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https://github.com/yairm210/Unciv.git
synced 2025-01-07 14:02:48 +07:00
Removed new shortestPath algorithm after we determined it to be objectively slower than the current one :(
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@ -785,7 +785,6 @@ Automated units can upgrade =
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Automated units choose promotions =
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Order trade offers by amount =
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Ask for confirmation when pressing next turn =
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EXPERIMENTAL movement - use at your own risk! =
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Notifications log max turns =
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## Language tab
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@ -4,7 +4,6 @@ package com.unciv.logic.map.mapunit.movement
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import com.badlogic.gdx.math.Vector2
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import com.unciv.Constants
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import com.unciv.UncivGame
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import com.unciv.logic.map.BFS
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import com.unciv.logic.map.HexMath.getDistance
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import com.unciv.logic.map.mapunit.MapUnit
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@ -12,14 +11,8 @@ import com.unciv.logic.map.tile.Tile
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import com.unciv.models.UnitActionType
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import com.unciv.models.ruleset.unique.UniqueType
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import com.unciv.ui.components.UnitMovementMemoryType
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import java.util.TreeSet
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fun List<UnitMovement.MovementStep>.toBackwardsCompatiblePath(): List<Tile> {
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val backwardsCompatiblePath = this.filter { it.totalCost.movementLeft == 0f || it == this.last() }
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return backwardsCompatiblePath.map { it.tile }
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}
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class UnitMovement(val unit: MapUnit) {
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private val pathfindingCache = PathfindingCache(unit)
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@ -92,136 +85,6 @@ class UnitMovement(val unit: MapUnit) {
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return distanceToTiles
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}
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data class MovementStep(val previousStep: MovementStep?, val tile: Tile, val movementCost:Float, val totalCost: MovementStepTotalCost)
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data class MovementStepTotalCost(/** Turn 0 means the initial turn */ val turn: Int, val movementLeft: Float):Comparable<MovementStepTotalCost> {
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override operator fun compareTo(other: MovementStepTotalCost): Int {
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if (turn != other.turn) return turn.compareTo(other.turn)
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return other.movementLeft.compareTo(movementLeft) // The higher the MovementLeft, the *lower* the turn cost
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}
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}
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/** Problem and solution documented at https://yairm210.medium.com/multi-turn-pathfinding-7136bd0bdaf0 */
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fun getShortestPathNew(destination: Tile, considerZoneOfControl: Boolean = true,
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/** For allowing optional avoid of damaging tiles, tiles outside borders, etc */ shouldAvoidTile: ((Tile) -> Boolean)? = null,
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maxTurns: Int = 25,
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): List<MovementStep> {
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if (unit.cache.cannotMove) return listOf()
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val startingTile = unit.getTile()
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val initialStep = MovementStep(null, startingTile, 0f, MovementStepTotalCost(0, unit.currentMovement))
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if (startingTile.position == destination) {
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// edge case that's needed, so that workers will know that they can reach their own tile. *sigh*
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pathfindingCache.setShortestPathCache(destination, listOf(startingTile))
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return listOf(initialStep)
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}
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val tileToBestStep = HashMap<Tile, MovementStep>() // contains a map of "you can get from X to Y in that turn"
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tileToBestStep[startingTile] = initialStep
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val tilesToCheck = TreeSet { t: Tile, t2: Tile ->
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val tStep = tileToBestStep[t]!!
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val t2Step = tileToBestStep[t2]!!
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// This last comparitor is REQUIRED otherwise the tree will think that tiles the same distance away are the same and will throw the second one away!
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val totalCostComparison = tStep.totalCost.compareTo(t2Step.totalCost)
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if (totalCostComparison != 0) return@TreeSet totalCostComparison
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val aerialDistanceComparison = t.aerialDistanceTo(destination).compareTo(t2.aerialDistanceTo(destination))
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if (aerialDistanceComparison != 0) return@TreeSet aerialDistanceComparison
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return@TreeSet t.position.hashCode().compareTo(t2.position.hashCode())
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}
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tilesToCheck.add(startingTile)
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val canEndTurnInCache = HashMap<Tile, Boolean>()
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val unitMaxMovement = unit.getMaxMovement().toFloat()
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val movementCostCache = HashMap<Pair<Tile, Tile>, Float>()
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val shouldAvoidTileCache = HashMap<Tile, Boolean>()
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val canPassThroughCache = HashMap<Tile, Boolean>()
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while (tilesToCheck.isNotEmpty()){
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val currentTileToCheck = tilesToCheck.pollFirst()!!
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val currentTileStep = tileToBestStep[currentTileToCheck]!!
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for (neighbor in currentTileToCheck.neighbors){
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if (shouldAvoidTile != null && shouldAvoidTileCache.getOrPut(neighbor){
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shouldAvoidTile(neighbor)
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}) continue
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val currentBestStepToNeighbor = tileToBestStep[neighbor]
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// If this tile can't beat the current best then no point checking
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if (currentBestStepToNeighbor!=null && (currentBestStepToNeighbor.totalCost < currentTileStep.totalCost))
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continue
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if (!canPassThroughCache.getOrPut(neighbor){
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canPassThrough(neighbor)
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}) continue
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val movementBetweenTiles: Float = if (!neighbor.isExplored(unit.civ)) 1f // If we don't know then we just guess it to be 1.
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else movementCostCache.getOrPut(currentTileToCheck to neighbor) {
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MovementCost.getMovementCostBetweenAdjacentTiles(unit, currentTileToCheck, neighbor, considerZoneOfControl)
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}
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val newStep = getNextStep(currentTileStep, neighbor, movementBetweenTiles, canEndTurnInCache, unitMaxMovement)
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?: continue
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if (neighbor == destination){
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val entirePath = arrayListOf<MovementStep>()
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var currentStep = newStep
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// We do NOT include the origin tile in this list
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while (currentStep.previousStep != null){
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entirePath.add(currentStep)
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currentStep = currentStep.previousStep!!
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}
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return entirePath.reversed()
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}
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if (currentBestStepToNeighbor == null ||
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newStep.totalCost < currentBestStepToNeighbor.totalCost) { // We have a winner!
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tileToBestStep[neighbor] = newStep
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if (newStep.totalCost.movementLeft == 0f && newStep.totalCost.turn == maxTurns) continue // don't schedule further expansion
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tilesToCheck.add(neighbor)
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}
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}
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}
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return listOf() // no path
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}
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fun getNextStep(currentTileStep:MovementStep, neighbor:Tile, movementBetweenTiles:Float,
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canEndTurnInCache:HashMap<Tile, Boolean>, unitMaxMovement:Float):MovementStep? {
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fun canEndTurnIn(tile:Tile) = canEndTurnInCache.getOrPut(tile) { unit.movement.canMoveTo(tile) }
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fun Float.normalizeMovementLeft() = if (this > Constants.minimumMovementEpsilon) this else 0f
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val currentTile = currentTileStep.tile
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// We can move directly
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if (currentTileStep.totalCost.movementLeft != 0f || canEndTurnIn(currentTile)) {
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val newTotalCost = if (currentTileStep.totalCost.movementLeft == 0f) MovementStepTotalCost(
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currentTileStep.totalCost.turn + 1,
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(unitMaxMovement - movementBetweenTiles).normalizeMovementLeft()
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)
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else MovementStepTotalCost(currentTileStep.totalCost.turn, (currentTileStep.totalCost.movementLeft - movementBetweenTiles).normalizeMovementLeft())
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return MovementStep(currentTileStep, neighbor, movementBetweenTiles, newTotalCost)
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}
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// Backtracking nonsense - we CANNOT end the turn on the previous tile, AND we have no movement left, that means we need to do some alternate history
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val previousStep = currentTileStep.previousStep ?: return null
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if (previousStep.totalCost.movementLeft == 0f) return null // We backtracked until a previous end-of-turn and couldn't find any intermediate tiles
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if (!canEndTurnIn(previousStep.tile)) return null
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// We found somewhere we could have rested - let's do some alternate history!
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val currentTileAlternateHistory = MovementStep(currentTileStep.previousStep, currentTile, currentTileStep.movementCost,
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MovementStepTotalCost(currentTileStep.previousStep.totalCost.turn+1, (unitMaxMovement - currentTileStep.movementCost).normalizeMovementLeft()))
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if (currentTileAlternateHistory.totalCost.movementLeft == 0f) return null // We tried, and even if we rest there we STILL have to stop at current tile... :/
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val newTotalCost = MovementStepTotalCost(currentTileAlternateHistory.totalCost.turn, (currentTileAlternateHistory.totalCost.movementLeft-currentTileStep.movementCost).normalizeMovementLeft())
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return MovementStep(currentTileAlternateHistory, neighbor, movementBetweenTiles, newTotalCost)
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}
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/**
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* Does not consider if the [destination] tile can actually be entered, use [canMoveTo] for that.
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* Returns an empty list if there's no way to get to the destination.
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@ -252,19 +115,6 @@ class UnitMovement(val unit: MapUnit) {
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return listOf(currentTile)
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}
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if (UncivGame.Current.settings.experimentalMovement) {
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if (avoidDamagingTerrain){
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val shouldAvoidTile: (Tile) -> Boolean = if (unit.isCivilian() && unit.isAutomated())
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{{unit.getDamageFromTerrain(it) > 0 || it.isEnemyTerritory(unit.civ)}}
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else {{unit.getDamageFromTerrain(it) > 0}}
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return getShortestPathNew(destination,
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shouldAvoidTile = shouldAvoidTile).toBackwardsCompatiblePath()
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}
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val shouldAvoidTile :((Tile) -> Boolean)? = if (unit.isCivilian() && unit.isAutomated())
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{{it.isEnemyTerritory(unit.civ)}} else null
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return getShortestPathNew(destination, shouldAvoidTile = shouldAvoidTile).toBackwardsCompatiblePath()
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}
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var tilesToCheck = listOf(currentTile)
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val movementTreeParents = HashMap<Tile, Tile?>() // contains a map of "you can get from X to Y in that turn"
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movementTreeParents[currentTile] = null
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@ -32,7 +32,6 @@ class GameSettings {
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var showUnitMovements: Boolean = false
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var showSettlersSuggestedCityLocations: Boolean = true
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var experimentalMovement: Boolean = false
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var checkForDueUnits: Boolean = true
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var autoUnitCycle: Boolean = true
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var singleTapMove: Boolean = false
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@ -53,7 +53,6 @@ fun gameplayTab(
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) { settings.automatedUnitsChoosePromotions = it }
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optionsPopup.addCheckbox(this, "Order trade offers by amount", settings.orderTradeOffersByAmount) { settings.orderTradeOffersByAmount = it }
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optionsPopup.addCheckbox(this, "Ask for confirmation when pressing next turn", settings.confirmNextTurn) { settings.confirmNextTurn = it }
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optionsPopup.addCheckbox(this, "EXPERIMENTAL movement - use at your own risk!", settings.experimentalMovement, true) { settings.experimentalMovement = it }
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addNotificationLogMaxTurnsSlider(this, settings, optionsPopup.selectBoxMinWidth)
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}
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@ -936,13 +936,13 @@ Simple unique parameters are explained by mouseover. Complex parameters are expl
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Applicable to: Nation, Terrain, Improvement, Resource
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??? example "Will not be displayed in Civilopedia"
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Applicable to: Nation, Tech, Policy, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed
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Applicable to: Nation, Tech, Policy, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed
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??? example "Comment [comment]"
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Allows displaying arbitrary text in a Unique listing. Only the text within the '[]' brackets will be displayed, the rest serves to allow Ruleset validation to recognize the intent.
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Example: "Comment [comment]"
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Applicable to: Nation, Tech, Policy, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed
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Applicable to: Nation, Tech, Policy, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed
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## Era uniques
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??? example "Starting in this era disables religion"
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