2024-07-27 02:11:26 +02:00
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/*
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* GameStatistics.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "GameStatistics.h"
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2024-08-01 21:30:53 +02:00
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#include "../CPlayerState.h"
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#include "../constants/StringConstants.h"
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2024-08-12 20:14:36 +02:00
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#include "../VCMIDirs.h"
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2024-08-01 21:30:53 +02:00
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#include "CGameState.h"
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2024-08-01 23:21:41 +02:00
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#include "TerrainHandler.h"
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2024-08-02 01:18:39 +02:00
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#include "CHeroHandler.h"
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2024-08-01 23:56:06 +02:00
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#include "StartInfo.h"
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2024-08-02 19:37:46 +02:00
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#include "HighScore.h"
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2024-08-01 22:36:32 +02:00
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#include "../mapObjects/CGHeroInstance.h"
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#include "../mapObjects/CGTownInstance.h"
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#include "../mapObjects/CGObjectInstance.h"
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#include "../mapObjects/MiscObjects.h"
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#include "../mapping/CMap.h"
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2024-08-03 19:53:05 +02:00
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#include "../entities/building/CBuilding.h"
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2024-07-27 02:11:26 +02:00
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VCMI_LIB_NAMESPACE_BEGIN
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void StatisticDataSet::add(StatisticDataSetEntry entry)
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{
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data.push_back(entry);
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}
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2024-08-01 21:30:53 +02:00
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StatisticDataSetEntry StatisticDataSet::createEntry(const PlayerState * ps, const CGameState * gs)
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{
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StatisticDataSetEntry data;
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2024-08-02 19:37:46 +02:00
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HighScoreParameter param = HighScore::prepareHighScores(gs, ps->color, false);
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HighScoreCalculation scenarioHighScores;
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scenarioHighScores.parameters.push_back(param);
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scenarioHighScores.isCampaign = false;
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2024-08-02 20:40:24 +02:00
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data.map = gs->map->name.toString();
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2024-08-12 20:26:30 +02:00
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data.timestamp = std::time(nullptr);
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2024-08-01 21:30:53 +02:00
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data.day = gs->getDate(Date::DAY);
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data.player = ps->color;
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2024-08-14 02:49:54 +02:00
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data.playerName = gs->getStartInfo()->playerInfos.at(ps->color).name;
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data.team = ps->team;
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data.isHuman = ps->isHuman();
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data.status = ps->status;
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2024-08-01 21:30:53 +02:00
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data.resources = ps->resources;
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2024-08-01 22:36:32 +02:00
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data.numberHeroes = ps->heroes.size();
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2024-08-02 19:37:46 +02:00
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data.numberTowns = gs->howManyTowns(ps->color);
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2024-08-01 22:36:32 +02:00
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data.numberArtifacts = Statistic::getNumberOfArts(ps);
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2024-08-03 18:48:45 +02:00
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data.numberDwellings = gs->getPlayerState(ps->color)->dwellings.size();
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2024-08-02 01:18:39 +02:00
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data.armyStrength = Statistic::getArmyStrength(ps, true);
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2024-08-03 18:48:45 +02:00
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data.totalExperience = Statistic::getTotalExperience(ps);
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2024-08-01 23:56:06 +02:00
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data.income = Statistic::getIncome(gs, ps);
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2024-08-03 17:55:43 +02:00
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data.mapExploredRatio = Statistic::getMapExploredRatio(gs, ps->color);
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data.obeliskVisitedRatio = Statistic::getObeliskVisitedRatio(gs, ps->team);
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2024-08-03 19:53:05 +02:00
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data.townBuiltRatio = Statistic::getTownBuiltRatio(ps);
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data.hasGrail = param.hasGrail;
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2024-08-02 01:18:39 +02:00
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data.numMines = Statistic::getNumMines(gs, ps);
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2024-08-02 19:37:46 +02:00
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data.score = scenarioHighScores.calculate().total;
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2024-08-02 20:40:24 +02:00
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data.maxHeroLevel = Statistic::findBestHero(gs, ps->color) ? Statistic::findBestHero(gs, ps->color)->level : 0;
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2024-08-07 21:26:22 +02:00
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data.numBattlesNeutral = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numBattlesNeutral : 0;
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data.numBattlesPlayer = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numBattlesPlayer : 0;
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data.numWinBattlesNeutral = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numWinBattlesNeutral : 0;
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data.numWinBattlesPlayer = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numWinBattlesPlayer : 0;
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data.numHeroSurrendered = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numHeroSurrendered : 0;
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data.numHeroEscaped = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numHeroEscaped : 0;
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data.spentResourcesForArmy = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).spentResourcesForArmy : TResources();
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data.spentResourcesForBuildings = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).spentResourcesForBuildings : TResources();
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data.tradeVolume = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).tradeVolume : TResources();
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2024-08-14 19:24:40 +02:00
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data.eventCapturedTown = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).lastCapturedTownDay == gs->getDate(Date::DAY) : false;
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data.eventDefeatedStrongestHero = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).lastDefeatedStrongestHeroDay == gs->getDate(Date::DAY) : false;
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2024-08-07 21:26:22 +02:00
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data.movementPointsUsed = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).movementPointsUsed : 0;
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2024-08-01 21:30:53 +02:00
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return data;
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}
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2024-08-14 21:01:37 +02:00
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std::string StatisticDataSet::toCsv(std::string sep)
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2024-07-27 02:11:26 +02:00
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{
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std::stringstream ss;
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2024-08-01 21:30:53 +02:00
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auto resources = std::vector<EGameResID>{EGameResID::GOLD, EGameResID::WOOD, EGameResID::MERCURY, EGameResID::ORE, EGameResID::SULFUR, EGameResID::CRYSTAL, EGameResID::GEMS};
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2024-08-14 21:01:37 +02:00
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ss << "Map" << sep;
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ss << "Timestamp" << sep;
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ss << "Day" << sep;
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ss << "Player" << sep;
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ss << "PlayerName" << sep;
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ss << "Team" << sep;
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ss << "IsHuman" << sep;
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ss << "Status" << sep;
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ss << "NumberHeroes" << sep;
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ss << "NumberTowns" << sep;
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ss << "NumberArtifacts" << sep;
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ss << "NumberDwellings" << sep;
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ss << "ArmyStrength" << sep;
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ss << "TotalExperience" << sep;
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ss << "Income" << sep;
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ss << "MapExploredRatio" << sep;
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ss << "ObeliskVisitedRatio" << sep;
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ss << "TownBuiltRatio" << sep;
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ss << "HasGrail" << sep;
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ss << "Score" << sep;
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ss << "MaxHeroLevel" << sep;
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ss << "NumBattlesNeutral" << sep;
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ss << "NumBattlesPlayer" << sep;
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ss << "NumWinBattlesNeutral" << sep;
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ss << "NumWinBattlesPlayer" << sep;
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ss << "NumHeroSurrendered" << sep;
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ss << "NumHeroEscaped" << sep;
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ss << "EventCapturedTown" << sep;
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ss << "EventDefeatedStrongestHero" << sep;
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2024-08-03 20:47:20 +02:00
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ss << "MovementPointsUsed";
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2024-08-01 21:30:53 +02:00
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for(auto & resource : resources)
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ss << sep << GameConstants::RESOURCE_NAMES[resource];
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2024-08-02 01:18:39 +02:00
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for(auto & resource : resources)
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ss << sep << GameConstants::RESOURCE_NAMES[resource] + "Mines";
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2024-08-03 19:53:05 +02:00
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for(auto & resource : resources)
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ss << sep << GameConstants::RESOURCE_NAMES[resource] + "SpentResourcesForArmy";
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2024-08-03 19:53:05 +02:00
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for(auto & resource : resources)
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ss << sep << GameConstants::RESOURCE_NAMES[resource] + "SpentResourcesForBuildings";
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for(auto & resource : resources)
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2024-08-14 21:01:37 +02:00
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ss << sep << GameConstants::RESOURCE_NAMES[resource] + "TradeVolume";
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2024-08-01 21:30:53 +02:00
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ss << "\r\n";
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for(auto & entry : data)
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{
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ss << entry.map << sep;
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ss << vstd::getFormattedDateTime(entry.timestamp, "%Y-%m-%dT%H:%M:%S") << sep;
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ss << entry.day << sep;
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ss << GameConstants::PLAYER_COLOR_NAMES[entry.player] << sep;
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ss << entry.playerName << sep;
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ss << entry.team.getNum() << sep;
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ss << entry.isHuman << sep;
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ss << static_cast<int>(entry.status) << sep;
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ss << entry.numberHeroes << sep;
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ss << entry.numberTowns << sep;
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ss << entry.numberArtifacts << sep;
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ss << entry.numberDwellings << sep;
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ss << entry.armyStrength << sep;
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ss << entry.totalExperience << sep;
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ss << entry.income << sep;
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ss << entry.mapExploredRatio << sep;
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ss << entry.obeliskVisitedRatio << sep;
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ss << entry.townBuiltRatio << sep;
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ss << entry.hasGrail << sep;
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ss << entry.score << sep;
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ss << entry.maxHeroLevel << sep;
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ss << entry.numBattlesNeutral << sep;
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ss << entry.numBattlesPlayer << sep;
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ss << entry.numWinBattlesNeutral << sep;
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ss << entry.numWinBattlesPlayer << sep;
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ss << entry.numHeroSurrendered << sep;
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ss << entry.numHeroEscaped << sep;
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ss << entry.eventCapturedTown << sep;
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ss << entry.eventDefeatedStrongestHero << sep;
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2024-08-03 20:47:20 +02:00
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ss << entry.movementPointsUsed;
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2024-08-01 21:30:53 +02:00
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for(auto & resource : resources)
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2024-08-14 21:01:37 +02:00
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ss << sep << entry.resources[resource];
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2024-08-02 01:18:39 +02:00
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for(auto & resource : resources)
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2024-08-14 21:01:37 +02:00
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ss << sep << entry.numMines[resource];
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2024-08-03 19:53:05 +02:00
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for(auto & resource : resources)
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2024-08-14 21:01:37 +02:00
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ss << sep << entry.spentResourcesForArmy[resource];
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2024-08-03 19:53:05 +02:00
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for(auto & resource : resources)
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2024-08-14 21:01:37 +02:00
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ss << sep << entry.spentResourcesForBuildings[resource];
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2024-08-03 19:53:05 +02:00
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for(auto & resource : resources)
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2024-08-14 21:01:37 +02:00
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ss << sep << entry.tradeVolume[resource];
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2024-08-01 21:30:53 +02:00
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ss << "\r\n";
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2024-07-27 02:11:26 +02:00
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}
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return ss.str();
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}
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2024-08-12 20:14:36 +02:00
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std::string StatisticDataSet::writeCsv()
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{
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const boost::filesystem::path outPath = VCMIDirs::get().userCachePath() / "statistic";
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boost::filesystem::create_directories(outPath);
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const boost::filesystem::path filePath = outPath / (vstd::getDateTimeISO8601Basic(std::time(nullptr)) + ".csv");
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std::ofstream file(filePath.c_str());
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2024-08-14 21:01:37 +02:00
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std::string csv = toCsv(";");
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2024-08-12 20:14:36 +02:00
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file << csv;
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return filePath.string();
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}
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2024-08-02 01:18:39 +02:00
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std::vector<const CGMine *> Statistic::getMines(const CGameState * gs, const PlayerState * ps)
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{
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std::vector<const CGMine *> tmp;
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std::vector<const CGObjectInstance *> ownedObjects;
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for(const CGObjectInstance * obj : gs->map->objects)
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{
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if(obj && obj->tempOwner == ps->color)
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ownedObjects.push_back(obj);
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}
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/// This is code from CPlayerSpecificInfoCallback::getMyObjects
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/// I'm really need to find out about callback interface design...
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for(const auto * object : ownedObjects)
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{
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//Mines
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if ( object->ID == Obj::MINE )
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{
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const auto * mine = dynamic_cast<const CGMine *>(object);
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assert(mine);
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tmp.push_back(mine);
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}
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}
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return tmp;
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}
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2024-08-01 22:36:32 +02:00
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//calculates total number of artifacts that belong to given player
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int Statistic::getNumberOfArts(const PlayerState * ps)
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{
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int ret = 0;
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for(auto h : ps->heroes)
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{
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2024-08-12 20:26:30 +02:00
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ret += h->artifactsInBackpack.size() + h->artifactsWorn.size();
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2024-08-01 22:36:32 +02:00
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}
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return ret;
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}
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// get total strength of player army
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2024-08-02 01:18:39 +02:00
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si64 Statistic::getArmyStrength(const PlayerState * ps, bool withTownGarrison)
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2024-08-01 22:36:32 +02:00
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{
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si64 str = 0;
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for(auto h : ps->heroes)
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{
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2024-08-02 01:18:39 +02:00
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if(!h->inTownGarrison || withTownGarrison) //original h3 behavior
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2024-08-01 22:36:32 +02:00
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str += h->getArmyStrength();
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}
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return str;
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}
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2024-08-03 18:48:45 +02:00
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// get total experience of all heroes
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si64 Statistic::getTotalExperience(const PlayerState * ps)
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{
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si64 tmp = 0;
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for(auto h : ps->heroes)
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tmp += h->exp;
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return tmp;
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}
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2024-08-01 22:36:32 +02:00
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// get total gold income
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2024-08-01 23:56:06 +02:00
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int Statistic::getIncome(const CGameState * gs, const PlayerState * ps)
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2024-08-01 22:36:32 +02:00
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{
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int totalIncome = 0;
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//Heroes can produce gold as well - skill, specialty or arts
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for(const auto & h : ps->heroes)
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2024-08-24 22:42:19 +02:00
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totalIncome += h->dailyIncome()[EGameResID::GOLD];
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2024-08-01 22:36:32 +02:00
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//Add town income of all towns
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for(const auto & t : ps->towns)
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totalIncome += t->dailyIncome()[EGameResID::GOLD];
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2024-08-02 01:18:39 +02:00
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for(const CGMine * mine : getMines(gs, ps))
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2024-08-24 22:42:19 +02:00
|
|
|
totalIncome += mine->dailyIncome()[EGameResID::GOLD];
|
2024-08-01 22:36:32 +02:00
|
|
|
|
|
|
|
return totalIncome;
|
|
|
|
}
|
|
|
|
|
2024-08-03 17:55:43 +02:00
|
|
|
float Statistic::getMapExploredRatio(const CGameState * gs, PlayerColor player)
|
2024-08-01 23:21:41 +02:00
|
|
|
{
|
2024-08-03 17:55:43 +02:00
|
|
|
float visible = 0.0;
|
|
|
|
float numTiles = 0.0;
|
2024-08-01 23:21:41 +02:00
|
|
|
|
|
|
|
for(int layer = 0; layer < (gs->map->twoLevel ? 2 : 1); layer++)
|
2024-08-01 23:56:06 +02:00
|
|
|
for(int y = 0; y < gs->map->height; ++y)
|
|
|
|
for(int x = 0; x < gs->map->width; ++x)
|
2024-08-01 23:21:41 +02:00
|
|
|
{
|
|
|
|
TerrainTile tile = gs->map->getTile(int3(x, y, layer));
|
|
|
|
|
2024-08-01 23:56:06 +02:00
|
|
|
if(tile.blocked && (!tile.visitable))
|
2024-08-01 23:21:41 +02:00
|
|
|
continue;
|
|
|
|
|
|
|
|
if(gs->isVisible(int3(x, y, layer), player))
|
|
|
|
visible++;
|
|
|
|
numTiles++;
|
|
|
|
}
|
|
|
|
|
2024-08-01 23:56:06 +02:00
|
|
|
return visible / numTiles;
|
2024-08-01 23:21:41 +02:00
|
|
|
}
|
|
|
|
|
2024-08-02 19:38:33 +02:00
|
|
|
const CGHeroInstance * Statistic::findBestHero(const CGameState * gs, const PlayerColor & color)
|
2024-08-02 00:04:41 +02:00
|
|
|
{
|
2024-08-02 19:38:33 +02:00
|
|
|
auto &h = gs->players.at(color).heroes;
|
2024-08-02 00:04:41 +02:00
|
|
|
if(h.empty())
|
|
|
|
return nullptr;
|
|
|
|
//best hero will be that with highest exp
|
|
|
|
int best = 0;
|
|
|
|
for(int b=1; b<h.size(); ++b)
|
|
|
|
{
|
|
|
|
if(h[b]->exp > h[best]->exp)
|
|
|
|
{
|
|
|
|
best = b;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return h[best];
|
|
|
|
}
|
|
|
|
|
2024-08-03 17:55:43 +02:00
|
|
|
std::vector<std::vector<PlayerColor>> Statistic::getRank(std::vector<std::pair<PlayerColor, si64>> stats)
|
2024-08-02 00:04:41 +02:00
|
|
|
{
|
2024-08-03 17:55:43 +02:00
|
|
|
std::sort(stats.begin(), stats.end(), [](const std::pair<PlayerColor, si64> & a, const std::pair<PlayerColor, si64> & b) { return a.second > b.second; });
|
2024-08-02 00:04:41 +02:00
|
|
|
|
|
|
|
//put first element
|
|
|
|
std::vector< std::vector<PlayerColor> > ret;
|
2024-08-12 20:26:30 +02:00
|
|
|
ret.push_back( { stats[0].first } );
|
2024-08-02 00:04:41 +02:00
|
|
|
|
|
|
|
//the rest of elements
|
|
|
|
for(int g=1; g<stats.size(); ++g)
|
|
|
|
{
|
|
|
|
if(stats[g].second == stats[g-1].second)
|
|
|
|
{
|
|
|
|
(ret.end()-1)->push_back( stats[g].first );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//create next occupied rank
|
2024-08-12 20:26:30 +02:00
|
|
|
ret.push_back( { stats[g].first });
|
2024-08-02 00:04:41 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
2024-08-02 01:18:39 +02:00
|
|
|
int Statistic::getObeliskVisited(const CGameState * gs, const TeamID & t)
|
|
|
|
{
|
|
|
|
if(gs->map->obelisksVisited.count(t))
|
|
|
|
return gs->map->obelisksVisited.at(t);
|
|
|
|
else
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2024-08-03 17:55:43 +02:00
|
|
|
float Statistic::getObeliskVisitedRatio(const CGameState * gs, const TeamID & t)
|
2024-08-02 01:18:39 +02:00
|
|
|
{
|
2024-08-03 17:55:43 +02:00
|
|
|
if(!gs->map->obeliskCount)
|
|
|
|
return 0;
|
2024-08-12 20:26:30 +02:00
|
|
|
return static_cast<float>(getObeliskVisited(gs, t)) / gs->map->obeliskCount;
|
2024-08-02 01:18:39 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
std::map<EGameResID, int> Statistic::getNumMines(const CGameState * gs, const PlayerState * ps)
|
|
|
|
{
|
|
|
|
std::map<EGameResID, int> tmp;
|
|
|
|
|
|
|
|
for(auto & res : EGameResID::ALL_RESOURCES())
|
|
|
|
tmp[res] = 0;
|
|
|
|
|
|
|
|
for(const CGMine * mine : getMines(gs, ps))
|
|
|
|
tmp[mine->producedResource]++;
|
|
|
|
|
|
|
|
return tmp;
|
|
|
|
}
|
|
|
|
|
2024-08-03 19:53:05 +02:00
|
|
|
float Statistic::getTownBuiltRatio(const PlayerState * ps)
|
|
|
|
{
|
|
|
|
float built = 0.0;
|
|
|
|
float total = 0.0;
|
|
|
|
|
|
|
|
for(const auto & t : ps->towns)
|
|
|
|
{
|
2024-08-17 21:06:48 +02:00
|
|
|
built += t->getBuildings().size();
|
2024-08-03 19:53:05 +02:00
|
|
|
for(const auto & b : t->town->buildings)
|
|
|
|
if(!t->forbiddenBuildings.count(b.first))
|
|
|
|
total += 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(total < 1)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
return built / total;
|
|
|
|
}
|
|
|
|
|
2024-07-27 02:11:26 +02:00
|
|
|
VCMI_LIB_NAMESPACE_END
|