Сделал ещё одну очевидную оптимизацию - кэширование матриц препятствий, результат превзошёл всё ожидания. 300 объектов - плавные 60 фпс, 500 объектов - 60 фпс с микрофризами. Для масштабов игры этого уже более чем достаточно. Теперь следует добиться такого же для более слабых машин, надо выбрать минимальные системные требования.
This commit is contained in:
226
common.py
226
common.py
@@ -26,6 +26,12 @@ def path_exists(data, path):
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return False
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return True
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def find_way(cells, start, goal, walkable, rocks_only):
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result = bfs_quick(cells, start, goal, walkable, rocks_only)
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return result
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'''
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#def find_way(cells, start, goal):
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# """Находит путь от start=(row, col) к goal=(row, col). row=y (строка), col=x (столбец)"""
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# rows = len(cells)
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@@ -289,8 +295,9 @@ def path_exists(data, path):
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#
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# return path
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'''
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def find_way(cells, start, goal):
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def bfs_quick(cells, start, goal, walkable, rocks_only):
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"""★СУПЕРБЫСТРЫЙ BFS: массивы вместо set/deque★"""
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rows = len(cells)
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if rows == 0:
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@@ -303,22 +310,22 @@ def find_way(cells, start, goal):
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if (s_row >= rows or s_col >= cols or
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g_row >= rows or g_col >= cols):
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print(f"Путь не найден: выход за границы {start} -> {goal}")
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#print(f"Путь не найден: выход за границы {start} -> {goal}")
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return None
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# ★ МАТРИЦЫ вместо set (10x быстрее хэширования) ★
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walkable = [[True] * cols for _ in range(rows)]
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rocks_only = [[False] * cols for _ in range(rows)]
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start_creature = cells[s_row][s_col].creature_obj
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for r in range(rows):
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for c in range(cols):
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cell = cells[r][c]
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if (cell.creature_obj and cell.creature_obj != start_creature) or \
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(cell.terrain_obj and cell.terrain_obj.sprite_name == "rock_small"):
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walkable[r][c] = False
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if cell.terrain_obj and cell.terrain_obj.sprite_name == "rock_small":
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rocks_only[r][c] = True
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## ★ МАТРИЦЫ вместо set (10x быстрее хэширования) ★
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#walkable = [[True] * cols for _ in range(rows)]
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#rocks_only = [[False] * cols for _ in range(rows)]
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#start_creature = cells[s_row][s_col].creature_obj
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#
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#for r in range(rows):
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# for c in range(cols):
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# cell = cells[r][c]
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# if (cell.creature_obj and cell.creature_obj != start_creature) or \
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# (cell.terrain_obj and cell.terrain_obj.sprite_name == "rock_small"):
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# walkable[r][c] = False
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# if cell.terrain_obj and cell.terrain_obj.sprite_name == "rock_small":
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# rocks_only[r][c] = True
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# ★ ВЫЧИСЛЯЕМЫЕ МАССИВЫ ★
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visited = [[False] * cols for _ in range(rows)]
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@@ -380,4 +387,191 @@ def can_move_diagonal(r, c, nr, nc, rocks_only, rows, cols):
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check1_ok = (0 <= r1 < rows and 0 <= c1 < cols and not rocks_only[r1][c1])
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check2_ok = (0 <= r2 < rows and 0 <= c2 < cols and not rocks_only[r2][c2])
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return check1_ok and check2_ok
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return check1_ok and check2_ok
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'''
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#def bfs_quick_d(obstacle_matrix, start, goal):
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# rows = len(obstacle_matrix)
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# if rows == 0:
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# print("❌ DEBUG: ПУСТАЯ МАТРИЦА")
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# return None
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#
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# cols = len(obstacle_matrix[0])
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# s_row, s_col = start
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# g_row, g_col = goal
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#
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# print(f"🔍 DEBUG: start={start}, goal={goal}, размер={rows}x{cols}")
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#
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# if (s_row >= rows or s_col >= cols or
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# g_row >= rows or g_col >= cols):
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# print(f"❌ DEBUG: ВЫХОД ЗА ГРАНИЦЫ: start({s_row},{s_col}) goal({g_row},{g_col})")
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# return None
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#
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# print(f"✅ DEBUG: Границы OK. obstacle[start]={obstacle_matrix[s_row][s_col]}, obstacle[goal]={obstacle_matrix[g_row][g_col]}")
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#
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# visited = [[False] * cols for _ in range(rows)]
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# parent = [[None] * cols for _ in range(rows)]
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#
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# queue_size = 0
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# queue = [[0, 0] for _ in range(rows * cols)]
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# queue[0] = [s_row, s_col]
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# queue_size = 1
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# front = 0
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#
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# visited[s_row][s_col] = True
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# print(f"✅ DEBUG: Старт добавлен в очередь. queue_size={queue_size}")
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#
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# directions = [(-1,0), (1,0), (0,-1), (0,1), (-1,-1), (-1,1), (1,-1), (1,1)]
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#
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# DEBUG_COUNTER = 0
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#
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# while front < queue_size:
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# r, c = queue[front]
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# front += 1
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# DEBUG_COUNTER += 1
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#
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# print(f"🔄 DEBUG[{DEBUG_COUNTER}]: обрабатываем ({r},{c}), очередь={front}/{queue_size}")
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#
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# if r == g_row and c == g_col:
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# print(f"✅ DEBUG: НАЙДЕН ЦЕЛЬ! Путь: ({r},{c})")
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# path = []
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# cr, cc = g_row, g_col
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# while True:
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# path.append((cr, cc))
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# if parent[cr][cc] is None:
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# break
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# pr, pc = parent[cr][cc]
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# cr, cc = pr, pc
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# return path[::-1]
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#
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# for dr, dc in directions:
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# nr, nc = r + dr, c + dc
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#
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# print(f" 📍 Проверяем соседа ({nr},{nc}): граница={0<=nr<rows and 0<=nc<cols}, "
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# f"visited={visited[nr][nc]}, obstacle={obstacle_matrix[nr][nc]}")
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#
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# if (0 <= nr < rows and 0 <= nc < cols and
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# not visited[nr][nc] and
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# not obstacle_matrix[nr][nc]):
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#
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# diagonal_ok = True
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# if dr * dc != 0:
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# diagonal_ok = can_move_diagonal(r, c, nr, nc, obstacle_matrix)
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# print(f" ↘️ Диагональ: {diagonal_ok}")
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#
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# if diagonal_ok:
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# visited[nr][nc] = True
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# parent[nr][nc] = (r, c)
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# queue[queue_size] = [nr, nc]
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# queue_size += 1
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# print(f" ✅ Добавили ({nr},{nc}) в очередь. queue_size={queue_size}")
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# else:
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# print(f" ❌ Диагональ заблокирована!")
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# else:
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# print(f" ❌ Сосед отклонен!")
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#
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# print(f"❌ DEBUG: ОЧЕРЕДЬ ОПУСТЕЛА! Обработано {DEBUG_COUNTER} узлов")
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# print(f" Последняя клетка в очереди: {queue[front-1] if front > 0 else 'ПУСТО'}")
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# print(f" Цель ({g_row},{g_col}) помечена как visited? {visited[g_row][g_col]}")
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# return None
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#
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#
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#def bfs_quick(obstacle_matrix, start, goal):
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# """★СУПЕРБЫСТРЫЙ BFS 8-направлений★
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# obstacle_matrix - ТОЛЬКО камни
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# """
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# rows = len(obstacle_matrix)
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# if rows == 0:
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# return None
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#
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# cols = len(obstacle_matrix[0])
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# s_row, s_col = start
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# g_row, g_col = goal
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#
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# if (s_row >= rows or s_col >= cols or
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# g_row >= rows or g_col >= cols):
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# return None
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#
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# # ★ МАТРИЦЫ состояния ★
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# visited = [[False] * cols for _ in range(rows)]
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# parent = [[None] * cols for _ in range(rows)]
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#
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# # ★ БЫСТРАЯ ОЧЕРЕДЬ ★
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# queue_size = 0
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# queue = [[0, 0] for _ in range(rows * cols)]
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# queue[0] = [s_row, s_col]
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# queue_size = 1
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# front = 0
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#
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# visited[s_row][s_col] = True
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#
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# # ★ 8 НАПРАВЛЕНИЙ ★
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# directions = [(-1,0), (1,0), (0,-1), (0,1), # Кардинальные (всегда)
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# (-1,-1), (-1,1), (1,-1), (1,1)] # Диагональные
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#
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# while front < queue_size:
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# r, c = queue[front]
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# front += 1
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#
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# if r == g_row and c == g_col:
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# # ★ Реконструкция пути ★
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# path = []
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# cr, cc = g_row, g_col
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# while True:
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# path.append((cr, cc))
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# if parent[cr][cc] is None:
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# break
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# pr, pc = parent[cr][cc]
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# cr, cc = pr, pc
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# return path[::-1]
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#
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# for dr, dc in directions:
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# nr, nc = r + dr, c + dc
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#
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# if not (0 <= nr < rows and 0 <= nc < cols):
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# continue
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# if visited[nr][nc] or obstacle_matrix[nr][nc]:
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# continue
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#
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# diagonal_ok = True
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# if dr * dc != 0:
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# diagonal_ok = can_move_diagonal(r, c, nr, nc, obstacle_matrix)
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# if diagonal_ok:
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# visited[nr][nc] = True
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# parent[nr][nc] = (r, c)
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# queue[queue_size] = [nr, nc]
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# queue_size += 1
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#
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# return None
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'''
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#def can_move_diagonal(r, c, nr, nc, obstacle_matrix):
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# """Диагональ БЛОКИРУЕТСЯ только камнями по углам"""
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# rows, cols = len(obstacle_matrix), len(obstacle_matrix[0])
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# dr = nr - r
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# dc = nc - c
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#
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# r1, c1 = r + dr, c # Вертикальная соседка
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# r2, c2 = r, c + dc # Горизонтальная соседка
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#
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# check1_ok = (0 <= r1 < rows and 0 <= c1 < cols and not obstacle_matrix[r1][c1])
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# check2_ok = (0 <= r2 < rows and 0 <= c2 < cols and not obstacle_matrix[r2][c2])
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#
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# return check1_ok and check2_ok
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#def can_move_diagonal(r, c, nr, nc, obstacle_matrix):
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# """Проверка диагонали с границами"""
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# rows, cols = len(obstacle_matrix), len(obstacle_matrix[0])
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# dr = nr - r
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# dc = nc - c
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#
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# # ★ ПРОВЕРКА ГРАНИЦ ПОПЕРЕДУ ★
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# r1, c1 = r + dr, c # вертикальная
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# r2, c2 = r, c + dc # горизонтальная
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#
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# # Если УЖЕ за границей - False
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# if not (0 <= r1 < rows and 0 <= c1 < cols):
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# return False
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# if not (0 <= r2 < rows and 0 <= c2 < cols):
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# return False
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#
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# return not obstacle_matrix[r1][c1] and not obstacle_matrix[r2][c2]
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