Final performance improvements for the new algotihm, before we say 'goodnight sweet prince' - it underperforms drastically compared to current

This commit is contained in:
Yair Morgenstern
2024-01-09 12:31:37 +02:00
parent 7f37783006
commit 6b469cb25b

View File

@ -1,3 +1,5 @@
package com.unciv.logic.map.mapunit.movement package com.unciv.logic.map.mapunit.movement
import com.badlogic.gdx.math.Vector2 import com.badlogic.gdx.math.Vector2
@ -95,13 +97,15 @@ class UnitMovement(val unit: MapUnit) {
data class MovementStepTotalCost(/** Turn 0 means the initial turn */ val turn: Int, val movementLeft: Float):Comparable<MovementStepTotalCost> { data class MovementStepTotalCost(/** Turn 0 means the initial turn */ val turn: Int, val movementLeft: Float):Comparable<MovementStepTotalCost> {
override operator fun compareTo(other: MovementStepTotalCost) = override operator fun compareTo(other: MovementStepTotalCost): Int {
compareValuesBy(this, other, {it.turn}, {-it.movementLeft}) if (turn != other.turn) return turn.compareTo(other.turn)
return other.movementLeft.compareTo(movementLeft) // The higher the MovementLeft, the *lower* the turn cost
}
} }
/** Problem and solution documented at https://yairm210.medium.com/multi-turn-pathfinding-7136bd0bdaf0 */ /** Problem and solution documented at https://yairm210.medium.com/multi-turn-pathfinding-7136bd0bdaf0 */
fun getShortestPathNew(destination: Tile, considerZoneOfControl: Boolean = true, fun getShortestPathNew(destination: Tile, considerZoneOfControl: Boolean = true,
/** For allowing optional avoid of damaging tiles, tiles outside borders, etc */ shouldAvoidTile: (Tile) -> Boolean = {false}, /** For allowing optional avoid of damaging tiles, tiles outside borders, etc */ shouldAvoidTile: ((Tile) -> Boolean)? = null,
maxTurns: Int = 25, maxTurns: Int = 25,
): List<MovementStep> { ): List<MovementStep> {
if (unit.cache.cannotMove) return listOf() if (unit.cache.cannotMove) return listOf()
@ -115,6 +119,7 @@ class UnitMovement(val unit: MapUnit) {
return listOf(initialStep) return listOf(initialStep)
} }
val tileToBestStep = HashMap<Tile, MovementStep>() // contains a map of "you can get from X to Y in that turn" val tileToBestStep = HashMap<Tile, MovementStep>() // contains a map of "you can get from X to Y in that turn"
tileToBestStep[startingTile] = initialStep tileToBestStep[startingTile] = initialStep
@ -122,7 +127,11 @@ class UnitMovement(val unit: MapUnit) {
val tStep = tileToBestStep[t]!! val tStep = tileToBestStep[t]!!
val t2Step = tileToBestStep[t2]!! val t2Step = tileToBestStep[t2]!!
// 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! // 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!
compareValuesBy(tStep, t2Step, {it.totalCost}, {it.tile.aerialDistanceTo(destination)}, {it.tile.position.hashCode()}) val totalCostComparison = tStep.totalCost.compareTo(t2Step.totalCost)
if (totalCostComparison != 0) return@TreeSet totalCostComparison
val aerialDistanceComparison = t.aerialDistanceTo(destination).compareTo(t2.aerialDistanceTo(destination))
if (aerialDistanceComparison != 0) return@TreeSet aerialDistanceComparison
return@TreeSet t.position.hashCode().compareTo(t2.position.hashCode())
} }
tilesToCheck.add(startingTile) tilesToCheck.add(startingTile)
@ -138,13 +147,17 @@ class UnitMovement(val unit: MapUnit) {
val currentTileStep = tileToBestStep[currentTileToCheck]!! val currentTileStep = tileToBestStep[currentTileToCheck]!!
for (neighbor in currentTileToCheck.neighbors){ for (neighbor in currentTileToCheck.neighbors){
if (shouldAvoidTileCache.getOrPut(neighbor){ shouldAvoidTile(neighbor) }) continue if (shouldAvoidTile != null && shouldAvoidTileCache.getOrPut(neighbor){
shouldAvoidTile(neighbor)
}) continue
val currentBestStepToNeighbor = tileToBestStep[neighbor] val currentBestStepToNeighbor = tileToBestStep[neighbor]
// If this tile can't beat the current best then no point checking // If this tile can't beat the current best then no point checking
if (currentBestStepToNeighbor!=null && (currentBestStepToNeighbor.totalCost < currentTileStep.totalCost)) if (currentBestStepToNeighbor!=null && (currentBestStepToNeighbor.totalCost < currentTileStep.totalCost))
continue continue
if (!canPassThroughCache.getOrPut(neighbor){ canPassThrough(neighbor) }) continue if (!canPassThroughCache.getOrPut(neighbor){
canPassThrough(neighbor)
}) continue
val movementBetweenTiles: Float = if (!neighbor.isExplored(unit.civ)) 1f // If we don't know then we just guess it to be 1. val movementBetweenTiles: Float = if (!neighbor.isExplored(unit.civ)) 1f // If we don't know then we just guess it to be 1.
else movementCostCache.getOrPut(currentTileToCheck to neighbor) { else movementCostCache.getOrPut(currentTileToCheck to neighbor) {
@ -214,15 +227,6 @@ class UnitMovement(val unit: MapUnit) {
* Returns an empty list if there's no way to get to the destination. * Returns an empty list if there's no way to get to the destination.
*/ */
fun getShortestPath(destination: Tile, avoidDamagingTerrain: Boolean = false): List<Tile> { fun getShortestPath(destination: Tile, avoidDamagingTerrain: Boolean = false): List<Tile> {
if (UncivGame.Current.settings.experimentalMovement) {
fun shouldAvoidEnemyTile(tile:Tile) = unit.isCivilian() && unit.isAutomated() && tile.isEnemyTerritory(unit.civ)
if (avoidDamagingTerrain){
val shortestPathWithoutDamagingTiles = getShortestPathNew(destination,
shouldAvoidTile = { shouldAvoidEnemyTile(it) || unit.getDamageFromTerrain(it) > 0 })
if (shortestPathWithoutDamagingTiles.isNotEmpty()) return shortestPathWithoutDamagingTiles.toBackwardsCompatiblePath()
}
return getShortestPathNew(destination, shouldAvoidTile = ::shouldAvoidEnemyTile).toBackwardsCompatiblePath()
}
if (unit.cache.cannotMove) return listOf() if (unit.cache.cannotMove) return listOf()
// First try and find a path without damaging terrain // First try and find a path without damaging terrain
@ -248,6 +252,19 @@ class UnitMovement(val unit: MapUnit) {
return listOf(currentTile) return listOf(currentTile)
} }
if (UncivGame.Current.settings.experimentalMovement) {
if (avoidDamagingTerrain){
val shouldAvoidTile: (Tile) -> Boolean = if (unit.isCivilian() && unit.isAutomated())
{{unit.getDamageFromTerrain(it) > 0 || it.isEnemyTerritory(unit.civ)}}
else {{unit.getDamageFromTerrain(it) > 0}}
return getShortestPathNew(destination,
shouldAvoidTile = shouldAvoidTile).toBackwardsCompatiblePath()
}
val shouldAvoidTile :((Tile) -> Boolean)? = if (unit.isCivilian() && unit.isAutomated())
{{it.isEnemyTerritory(unit.civ)}} else null
return getShortestPathNew(destination, shouldAvoidTile = shouldAvoidTile).toBackwardsCompatiblePath()
}
var tilesToCheck = listOf(currentTile) var tilesToCheck = listOf(currentTile)
val movementTreeParents = HashMap<Tile, Tile?>() // contains a map of "you can get from X to Y in that turn" val movementTreeParents = HashMap<Tile, Tile?>() // contains a map of "you can get from X to Y in that turn"
movementTreeParents[currentTile] = null movementTreeParents[currentTile] = null
@ -345,9 +362,13 @@ class UnitMovement(val unit: MapUnit) {
val distanceToTiles = getDistanceToTiles() val distanceToTiles = getDistanceToTiles()
// If the tile is far away, we need to build a path how to get there, and then take the first step // If the tile is far away, we need to build a path how to get there, and then take the first step
if (!distanceToTiles.containsKey(finalDestination)) if (!distanceToTiles.containsKey(finalDestination)) {
return getShortestPath(finalDestination).firstOrNull() val shortestDestination = getShortestPath(finalDestination).firstOrNull()
?: throw UnreachableDestinationException("$unit ${unit.currentTile} cannot reach $finalDestination") ?: throw UnreachableDestinationException("$unit ${unit.currentTile} cannot reach $finalDestination")
if (shortestDestination !in distanceToTiles)
return distanceToTiles.keys.minBy { it.aerialDistanceTo(finalDestination) }
return shortestDestination
}
// we should be able to get there this turn // we should be able to get there this turn
if (canMoveTo(finalDestination)) if (canMoveTo(finalDestination))