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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)
}
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