_units()->GetMutableObject(2)->mutate_hidden(true);
|
||||
gameState->mutable_units()->GetMutableObject(2)->mutate_can_flee(true);
|
||||
GameStateW gameStateW(gameState);
|
||||
|
||||
criticalTileLocations.Add(Coords(0, 4));
|
||||
|
||||
auto action =
|
||||
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
|
||||
auto action = UpdateGameStatusAction(
|
||||
gameStateW,
|
||||
criticalTileLocations,
|
||||
GetGameSettingsGetter(),
|
||||
true);
|
||||
|
||||
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
|
||||
vector<ActionResult> results = action.Execute(gameStateW, nullptr);
|
||||
EXPECT_GE(results.size(), 1);
|
||||
|
||||
auto finalResult = results[0];
|
||||
@@ -321,8 +336,6 @@ TEST_F(UpdateGameStatusActionTests,
|
||||
FlatBufferBuilder fbb;
|
||||
fbb.ForceDefaults(true);
|
||||
|
||||
auto hexMapOffset = AddBasicMap(fbb);
|
||||
|
||||
auto attackerPlayer = AddPlayerInfo(
|
||||
fbb,
|
||||
0,
|
||||
@@ -353,20 +366,22 @@ TEST_F(UpdateGameStatusActionTests,
|
||||
gsBuilder.add_player_infos(playersOffset);
|
||||
gsBuilder.add_units(unitsOffset);
|
||||
gsBuilder.add_status(statusOffset);
|
||||
gsBuilder.add_hex_map(hexMapOffset);
|
||||
|
||||
fbb.Finish(gsBuilder.Finish());
|
||||
|
||||
auto gameState = Wrapper<GameState>(fbb);
|
||||
gameState->mutable_units()->GetMutableObject(2)->mutate_hidden(true);
|
||||
gameState->mutable_units()->GetMutableObject(2)->mutate_can_flee(false);
|
||||
GameStateW gameStateW(gameState);
|
||||
|
||||
criticalTileLocations.Add(Coords(0, 4));
|
||||
auto action = UpdateGameStatusAction(
|
||||
gameStateW,
|
||||
criticalTileLocations,
|
||||
GetGameSettingsGetter(),
|
||||
true);
|
||||
|
||||
auto action =
|
||||
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
|
||||
|
||||
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
|
||||
vector<ActionResult> results = action.Execute(gameStateW, nullptr);
|
||||
EXPECT_GE(results.size(), 1);
|
||||
|
||||
auto finalResult = results[0];
|
||||
@@ -378,8 +393,6 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_hiddenDefenderTooTir
|
||||
FlatBufferBuilder fbb;
|
||||
fbb.ForceDefaults(true);
|
||||
|
||||
auto hexMapOffset = AddBasicMap(fbb);
|
||||
|
||||
auto attackerPlayer = AddPlayerInfo(
|
||||
fbb,
|
||||
0,
|
||||
@@ -410,22 +423,23 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_hiddenDefenderTooTir
|
||||
gsBuilder.add_player_infos(playersOffset);
|
||||
gsBuilder.add_units(unitsOffset);
|
||||
gsBuilder.add_status(statusOffset);
|
||||
gsBuilder.add_hex_map(hexMapOffset);
|
||||
|
||||
fbb.Finish(gsBuilder.Finish());
|
||||
|
||||
auto gameState = Wrapper<GameState>(fbb);
|
||||
gameState->mutable_units()->GetMutableObject(2)->mutate_hidden(true);
|
||||
gameState->mutable_units()->GetMutableObject(2)->mutate_can_flee(true);
|
||||
|
||||
gameState->mutable_units()->GetMutableObject(2)->mutable_attached_hero().mutate_vigor(8);
|
||||
GameStateW gameStateW(gameState);
|
||||
|
||||
criticalTileLocations.Add(Coords(0, 4));
|
||||
auto action = UpdateGameStatusAction(
|
||||
gameStateW,
|
||||
criticalTileLocations,
|
||||
GetGameSettingsGetter(),
|
||||
true);
|
||||
|
||||
auto action =
|
||||
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
|
||||
|
||||
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
|
||||
vector<ActionResult> results = action.Execute(gameStateW, nullptr);
|
||||
EXPECT_GE(results.size(), 1);
|
||||
|
||||
auto finalResult = results[0];
|
||||
@@ -437,8 +451,6 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_notHiddenDefender_do
|
||||
FlatBufferBuilder fbb;
|
||||
fbb.ForceDefaults(true);
|
||||
|
||||
auto hexMapOffset = AddBasicMap(fbb);
|
||||
|
||||
auto attackerPlayer = AddPlayerInfo(
|
||||
fbb,
|
||||
0,
|
||||
@@ -469,20 +481,22 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_notHiddenDefender_do
|
||||
gsBuilder.add_player_infos(playersOffset);
|
||||
gsBuilder.add_units(unitsOffset);
|
||||
gsBuilder.add_status(statusOffset);
|
||||
gsBuilder.add_hex_map(hexMapOffset);
|
||||
|
||||
fbb.Finish(gsBuilder.Finish());
|
||||
|
||||
auto gameState = Wrapper<GameState>(fbb);
|
||||
gameState->mutable_units()->GetMutableObject(2)->mutate_hidden(false);
|
||||
gameState->mutable_units()->GetMutableObject(2)->mutate_can_flee(true);
|
||||
GameStateW gameStateW(gameState);
|
||||
|
||||
criticalTileLocations.Add(Coords(0, 4));
|
||||
auto action = UpdateGameStatusAction(
|
||||
gameStateW,
|
||||
criticalTileLocations,
|
||||
GetGameSettingsGetter(),
|
||||
true);
|
||||
|
||||
auto action =
|
||||
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
|
||||
|
||||
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
|
||||
vector<ActionResult> results = action.Execute(gameStateW, nullptr);
|
||||
EXPECT_GE(results.size(), 1);
|
||||
|
||||
auto finalResult = results[0];
|
||||
@@ -494,8 +508,6 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_notEndOfRound_noGame
|
||||
FlatBufferBuilder fbb;
|
||||
fbb.ForceDefaults(true);
|
||||
|
||||
auto hexMapOffset = AddBasicMap(fbb);
|
||||
|
||||
auto attackerPlayer = AddPlayerInfo(
|
||||
fbb,
|
||||
0,
|
||||
@@ -524,7 +536,6 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_notEndOfRound_noGame
|
||||
gsBuilder.add_player_infos(playersOffset);
|
||||
gsBuilder.add_units(unitsOffset);
|
||||
gsBuilder.add_status(statusOffset);
|
||||
gsBuilder.add_hex_map(hexMapOffset);
|
||||
|
||||
fbb.Finish(gsBuilder.Finish());
|
||||
|
||||
@@ -538,7 +549,7 @@ TEST_F(UpdateGameStatusActionTests, attackerHoldsAllCastles_notEndOfRound_noGame
|
||||
GetGameSettingsGetter(),
|
||||
false);
|
||||
|
||||
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
|
||||
vector<ActionResult> results = action.Execute(gameState, nullptr);
|
||||
EXPECT_EQ(0, results.size());
|
||||
}
|
||||
|
||||
@@ -547,8 +558,6 @@ TEST_F(UpdateGameStatusActionTests,
|
||||
FlatBufferBuilder fbb;
|
||||
fbb.ForceDefaults(true);
|
||||
|
||||
auto hexMapOffset = AddBasicMap(fbb);
|
||||
|
||||
auto attackerPlayer = AddPlayerInfo(
|
||||
fbb,
|
||||
0,
|
||||
@@ -577,7 +586,6 @@ TEST_F(UpdateGameStatusActionTests,
|
||||
gsBuilder.add_player_infos(playersOffset);
|
||||
gsBuilder.add_units(unitsOffset);
|
||||
gsBuilder.add_status(statusOffset);
|
||||
gsBuilder.add_hex_map(hexMapOffset);
|
||||
|
||||
fbb.Finish(gsBuilder.Finish());
|
||||
|
||||
@@ -585,10 +593,14 @@ TEST_F(UpdateGameStatusActionTests,
|
||||
|
||||
criticalTileLocations.Add(Coords(0, 4));
|
||||
|
||||
auto action =
|
||||
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
|
||||
GameStateW gameStateW(gameState);
|
||||
auto action = UpdateGameStatusAction(
|
||||
gameStateW,
|
||||
criticalTileLocations,
|
||||
GetGameSettingsGetter(),
|
||||
true);
|
||||
|
||||
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
|
||||
vector<ActionResult> results = action.Execute(gameStateW, nullptr);
|
||||
EXPECT_EQ(0, results.size());
|
||||
}
|
||||
|
||||
@@ -596,8 +608,6 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_alliesHaveConditionSet_retur
|
||||
FlatBufferBuilder fbb;
|
||||
fbb.ForceDefaults(true);
|
||||
|
||||
auto hexMapOffset = AddBasicMap(fbb);
|
||||
|
||||
auto attackerPlayer = AddPlayerInfo(
|
||||
fbb,
|
||||
0,
|
||||
@@ -635,7 +645,6 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_alliesHaveConditionSet_retur
|
||||
gsBuilder.add_player_infos(playersOffset);
|
||||
gsBuilder.add_units(unitsOffset);
|
||||
gsBuilder.add_status(statusOffset);
|
||||
gsBuilder.add_hex_map(hexMapOffset);
|
||||
|
||||
fbb.Finish(gsBuilder.Finish());
|
||||
|
||||
@@ -643,10 +652,14 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_alliesHaveConditionSet_retur
|
||||
|
||||
criticalTileLocations.Add(Coords(0, 4));
|
||||
|
||||
auto action =
|
||||
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
|
||||
GameStateW gameStateW(gameState);
|
||||
auto action = UpdateGameStatusAction(
|
||||
gameStateW,
|
||||
criticalTileLocations,
|
||||
GetGameSettingsGetter(),
|
||||
true);
|
||||
|
||||
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
|
||||
vector<ActionResult> results = action.Execute(gameStateW, nullptr);
|
||||
EXPECT_GE(results.size(), 1);
|
||||
EXPECT_EQ(net::eagle0::shardok::common::GAME_OVER, results[results.size() - 1].type());
|
||||
EXPECT_EQ(
|
||||
@@ -658,8 +671,6 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_notAllAlliesHaveConditionSet
|
||||
FlatBufferBuilder fbb;
|
||||
fbb.ForceDefaults(true);
|
||||
|
||||
auto hexMapOffset = AddBasicMap(fbb);
|
||||
|
||||
auto attackerPlayer = AddPlayerInfo(
|
||||
fbb,
|
||||
0,
|
||||
@@ -697,7 +708,6 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_notAllAlliesHaveConditionSet
|
||||
gsBuilder.add_player_infos(playersOffset);
|
||||
gsBuilder.add_units(unitsOffset);
|
||||
gsBuilder.add_status(statusOffset);
|
||||
gsBuilder.add_hex_map(hexMapOffset);
|
||||
|
||||
fbb.Finish(gsBuilder.Finish());
|
||||
|
||||
@@ -705,10 +715,14 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_notAllAlliesHaveConditionSet
|
||||
|
||||
criticalTileLocations.Add(Coords(0, 4));
|
||||
|
||||
auto action =
|
||||
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
|
||||
GameStateW gameStateW(gameState);
|
||||
auto action = UpdateGameStatusAction(
|
||||
gameStateW,
|
||||
criticalTileLocations,
|
||||
GetGameSettingsGetter(),
|
||||
true);
|
||||
|
||||
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
|
||||
vector<ActionResult> results = action.Execute(gameStateW, nullptr);
|
||||
EXPECT_EQ(0, results.size());
|
||||
}
|
||||
|
||||
@@ -716,8 +730,6 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_notAllAllied_returnsNoAction
|
||||
FlatBufferBuilder fbb;
|
||||
fbb.ForceDefaults(true);
|
||||
|
||||
auto hexMapOffset = AddBasicMap(fbb);
|
||||
|
||||
auto attackerPlayer = AddPlayerInfo(
|
||||
fbb,
|
||||
0,
|
||||
@@ -755,7 +767,6 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_notAllAllied_returnsNoAction
|
||||
gsBuilder.add_player_infos(playersOffset);
|
||||
gsBuilder.add_units(unitsOffset);
|
||||
gsBuilder.add_status(statusOffset);
|
||||
gsBuilder.add_hex_map(hexMapOffset);
|
||||
|
||||
fbb.Finish(gsBuilder.Finish());
|
||||
|
||||
@@ -763,9 +774,13 @@ TEST_F(UpdateGameStatusActionTests, allianceVictory_notAllAllied_returnsNoAction
|
||||
|
||||
criticalTileLocations.Add(Coords(0, 4));
|
||||
|
||||
auto action =
|
||||
UpdateGameStatusAction(gameState, criticalTileLocations, GetGameSettingsGetter(), true);
|
||||
GameStateW gameStateW(gameState);
|
||||
auto action = UpdateGameStatusAction(
|
||||
gameStateW,
|
||||
criticalTileLocations,
|
||||
GetGameSettingsGetter(),
|
||||
true);
|
||||
|
||||
vector<ActionResult> results = action.Execute(GameStateW(gameState), nullptr);
|
||||
vector<ActionResult> results = action.Execute(gameStateW, nullptr);
|
||||
EXPECT_EQ(0, results.size());
|
||||
}
|
||||
|
||||
@@ -98,6 +98,7 @@ TEST_F(UpdateOpponentKnowledgeActionTests, attackerGainsOneOnDefender) {
|
||||
|
||||
TEST_F(UpdateOpponentKnowledgeActionTests, defenderGainsMoreIfAdjacent) {
|
||||
defender->mutable_location() = adjacentPosition;
|
||||
gameState.RebuildOccupantsCache();
|
||||
|
||||
const auto action = UpdateOpponentKnowledgeAction(GetGameSettingsGetter());
|
||||
|
||||
@@ -113,6 +114,7 @@ TEST_F(UpdateOpponentKnowledgeActionTests, defenderGainsMoreIfAdjacent) {
|
||||
|
||||
TEST_F(UpdateOpponentKnowledgeActionTests, attackerGainsMoreIfAdjacent) {
|
||||
defender->mutable_location() = adjacentPosition;
|
||||
gameState.RebuildOccupantsCache();
|
||||
|
||||
const auto action = UpdateOpponentKnowledgeAction(GetGameSettingsGetter());
|
||||
|
||||
|
||||
@@ -45,6 +45,9 @@ class HideCommandTests : public ::testing::Test {
|
||||
enemy->mutable_attached_hero().mutable_profession_info().mutate_profession(
|
||||
net::eagle0::shardok::storage::fb::Profession_RANGER);
|
||||
enemy->mutate_hidden(true);
|
||||
|
||||
// Rebuild cache after mutations
|
||||
gameState.RebuildOccupantsCache();
|
||||
}
|
||||
|
||||
public:
|
||||
@@ -104,6 +107,7 @@ TEST_F(HideCommandTests, Execute_setsHidden) {
|
||||
|
||||
TEST_F(HideCommandTests, ExecuteIntoOccupant_fails) {
|
||||
enemy->mutable_location() = target;
|
||||
gameState.RebuildOccupantsCache();
|
||||
|
||||
const ActionResult hideResult =
|
||||
HideCommand(cost, rangerPid, ranger->unit_id(), target, agiXp, minimumKnowledge)
|
||||
@@ -114,6 +118,7 @@ TEST_F(HideCommandTests, ExecuteIntoOccupant_fails) {
|
||||
|
||||
TEST_F(HideCommandTests, ExecuteIntoOccupant_doesNotMove) {
|
||||
enemy->mutable_location() = target;
|
||||
gameState.RebuildOccupantsCache();
|
||||
|
||||
ActionResult hideResult =
|
||||
HideCommand(cost, rangerPid, ranger->unit_id(), target, agiXp, minimumKnowledge)
|
||||
@@ -125,6 +130,7 @@ TEST_F(HideCommandTests, ExecuteIntoOccupant_doesNotMove) {
|
||||
|
||||
TEST_F(HideCommandTests, ExecuteIntoOccupant_doesNotHide) {
|
||||
enemy->mutable_location() = target;
|
||||
gameState.RebuildOccupantsCache();
|
||||
|
||||
ActionResult hideResult =
|
||||
HideCommand(cost, rangerPid, ranger->unit_id(), target, agiXp, minimumKnowledge)
|
||||
@@ -136,6 +142,7 @@ TEST_F(HideCommandTests, ExecuteIntoOccupant_doesNotHide) {
|
||||
|
||||
TEST_F(HideCommandTests, ExecuteIntoOccupant_revealsOccupant) {
|
||||
enemy->mutable_location() = target;
|
||||
gameState.RebuildOccupantsCache();
|
||||
|
||||
ActionResult hideResult =
|
||||
HideCommand(cost, rangerPid, ranger->unit_id(), target, agiXp, minimumKnowledge)
|
||||
@@ -147,6 +154,7 @@ TEST_F(HideCommandTests, ExecuteIntoOccupant_revealsOccupant) {
|
||||
|
||||
TEST_F(HideCommandTests, ExecuteNextToRanger_fails) {
|
||||
enemy->mutable_location() = Coords(2, 4);
|
||||
gameState.RebuildOccupantsCache();
|
||||
|
||||
const ActionResult hideResult =
|
||||
HideCommand(cost, rangerPid, ranger->unit_id(), target, agiXp, minimumKnowledge)
|
||||
@@ -157,6 +165,7 @@ TEST_F(HideCommandTests, ExecuteNextToRanger_fails) {
|
||||
|
||||
TEST_F(HideCommandTests, ExecuteNextToRanger_doesNotHide) {
|
||||
enemy->mutable_location() = Coords(2, 4);
|
||||
gameState.RebuildOccupantsCache();
|
||||
|
||||
ActionResult hideResult =
|
||||
HideCommand(cost, rangerPid, ranger->unit_id(), target, agiXp, minimumKnowledge)
|
||||
@@ -168,6 +177,7 @@ TEST_F(HideCommandTests, ExecuteNextToRanger_doesNotHide) {
|
||||
|
||||
TEST_F(HideCommandTests, ExecuteNextToRanger_stillMoves) {
|
||||
enemy->mutable_location() = Coords(2, 4);
|
||||
gameState.RebuildOccupantsCache();
|
||||
|
||||
ActionResult hideResult =
|
||||
HideCommand(cost, rangerPid, ranger->unit_id(), target, agiXp, minimumKnowledge)
|
||||
@@ -179,6 +189,7 @@ TEST_F(HideCommandTests, ExecuteNextToRanger_stillMoves) {
|
||||
|
||||
TEST_F(HideCommandTests, ExecuteNextToRanger_revealsEnemy) {
|
||||
enemy->mutable_location() = Coords(2, 4);
|
||||
gameState.RebuildOccupantsCache();
|
||||
|
||||
ActionResult hideResult =
|
||||
HideCommand(cost, rangerPid, ranger->unit_id(), target, agiXp, minimumKnowledge)
|
||||
|
||||
@@ -51,16 +51,9 @@ class MoveCommandTest : public ::testing::Test {
|
||||
std::vector<int16_t> chargeeIds(6, -1);
|
||||
auto chargeeIdsVector = fbbWithRanger.CreateVector(chargeeIds);
|
||||
|
||||
// Copy the hex_map to the new FlatBuffer
|
||||
net::eagle0::shardok::storage::fb::HexMapT hexMapT;
|
||||
BASIC_MAP_FB->UnPackTo(&hexMapT);
|
||||
auto hexMapOffset =
|
||||
net::eagle0::shardok::storage::fb::HexMap::Pack(fbbWithRanger, &hexMapT);
|
||||
|
||||
auto gsb2 = GameStateBuilder(fbbWithRanger);
|
||||
gsb2.add_units(u2);
|
||||
gsb2.add_possible_chargee_ids(chargeeIdsVector);
|
||||
gsb2.add_hex_map(hexMapOffset);
|
||||
|
||||
fbbWithRanger.Finish(gsb2.Finish());
|
||||
gameStateWithRanger = GameStateW(fbbWithRanger);
|
||||
@@ -91,15 +84,8 @@ class MoveCommandTest : public ::testing::Test {
|
||||
|
||||
auto vec3 = vector<Unit>{undeadUnit, otherUnit};
|
||||
auto u3 = fbbUndead.CreateVectorOfSortedStructs(&vec3);
|
||||
|
||||
// Copy the hex_map to the new FlatBuffer
|
||||
net::eagle0::shardok::storage::fb::HexMapT hexMapT3;
|
||||
BASIC_MAP_FB->UnPackTo(&hexMapT3);
|
||||
auto hexMapOffset3 = net::eagle0::shardok::storage::fb::HexMap::Pack(fbbUndead, &hexMapT3);
|
||||
|
||||
GameStateBuilder gsb3(fbbUndead);
|
||||
gsb3.add_units(u3);
|
||||
gsb3.add_hex_map(hexMapOffset3);
|
||||
|
||||
fbbUndead.Finish(gsb3.Finish());
|
||||
|
||||
|
||||
@@ -189,6 +189,7 @@ TEST_F(RaiseDeadCommandTest, successRollOnHiddenDefender_fails) {
|
||||
|
||||
other->mutable_location() = target;
|
||||
other->mutate_hidden(true);
|
||||
gameState.RebuildOccupantsCache();
|
||||
|
||||
const auto results = RaiseDeadCommand(
|
||||
cost,
|
||||
|
||||
Reference in New Issue
Block a user