0ad/source/simulation2/helpers/PriorityQueue.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

208 lines
4.5 KiB
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/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_PRIORITYQUEUE
#define INCLUDED_PRIORITYQUEUE
/*
* Priority queues for pathfinder.
* (These probably aren't suitable for more general uses.)
*/
#ifdef NDEBUG
#define PRIORITYQUEUE_DEBUG 0
#else
#define PRIORITYQUEUE_DEBUG 1
#endif
template <typename Item, typename CMP>
struct QueueItemPriority
{
bool operator()(const Item& a, const Item& b) const
{
if (CMP()(b.rank, a.rank)) // higher costs are lower priority
return true;
if (CMP()(a.rank, b.rank))
return false;
// Need to tie-break to get a consistent ordering
if (CMP()(b.h, a.h)) // higher heuristic costs are lower priority
return true;
if (CMP()(a.h, b.h))
return false;
if (a.id < b.id)
return true;
if (b.id < a.id)
return false;
#if PRIORITYQUEUE_DEBUG
debug_warn(L"duplicate tiles in queue");
#endif
return false;
}
};
/**
* Priority queue implemented as a binary heap.
* This is quite dreadfully slow in MSVC's debug STL implementation,
* so we shouldn't use it unless we reimplement the heap functions more efficiently.
*/
template <typename ID, typename R, typename H, typename CMP = std::less<R> >
class PriorityQueueHeap
{
public:
struct Item
{
ID id;
R rank; // f = g+h (estimated total cost of path through here)
H h; // heuristic cost
};
void push(const Item& item)
{
m_Heap.push_back(item);
push_heap(m_Heap.begin(), m_Heap.end(), QueueItemPriority<Item, CMP>());
}
void promote(ID id, R UNUSED(oldrank), R newrank, H newh)
{
// Loop backwards since it seems a little faster in practice
for (ssize_t n = m_Heap.size() - 1; n >= 0; --n)
{
if (m_Heap[n].id == id)
{
#if PRIORITYQUEUE_DEBUG
ENSURE(m_Heap[n].rank > newrank);
#endif
m_Heap[n].rank = newrank;
m_Heap[n].h = newh;
push_heap(m_Heap.begin(), m_Heap.begin()+n+1, QueueItemPriority<Item, CMP>());
return;
}
}
}
Item pop()
{
#if PRIORITYQUEUE_DEBUG
ENSURE(m_Heap.size());
#endif
Item r = m_Heap[0];
pop_heap(m_Heap.begin(), m_Heap.end(), QueueItemPriority<Item, CMP>());
m_Heap.pop_back();
return r;
}
bool empty()
{
return m_Heap.empty();
}
size_t size()
{
return m_Heap.size();
}
void clear()
{
m_Heap.clear();
}
std::vector<Item> m_Heap;
};
/**
* Priority queue implemented as an unsorted array.
* This means pop() is O(n), but push and promote are O(1), and n is typically small
* (average around 50-100 in some rough tests).
* It seems fractionally slower than a binary heap in optimised builds, but is
* much simpler and less susceptible to MSVC's painfully slow debug STL.
*/
template <typename ID, typename R, typename H, typename CMP = std::less<R> >
class PriorityQueueList
{
public:
struct Item
{
ID id;
R rank; // f = g+h (estimated total cost of path through here)
H h; // heuristic cost
};
void push(const Item& item)
{
m_List.push_back(item);
}
Item* find(ID id)
{
for (size_t n = 0; n < m_List.size(); ++n)
{
if (m_List[n].id == id)
return &m_List[n];
}
return NULL;
}
void promote(ID id, R UNUSED(oldrank), R newrank, H newh)
{
find(id)->rank = newrank;
find(id)->h = newh;
}
Item pop()
{
#if PRIORITYQUEUE_DEBUG
ENSURE(m_List.size());
#endif
// Loop backwards looking for the best (it's most likely to be one
// we've recently pushed, so going backwards saves a bit of copying)
Item best = m_List.back();
size_t bestidx = m_List.size()-1;
for (ssize_t i = (ssize_t)bestidx-1; i >= 0; --i)
{
if (QueueItemPriority<Item, CMP>()(best, m_List[i]))
{
bestidx = i;
best = m_List[i];
}
}
// Swap the matched element with the last in the list, then pop the new last
m_List[bestidx] = m_List[m_List.size()-1];
m_List.pop_back();
return best;
}
bool empty()
{
return m_List.empty();
}
size_t size()
{
return m_List.size();
}
void clear()
{
m_List.clear();
}
std::vector<Item> m_List;
};
#endif // INCLUDED_PRIORITYQUEUE