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vcmi/lib/gameState/GameStatistics.h

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/*
* GameSTatistics.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../GameConstants.h"
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#include "../ResourceSet.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct PlayerState;
class CGameState;
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class CGHeroInstance;
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class CGMine;
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struct DLL_LINKAGE StatisticDataSetEntry
{
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std::string map;
time_t timestamp;
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int day;
PlayerColor player;
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std::string playerName;
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TeamID team;
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bool isHuman;
EPlayerStatus status;
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TResources resources;
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int numberHeroes;
int numberTowns;
int numberArtifacts;
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int numberDwellings;
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si64 armyStrength;
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si64 totalExperience;
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int income;
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float mapExploredRatio;
float obeliskVisitedRatio;
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float townBuiltRatio;
bool hasGrail;
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std::map<EGameResID, int> numMines;
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int score;
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int maxHeroLevel;
int numBattlesNeutral;
int numBattlesPlayer;
int numWinBattlesNeutral;
int numWinBattlesPlayer;
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int numHeroSurrendered;
int numHeroEscaped;
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TResources spentResourcesForArmy;
TResources spentResourcesForBuildings;
TResources tradeVolume;
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bool eventCapturedTown;
bool eventDefeatedStrongestHero;
si64 movementPointsUsed;
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template <typename Handler> void serialize(Handler &h)
{
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h & map;
h & timestamp;
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h & day;
h & player;
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if(h.version >= Handler::Version::STATISTICS_SCREEN)
h & playerName;
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h & team;
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h & isHuman;
h & status;
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h & resources;
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h & numberHeroes;
h & numberTowns;
h & numberArtifacts;
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h & numberDwellings;
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h & armyStrength;
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h & totalExperience;
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h & income;
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h & mapExploredRatio;
h & obeliskVisitedRatio;
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h & townBuiltRatio;
h & hasGrail;
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h & numMines;
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h & score;
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h & maxHeroLevel;
h & numBattlesNeutral;
h & numBattlesPlayer;
h & numWinBattlesNeutral;
h & numWinBattlesPlayer;
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h & numHeroSurrendered;
h & numHeroEscaped;
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h & spentResourcesForArmy;
h & spentResourcesForBuildings;
h & tradeVolume;
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if(h.version >= Handler::Version::STATISTICS_SCREEN)
{
h & eventCapturedTown;
h & eventDefeatedStrongestHero;
}
h & movementPointsUsed;
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}
};
class DLL_LINKAGE StatisticDataSet
{
public:
void add(StatisticDataSetEntry entry);
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static StatisticDataSetEntry createEntry(const PlayerState * ps, const CGameState * gs);
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std::string toCsv(std::string sep);
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std::string writeCsv();
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struct PlayerAccumulatedValueStorage // holds some actual values needed for stats
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{
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int numBattlesNeutral;
int numBattlesPlayer;
int numWinBattlesNeutral;
int numWinBattlesPlayer;
int numHeroSurrendered;
int numHeroEscaped;
TResources spentResourcesForArmy;
TResources spentResourcesForBuildings;
TResources tradeVolume;
si64 movementPointsUsed;
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int lastCapturedTownDay;
int lastDefeatedStrongestHeroDay;
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template <typename Handler> void serialize(Handler &h)
{
h & numBattlesNeutral;
h & numBattlesPlayer;
h & numWinBattlesNeutral;
h & numWinBattlesPlayer;
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h & numHeroSurrendered;
h & numHeroEscaped;
h & spentResourcesForArmy;
h & spentResourcesForBuildings;
h & tradeVolume;
h & movementPointsUsed;
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if(h.version >= Handler::Version::STATISTICS_SCREEN)
{
h & lastCapturedTownDay;
h & lastDefeatedStrongestHeroDay;
}
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}
};
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std::vector<StatisticDataSetEntry> data;
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std::map<PlayerColor, PlayerAccumulatedValueStorage> accumulatedValues;
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template <typename Handler> void serialize(Handler &h)
{
h & data;
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h & accumulatedValues;
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}
};
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class DLL_LINKAGE Statistic
{
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static std::vector<const CGMine *> getMines(const CGameState * gs, const PlayerState * ps);
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public:
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static int getNumberOfArts(const PlayerState * ps);
static si64 getArmyStrength(const PlayerState * ps, bool withTownGarrison = false);
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static si64 getTotalExperience(const PlayerState * ps);
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static int getIncome(const CGameState * gs, const PlayerState * ps);
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static float getMapExploredRatio(const CGameState * gs, PlayerColor player);
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static const CGHeroInstance * findBestHero(const CGameState * gs, const PlayerColor & color);
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static std::vector<std::vector<PlayerColor>> getRank(std::vector<std::pair<PlayerColor, si64>> stats);
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static int getObeliskVisited(const CGameState * gs, const TeamID & t);
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static float getObeliskVisitedRatio(const CGameState * gs, const TeamID & t);
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static std::map<EGameResID, int> getNumMines(const CGameState * gs, const PlayerState * ps);
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static float getTownBuiltRatio(const PlayerState * ps);
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};
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VCMI_LIB_NAMESPACE_END