Click here to Skip to main content
15,877,618 members
Please Sign up or sign in to vote.
1.00/5 (1 vote)
See more:
I need to optimize a lot of code, is there anything I can do here?

<pre>import heapq
import math
import sys
import queue
from .util import debug_write

class Node:
    """A pathfinding node

        * visited_idealness (bool): Have we visited this node during the idealness search step?
        * visited_validate (bool): Have we visited this node during the validation step?
        * blocked (bool): Is there a firewall at this node's location
        * pathlength: The distance between this node and the target location

    def __init__(self):
        self.visited_idealness = False
        self.visited_validate = False
        self.blocked = False
        self.pathlength = -1

This class helps with pathfinding. We guarentee the results will
be accurate, but top players may want to write their own pathfinding
code to maximise time efficiancy
class ShortestPathFinder:
    """Handles pathfinding

        * HORIZONTAL (int): A constant representing a horizontal movement
        * VERTICAL (int): A constant representing a vertical movement

        * game_state (:obj: GameState): The current gamestate
        * game_map (:obj: GameMap): The current gamemap

    def __init__(self):
        self.HORIZONTAL = 1
        self.VERTICAL = 2
        self.initialized = False

    def initialize_map(self, game_state):
        """Initializes the map

            * game_state: A GameState object representing the gamestate we want to 
        #Initialize map 
        self.initialized = True
        self.game_state = game_state
        self.game_map = [[Node() for x in range(self.game_state.ARENA_SIZE)] for y in range(self.game_state.ARENA_SIZE)]

    def navigate_multiple_endpoints(self, start_point, end_points, game_state):
        """Finds the path a unit would take to reach a set of endpoints

            * start_point: The starting location of the unit
            * end_points: The end points of the unit, should be a list of edge locations
            * game_state: The current game state

            The path a unit at start_point would take when trying to reach end_points given the current game state.
            Note that this path can change if a tower is destroyed during pathing, or if you or your enemy places firewalls.

        if game_state.contains_stationary_unit(start_point):

        #Initialize map 
        #Fill in walls
        for location in self.game_state.game_map:
            if self.game_state.contains_stationary_unit(location):
                self.game_map[location[0]][location[1]].blocked = True
        #Do pathfinding
        ideal_endpoints = self._idealness_search(start_point, end_points)
        self._validate(ideal_endpoints, end_points)
        return self._get_path(start_point, end_points)

    def _idealness_search(self, start, end_points):
        Finds the most ideal tile in our 'pocket' of pathable space. 
        The edge if it is available, or the best self destruct location otherwise
        current = queue.Queue()
        best_idealness = self._get_idealness(start, end_points)
        self.game_map[start[0]][start[1]].visited_idealness = True
        most_ideal = start

        while not current.empty():
            search_location = current.get()
            for neighbor in self._get_neighbors(search_location):
                if not self.game_state.game_map.in_arena_bounds(neighbor) or self.game_map[neighbor[0]][neighbor[1]].blocked:

                x, y = neighbor
                current_idealness = self._get_idealness(neighbor, end_points)

                if current_idealness > best_idealness:
                    best_idealness = current_idealness
                    most_ideal = neighbor

                if not self.game_map[x][y].visited_idealness and not self.game_map[x][y].blocked:
                    self.game_map[x][y].visited_idealness = True

        return most_ideal

    def _get_neighbors(self, location):
        """Get the locations adjacent to a location
        x, y = location
        return [[x, y + 1], [x, y - 1], [x + 1, y], [x - 1, y]]

    def _get_direction_from_endpoints(self, end_points):
        """Prints a message to the games debug output

            * end_points: A set of endpoints, should be an edge 

            A direction [x,y] representing the edge. For example, [1,1] for the top right and [-1, 1] for the top left

        point = end_points[0]
        x, y = point
        direction = [1, 1]
        if x < self.game_state.HALF_ARENA:
           direction[0] = -1
        if y < self.game_state.HALF_ARENA:
            direction[1] = -1
        return direction

    def _get_idealness(self, location, end_points):
        """Get the idealness of a tile, the reachable tile the unit most wants to path to.
        Better self destruct locations are more ideal. The endpoints are perfectly ideal. 

            A location the unit will attempt to reach
        if location in end_points:
            return sys.maxsize

        direction = self._get_direction_from_endpoints(end_points)

        idealness = 0
        if direction[1] == 1:
            idealness += 28 * location[1]
            idealness += 28 * (27 - location[1])
        if direction[0] == 1:
            idealness += location[0]
            idealness += (27 - location[0])

        return idealness

    def _validate(self, ideal_tile, end_points):
        """Breadth first search of the grid, setting the pathlengths of each node

        #Add our most ideal tiles to current
        current = queue.Queue()
        if ideal_tile in end_points:
            for location in end_points:
               #Set current pathlength to 0
               self.game_map[location[0]][location[1]].pathlength = 0
               self.game_map[location[0]][location[1]].visited_validate = True
            self.game_map[ideal_tile[0]][ideal_tile[1]].pathlength = 0
            self.game_map[ideal_tile[0]][ideal_tile[1]].visited_validate = True

        #While current is not empty
        while not current.empty():
            current_location = current.get()
            current_node = self.game_map[current_location[0]][current_location[1]]
            for neighbor in self._get_neighbors(current_location):
                if not self.game_state.game_map.in_arena_bounds(neighbor) or self.game_map[neighbor[0]][neighbor[1]].blocked:

                neighbor_node = self.game_map[neighbor[0]][neighbor[1]]
                if not neighbor_node.visited_validate and not current_node.blocked:
                    neighbor_node.pathlength = current_node.pathlength + 1
                    neighbor_node.visited_validate = True

        #debug_write("Print after validate")

    def _get_path(self, start_point, end_points):
        """Once all nodes are validated, and a target is found, the unit can path to its target

        #GET THE PATH
        path = [start_point]
        current = start_point
        move_direction = 0

        while not self.game_map[current[0]][current[1]].pathlength == 0:
            #debug_write("current tile {} has cost {}".format(current, self.game_map[current[0]][current[1]].pathlength))
            next_move = self._choose_next_move(current, move_direction, end_points)

            if current[0] == next_move[0]:
                move_direction = self.VERTICAL
                move_direction = self.HORIZONTAL
            current = next_move
        return path
    def _choose_next_move(self, current_point, previous_move_direction, end_points):
        """Given the current location and adjacent locations, return the best 'next step' for a given unit to take
        neighbors = self._get_neighbors(current_point)
        #debug_write("Unit at {} previously moved {} and has these neighbors {}".format(current_point, previous_move_direction, neighbors))

        ideal_neighbor = current_point
        best_pathlength = self.game_map[current_point[0]][current_point[1]].pathlength
        for neighbor in neighbors:
            #debug_write("Comparing champ {} and contender {}".format(ideal_neighbor, neighbor))
            if not self.game_state.game_map.in_arena_bounds(neighbor) or self.game_map[neighbor[0]][neighbor[1]].blocked:

            new_best = False
            x, y = neighbor
            current_pathlength = self.game_map[x][y].pathlength

            #Filter by pathlength
            if current_pathlength > best_pathlength:
            elif current_pathlength < best_pathlength:
                #debug_write("Contender has better pathlength at {} vs champs {}".format(current_pathlength, best_pathlength))
                new_best = True

            #Filter by direction based on prev move
            if not new_best and not self._better_direction(current_point, neighbor, ideal_neighbor, previous_move_direction, end_points):

            ideal_neighbor = neighbor
            best_pathlength = current_pathlength

        #debug_write("Gave unit at {} new tile {}".format(current_point, ideal_neighbor))
        return ideal_neighbor

    def _better_direction(self, prev_tile, new_tile, prev_best, previous_move_direction, end_points):
        """Compare two tiles and return True if the unit would rather move to the new one

        #True if we are moving in a different direction than prev move and prev is not
        #If we previously moved horizontal, and now one of our options has a different x position then the other (the two options are not up/down)
        if previous_move_direction == self.HORIZONTAL and not new_tile[0] == prev_best[0]:
            #We want to go up now. If we have not changed our y, we are not going up
            if prev_tile[1] == new_tile[1]:
                return False 
            return True
        if previous_move_direction == self.VERTICAL and not new_tile[1] == prev_best[1]:
            if prev_tile[0] == new_tile[0]:
                #debug_write("contender {} has the same x coord as prev tile {} so we will keep best move {}".format(new_tile, prev_tile, prev_best))
                return False
            return True
        if previous_move_direction == 0: 
            if prev_tile[1] == new_tile[1]: 
                return False
            return True
        #To make it here, both moves are on the same axis 
        direction = self._get_direction_from_endpoints(end_points)
        if new_tile[1] == prev_best[1]: #If they both moved horizontal...
            if direction[0] == 1 and new_tile[0] > prev_best[0]: #If we moved right and right is our direction, we moved towards our direction
                return True 
            if direction[0] == -1 and new_tile[0] < prev_best[0]: #If we moved left and left is our direction, we moved towards our direction
                return True 
            return False 
        if new_tile[0] == prev_best[0]: #If they both moved vertical...
            if direction[1] == 1 and new_tile[1] > prev_best[1]: #If we moved up and up is our direction, we moved towards our direction
                return True
            if direction[1] == -1 and new_tile[1] < prev_best[1]: #If we moved down and down is our direction, we moved towards our direction
                return True
            return False
        return True

    def print_map(self):
        """Prints an ASCII version of the current game map for debug purposes

        if not self.initialized:
            debug_write("Attempted to print_map before pathfinder initialization. Use 'this_object.initialize_map(game_state)' to initialize the map first")

        for y in range(28):
            for x in range(28):
                node = self.game_map[x][28 - y - 1]
                if not node.blocked and not node.pathlength == -1:
                    sys.stderr.write("   ")

    def _print_justified(self, number):
        """Prints a number between 100 and -10 in 3 spaces

        if number < 10 and number > -1:
            sys.stderr.write(" ")
        sys.stderr.write(" ")

What I have tried:

I looked for oppurtunities to use list comprehension etc. but this is as far as I have gotten.
Updated 23-Apr-19 4:01am
[no name] 22-Apr-19 14:24pm    
Run it through a "profiler"? Visual Studio? Iron Python?
Richard MacCutchan 23-Apr-19 5:49am    
You cannot expect anyone here to analyse your code for you. This is the Quick Answers forum
#realJSOP 23-Apr-19 7:18am    
Richard MacCutchan 23-Apr-19 7:23am    
Where men are men, not wusses.
OriginalGriff 23-Apr-19 9:55am    
This is the internet, where men are men, women are men, and thirteen year old girls are FBI agents.

1 solution

Start by profiling it and finding out where it spend most of it's time - then concentrate your efforts on improving that code. Once you have profiled it, you should have a set of numbers which tell you how much time it is taking in its various bits, and re-running the profiler will tell you how much improvement (or otherwise, it's easy to go backwards as well as forwards) you have made.

But we can't do that for you: you need your code running complete with your data to get any substantive numbers and we have no access to that. And each time you make a change, to test it you still need your whole app and data.

Do not expect this to be a simple operation: performance improvements are generally hard-won and complicated; it can take considerable time to get a good solid improvement.
Share this answer

This content, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)

CodeProject, 20 Bay Street, 11th Floor Toronto, Ontario, Canada M5J 2N8 +1 (416) 849-8900