Remove an indentation level and unused parameters

(not detected by compiler because of the recursive calls) Maybe will
adapt paths() later, but a lot of AI code to touch :/
This commit is contained in:
Ali El Gariani 2007-12-08 03:02:30 +00:00
parent 436ce54570
commit fd4525fc7e

View file

@ -102,124 +102,120 @@ bool enemy_zoc(gamemap const &map,
return false;
}
static void find_routes(const gamemap& map, const gamestatus& status,
const game_data& gamedata,
const unit_map& units,
const unit& u,
const gamemap::location& loc,
int move_left,
std::map<gamemap::location,paths::route>& routes,
static void find_routes(const gamemap& map, const unit_map& units,
const unit& u, const gamemap::location& loc,
int move_left, std::map<gamemap::location,paths::route>& routes,
std::vector<team> const &teams,
bool force_ignore_zocs, bool allow_teleport, int turns_left,
bool starting_pos, const team &viewing_team, bool see_all)
{
if(size_t(u.side()-1) >= teams.size()) {
return;
}
{
if(size_t(u.side()-1) >= teams.size()) {
return;
}
team const &current_team = teams[u.side()-1];
team const &current_team = teams[u.side()-1];
// Find adjacent tiles
std::vector<gamemap::location> locs(6);
get_adjacent_tiles(loc,&locs[0]);
// Find adjacent tiles
std::vector<gamemap::location> locs(6);
get_adjacent_tiles(loc,&locs[0]);
// Check for teleporting units -- we must be on a vacant village
// (or occupied by this unit), that is controlled by our team
// to be able to teleport.
if (allow_teleport && map.is_village(loc) &&
current_team.owns_village(loc) &&
(starting_pos || find_visible_unit(units, loc, map,
teams, viewing_team,see_all) == units.end())) {
// Check for teleporting units -- we must be on a vacant village
// (or occupied by this unit), that is controlled by our team
// to be able to teleport.
if (allow_teleport && map.is_village(loc) &&
current_team.owns_village(loc) &&
(starting_pos || find_visible_unit(units, loc, map,
teams, viewing_team,see_all) == units.end())) {
// If we are on a village, search all known empty friendly villages
// that we can teleport to
const std::set<gamemap::location>& villages = current_team.villages();
for(std::set<gamemap::location>::const_iterator t = villages.begin(); t != villages.end(); ++t) {
if ((see_all || !viewing_team.is_enemy(u.side()) || !viewing_team.fogged(*t))
&& find_visible_unit(units, *t, map, teams, viewing_team, see_all) == units.end()) {
locs.push_back(*t);
}
}
}
// Iterate over all adjacent tiles
for(size_t i = 0; i != locs.size(); ++i) {
const gamemap::location& currentloc = locs[i];
// Check if the adjacent location is off the board
if (currentloc.x < 0 || currentloc.y < 0 ||
currentloc.x >= map.w() || currentloc.y >= map.h())
continue;
// See if the tile is on top of an enemy unit
const unit_map::const_iterator unit_it =
find_visible_unit(units, locs[i], map, teams, viewing_team,see_all);
if (unit_it != units.end() &&
current_team.is_enemy(unit_it->second.side()))
continue;
// Find the terrain of the adjacent location
const t_translation::t_letter terrain = map[currentloc];
// Find the movement cost of this type onto the terrain
const int move_cost = u.movement_cost(terrain);
if (move_cost <= move_left ||
turns_left > 0 && move_cost <= u.total_movement()) {
int new_move_left = move_left - move_cost;
int new_turns_left = turns_left;
if (new_move_left < 0) {
--new_turns_left;
new_move_left = u.total_movement() - move_cost;
}
// We will check if a better route to that tile has already been found
const std::map<gamemap::location,paths::route>::const_iterator
old_rt = routes.find(currentloc);
int old_move_left = -1;
if (old_rt != routes.end())
old_move_left = old_rt->second.move_left;
// Only check ZoC if asked and if there is move to remove
if (!force_ignore_zocs && new_move_left > 0) {
// Test if, even with no ZoC, we already have a better route,
// so no need to try with ZoC (and thus no need to search ZoC)
const int total_move_no_zoc = new_turns_left * u.total_movement() + new_move_left;
if(old_move_left >= total_move_no_zoc)
continue;
bool zoc = enemy_zoc(map,units,teams, currentloc, viewing_team,u.side(),see_all);
// Check skirmisher only on ZoC (expensive and supposed to be rare)
if (zoc && !u.get_ability_bool("skirmisher",currentloc)) {
new_move_left = 0;
}
}
const int new_total_move = new_turns_left * u.total_movement() + new_move_left;
// Check if we already have a better route (now also use the possible ZoC)
if(old_move_left >= new_total_move)
continue;
paths::route& src_route = routes[loc];
paths::route& new_route = routes[currentloc];
new_route.steps = src_route.steps;
new_route.steps.push_back(loc);
new_route.move_left = new_total_move;
if (new_route.move_left > 0) {
find_routes(map, status, gamedata, units, u, currentloc,
new_move_left, routes, teams, force_ignore_zocs,
allow_teleport, new_turns_left, false, viewing_team, see_all);
}
// If we are on a village, search all known empty friendly villages
// that we can teleport to
const std::set<gamemap::location>& villages = current_team.villages();
for(std::set<gamemap::location>::const_iterator t = villages.begin(); t != villages.end(); ++t) {
if ((see_all || !viewing_team.is_enemy(u.side()) || !viewing_team.fogged(*t))
&& find_visible_unit(units, *t, map, teams, viewing_team, see_all) == units.end()) {
locs.push_back(*t);
}
}
}
paths::paths(gamemap const &map, gamestatus const &status,
game_data const &gamedata,
// Iterate over all adjacent tiles
for(size_t i = 0; i != locs.size(); ++i) {
const gamemap::location& currentloc = locs[i];
// Check if the adjacent location is off the board
if (currentloc.x < 0 || currentloc.y < 0 ||
currentloc.x >= map.w() || currentloc.y >= map.h())
continue;
// See if the tile is on top of an enemy unit
const unit_map::const_iterator unit_it =
find_visible_unit(units, locs[i], map, teams, viewing_team,see_all);
if (unit_it != units.end() &&
current_team.is_enemy(unit_it->second.side()))
continue;
// Find the terrain of the adjacent location
const t_translation::t_letter terrain = map[currentloc];
// Find the movement cost of this type onto the terrain
const int move_cost = u.movement_cost(terrain);
if (move_cost <= move_left ||
turns_left > 0 && move_cost <= u.total_movement()) {
int new_move_left = move_left - move_cost;
int new_turns_left = turns_left;
if (new_move_left < 0) {
--new_turns_left;
new_move_left = u.total_movement() - move_cost;
}
// We will check if a better route to that tile has already been found
const std::map<gamemap::location,paths::route>::const_iterator
old_rt = routes.find(currentloc);
int old_move_left = -1;
if (old_rt != routes.end())
old_move_left = old_rt->second.move_left;
// Only check ZoC if asked and if there is move to remove
if (!force_ignore_zocs && new_move_left > 0) {
// Test if, even with no ZoC, we already have a better route,
// so no need to try with ZoC (and thus no need to search ZoC)
const int total_move_no_zoc = new_turns_left * u.total_movement() + new_move_left;
if(old_move_left >= total_move_no_zoc)
continue;
bool zoc = enemy_zoc(map,units,teams, currentloc, viewing_team,u.side(),see_all);
// Check skirmisher only on ZoC (expensive and supposed to be rare)
if (zoc && !u.get_ability_bool("skirmisher",currentloc)) {
new_move_left = 0;
}
}
const int new_total_move = new_turns_left * u.total_movement() + new_move_left;
// Check if we already have a better route (now also use the possible ZoC)
if(old_move_left >= new_total_move)
continue;
paths::route& src_route = routes[loc];
paths::route& new_route = routes[currentloc];
new_route.steps = src_route.steps;
new_route.steps.push_back(loc);
new_route.move_left = new_total_move;
if (new_route.move_left > 0) {
find_routes(map, units, u, currentloc,
new_move_left, routes, teams, force_ignore_zocs,
allow_teleport, new_turns_left, false, viewing_team, see_all);
}
}
}
}
paths::paths(gamemap const &map, gamestatus const &/*status*/,
game_data const &/*gamedata*/,
unit_map const &units,
gamemap::location const &loc,
std::vector<team> const &teams,
@ -234,7 +230,7 @@ paths::paths(gamemap const &map, gamestatus const &status,
}
routes[loc].move_left = i->second.movement_left();
find_routes(map,status,gamedata,units,i->second,loc,
find_routes(map,units,i->second,loc,
i->second.movement_left(),routes,teams,force_ignore_zoc,
allow_teleport,additional_turns,true,viewing_team, see_all);
}