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Reduce Game::fillGrid() complexity from O(n^2) to O(n) when trimming
Eliminates stutter on slow machines or in debug mode when operating doors. Also the game shouldn't freeze anymore when marking very large tiles as obstructing.
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parent
4702cd238c
commit
b59fb507ca
2 changed files with 40 additions and 23 deletions
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@ -421,37 +421,47 @@ void Game::fillGrid(const GridFiller& gf)
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}
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}
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if(!obs.size()) // no obs -> nothing else to do here
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return;
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if (gf.trim)
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{
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std::vector<TileVector> obsCopy;
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obsCopy.swap(obs);
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// obs now empty
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int sides = 0;
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for (size_t i = 0; i < obsCopy.size(); i++)
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int minx = INT_MAX, maxx = 0, miny = INT_MAX, maxy = 0;
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for(size_t i = 0; i < obs.size(); ++i)
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{
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sides = 0;
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for (size_t j = 0; j < obsCopy.size(); j++)
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const TileVector& tv = obs[i];
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minx = std::min(minx, tv.x);
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maxx = std::max(maxx, tv.x);
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miny = std::min(miny, tv.y);
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maxy = std::max(maxy, tv.y);
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}
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if(minx == maxx || miny == maxy)
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return; // would get trimmed completely -> get out early
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Array2d<unsigned char> gr(size_t(maxx - minx) + 1, size_t(maxy - miny) + 1, 0);
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for(size_t i = 0; i < obs.size(); ++i)
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{
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const TileVector& tv = obs[i];
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gr(size_t(tv.x - minx), size_t(tv.y - miny)) = 1;
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}
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const size_t nx = gr.width() - 1;
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const size_t ny = gr.height() - 1;
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size_t idx = 0;
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for(size_t y = 1; y < ny; ++y)
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{
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const unsigned char * const row = gr.row(y);
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for(size_t x = 1; x < nx; ++x)
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{
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if (i != j)
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if(row[x])
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{
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if (
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(obsCopy[j].x == obsCopy[i].x-1 && obsCopy[j].y == obsCopy[i].y)
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|| (obsCopy[j].x == obsCopy[i].x+1 && obsCopy[j].y == obsCopy[i].y)
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|| (obsCopy[j].y == obsCopy[i].y-1 && obsCopy[j].x == obsCopy[i].x)
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|| (obsCopy[j].y == obsCopy[i].y+1 && obsCopy[j].x == obsCopy[i].x)
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)
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{
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sides++;
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}
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if (sides>=4)
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{
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obs.push_back(obsCopy[i]);
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break;
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}
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if(row[x-1] && row[x+1] && gr(x, y-1) && gr(x, y+1))
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obs[idx++] = TileVector(int(x) + minx, int(y) + miny);
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}
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}
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}
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obs.resize(idx);
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}
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@ -16,6 +16,7 @@ protected:
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public:
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Array2d() : _w(0), _h(0) {}
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Array2d(size_t w, size_t h) : _w(w), _h(h), _v(w*h) {}
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Array2d(size_t w, size_t h, const T& def) : _w(w), _h(h), _v(w*h, def) {}
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size_t width() const {return _w;}
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size_t height() const {return _h;}
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@ -25,6 +26,12 @@ public:
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_h = h;
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_v.resize(w*h);
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}
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void init(size_t w, size_t h, const T& def)
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{
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_w = w;
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_h = h;
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_v.resize(w*h, def);
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}
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void clear()
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{
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