vector<Cell> GetClosestPath(const model::World& world,
                            Cell const & start, Direction const start_dir, Cell const & finish, Game const & game)
{
    
    static map<cashe_key, vector<Cell> > cacshe;
    static int bonus_hash = 0;
    int bonus_hash_cur = 0;
    auto const & map = world.getTilesXY();
    vector<vector<int>> bonuses(map.size(), vector<int>(map[0].size(), 0));
    for (Bonus const & bonus: world.getBonuses())
    {
        bonus_hash_cur += bonus.getX() * bonus.getX() + bonus.getY() * bonus.getY();
        auto bonus_cell= GetCell(bonus, game);
        bonuses[bonus_cell.m_x][bonus_cell.m_y] = (bonus.getType() == PURE_SCORE || bonus.getType() == REPAIR_KIT) ? 1 : 0;
    }
    if (bonus_hash !=  bonus_hash_cur)
    {
        bonus_hash = bonus_hash_cur;
        cacshe.clear();
    }
    
    
    
    cashe_key ck = {start, start_dir, finish};
    if (cacshe.count(ck) == 1)
        return cacshe[ck];
    
    MapT data;
    DSF(world.getTilesXY(), {start, start_dir}, {start, start_dir}, finish, data, bonuses);
    //    PrintMap(world.getTilesXY(), data);
    
    vector<Cell> res;
    int const INF = 1000000;
    int best = INF;
    MapKeyT cur = {finish, LEFT};
    for (auto dir: AllDirections())
    {
        if (data.count({finish,dir}) == 0)
            continue;
        if (data[{finish,dir}].first < best)
        {
            best = data[{finish,dir}].first;
            cur = {finish,dir};
        }
        
    }
    if (best == INF)
        return res;
    
    
    while (cur.first != start)
    {
        res.push_back(cur.first);
        cur = data[cur].second;
    }
    res.push_back(start);
    reverse(res.begin(), res.end());
    cacshe[ck] = res;
    return res;
}
Exemple #2
0
Map::Map(const model::Game& game, const model::World& world)
	: m_tiles(world.getTilesXY())
	, m_game(&game)
	, m_world(&world)

	, m_tileSize((int)m_game->getTrackTileSize())
	, m_tileCenter((int)m_game->getTrackTileSize() / 2, (int)m_game->getTrackTileSize() / 2)
	, m_worldWidthTiles(world.getWidth())
	, m_worldHeightTiles(world.getHeight())
{

	m_tileNodes.resize(m_worldWidthTiles * m_worldHeightTiles);
	updateNodes();
}