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GameMap.cpp
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#include "GameMap.hpp"
#ifndef _USE_MATH_DEFINES
#define _USE_MATH_DEFINES
#endif
#include <math.h>
#include <iostream>
#include <map>
#include <limits>
#include "CAI.h"
#include "MathUtil.h"
#include "headers/HEngine.h"
std::list<float3> GameMap::metalspots;
std::list<float3> GameMap::geospots;
std::list<float3> GameMap::metalfeatures;
std::list<float3> GameMap::energyfeatures;
GameMap::GameMap(AIClasses *ai) {
this->ai = ai;
heightVariance = 0.0f;
waterAmount = 0.0f;
metalCount = nonMetalCount = 0;
debug = false;
CalcMapHeightFeatures();
if (metalspots.empty())
CalcMetalSpots();
if (geospots.empty())
CalcGeoSpots();
}
void GameMap::CalcMetalSpots() {
const int METAL2REAL = 32.0f;
int X = int(ai->cb->GetMapWidth() / 4);
int Z = int(ai->cb->GetMapHeight() / 4);
int R = int(round(ai->cb->GetExtractorRadius() / METAL2REAL));
const unsigned char *metalmapData = ai->cb->GetMetalMap();
unsigned char *metalmap;
metalmap = new unsigned char[X*Z];
// Calculate circular stamp
std::vector<int> circle;
std::vector<float> sqrtCircle;
for (int i = -R; i <= R; i++) {
for (int j = -R; j <= R; j++) {
float r = sqrt((float)i*i + j*j);
if (r > R) continue;
circle.push_back(i);
circle.push_back(j);
sqrtCircle.push_back(r);
}
}
float minimum = 10*M_PI*R*R;
// Copy metalmap to mutable metalmap
std::vector<int> M;
avgMetal = 0;
minMetal = std::numeric_limits<int>::max();
maxMetal = std::numeric_limits<int>::min();
for (int z = R; z < Z-R; z++) {
for (int x = R; x < X-R; x++) {
int m = 0;
for (int i = -1; i <= 1; i++)
for (int j = -1; j <= 1; j++)
if (metalmapData[(z*2+i)*X*2+(x*2+j)] > 1)
m = std::max<int>(metalmapData[(z*2+i)*X*2+(x*2+j)], m);
if (m > 1) {
metalCount++;
minMetal = std::min<int>(minMetal, m);
maxMetal = std::max<int>(maxMetal, m);
M.push_back(z);
M.push_back(x);
}
else
nonMetalCount++;
metalmap[ID(x,z)] = m;
avgMetal += m;
}
}
avgMetal /= (metalCount + nonMetalCount);
if (IsMetalMap()) {
int step = (R+R) > 4 ? (R+R) : 4;
for (int z = R; z < Z-R; z+=step) {
for (int x = R; x < X-R; x+=step) {
if (metalmap[ID(x,z)] > 1) {
float3 metalspot(x*METAL2REAL, ai->cb->GetElevation(x*METAL2REAL,z*METAL2REAL), z*METAL2REAL);
metalspots.push_back(metalspot);
if (debug)
ai->cb->DrawUnit("armmex", metalspot, 0.0f, 10000, 0, false, false, 0);
}
}
}
}
else {
R++;
while (true) {
float highestSaturation = 0.0f, saturation, sum;
int bestX = 0, bestZ = 0;
bool mexSpotFound = false;
// Using a greedy approach, find the best metalspot
for (size_t i = 0; i < M.size(); i+=2) {
int z = M[i]; int x = M[i+1];
if (metalmap[ID(x,z)] == 0)
continue;
saturation = 0.0f; sum = 0.0f;
for (size_t c = 0; c < circle.size(); c+=2) {
unsigned char &m = metalmap[ID(x+circle[c+1],z+circle[c])];
saturation += m * (R-sqrtCircle[c/2]);
sum += m;
}
if (saturation > highestSaturation && sum > minimum) {
bestX = x; bestZ = z;
highestSaturation = saturation;
mexSpotFound = true;
}
}
// No more mex spots
if (!mexSpotFound) break;
// "Erase" metal under the bestX bestZ radius
for (size_t c = 0; c < circle.size(); c+=2)
metalmap[ID(circle[c+1]+bestX,circle[c]+bestZ)] = 0;
// Increase to world size
bestX *= METAL2REAL; bestZ *= METAL2REAL;
// Store metal spot
float3 metalspot(bestX, ai->cb->GetElevation(bestX,bestZ), bestZ);
metalspots.push_back(metalspot);
if (debug)
ai->cb->DrawUnit("armmex", metalspot, 0.0f, 10000, 0, false, false, 0);
}
}
delete[] metalmap;
std::string maptype;
if(IsMetalMap())
maptype = "speedmetal";
else if (nonMetalCount == 0)
maptype = "non-metalmap";
else
maptype = "normal metalmap";
LOG_II("GameMap::CalcMetalSpots map type: " << maptype)
LOG_II("GameMap::CalcMetalSpots found " << metalspots.size() << " metal spots")
LOG_II("GameMap::CalcMetalSpots minMetal(" << minMetal << ") maxMetal(" << maxMetal << ") avgMetal(" << avgMetal << ")")
}
void GameMap::CalcGeoSpots() {
const int numFeatures = ai->cb->GetFeatures(&ai->unitIDs[0], ai->unitIDs.size());
for (int i = 0; i < numFeatures; i++) {
const int fid = ai->unitIDs[i];
const FeatureDef *fd = ai->cb->GetFeatureDef(fid);
if (fd && fd->geoThermal) {
geospots.push_back(ai->cb->GetFeaturePos(fid));
}
}
LOG_II("GameMap::CalcGeoSpots found " << geospots.size() << " geothermal spots");
}
void GameMap::CalcMapHeightFeatures() {
// Compute some height features
int X = int(ai->cb->GetMapWidth());
int Z = int(ai->cb->GetMapHeight());
const float *hm = ai->cb->GetHeightMap();
float fmin = std::numeric_limits<float>::max();
float fmax = std::numeric_limits<float>::min();
float fsum = 0.0f;
unsigned count = 0;
unsigned total = 0;
// Calculate the sum, min and max
for (int z = 0; z < Z; z++) {
for (int x = 0; x < X; x++) {
float h = hm[ID(x,z)];
if (h >= 0.0f) {
fsum += h;
fmin = std::min<float>(fmin,h);
fmax = std::max<float>(fmax,h);
count++;
}
total++;
}
}
float favg = fsum / count;
// Calculate the variance
for (int z = 0; z < Z; z++) {
for (int x = 0; x < X; x++) {
float h = hm[ID(x,z)];
if (h >= 0.0f)
heightVariance += (h/fsum) * pow((h - favg), 2);
}
}
heightVariance = sqrt(heightVariance);
// Calculate amount of water in [0,1]
waterAmount = 1.0f - (count / float(total));
std::string type(IsKbotMap() ? "Kbot" : "Vehicle");
std::string hoover(IsHooverMap() ? "Enabled" : "Disabled");
LOG_II("GameMap::CalcMapHeightFeatures Primary lab: " << type << ", Hoover lab: " << hoover)
LOG_II("GameMap::CalcMapHeightFeatures Water amount: " << waterAmount)
}