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365 lines
11 KiB
C++
365 lines
11 KiB
C++
/*
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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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#include "../CPlayerState.h"
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#include "../constants/StringConstants.h"
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#include "CGameState.h"
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#include "TerrainHandler.h"
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#include "CHeroHandler.h"
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#include "StartInfo.h"
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#include "HighScore.h"
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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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#include "../entities/building/CBuilding.h"
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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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StatisticDataSetEntry StatisticDataSet::createEntry(const PlayerState * ps, const CGameState * gs)
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{
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StatisticDataSetEntry data;
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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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data.map = gs->map->name.toString();
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data.timestamp = std::time(nullptr);
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data.day = gs->getDate(Date::DAY);
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data.player = ps->color;
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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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data.resources = ps->resources;
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data.numberHeroes = ps->heroes.size();
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data.numberTowns = gs->howManyTowns(ps->color);
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data.numberArtifacts = Statistic::getNumberOfArts(ps);
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data.numberDwellings = gs->getPlayerState(ps->color)->dwellings.size();
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data.armyStrength = Statistic::getArmyStrength(ps, true);
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data.totalExperience = Statistic::getTotalExperience(ps);
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data.income = Statistic::getIncome(gs, ps);
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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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data.townBuiltRatio = Statistic::getTownBuiltRatio(ps);
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data.hasGrail = param.hasGrail;
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data.numMines = Statistic::getNumMines(gs, ps);
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data.score = scenarioHighScores.calculate().total;
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data.maxHeroLevel = Statistic::findBestHero(gs, ps->color) ? Statistic::findBestHero(gs, ps->color)->level : 0;
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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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data.movementPointsUsed = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).movementPointsUsed : 0;
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return data;
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}
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std::string StatisticDataSet::toCsv()
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{
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std::stringstream ss;
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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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ss << "Map" << ";";
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ss << "Timestamp" << ";";
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ss << "Day" << ";";
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ss << "Player" << ";";
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ss << "Team" << ";";
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ss << "IsHuman" << ";";
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ss << "Status" << ";";
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ss << "NumberHeroes" << ";";
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ss << "NumberTowns" << ";";
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ss << "NumberArtifacts" << ";";
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ss << "NumberDwellings" << ";";
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ss << "ArmyStrength" << ";";
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ss << "TotalExperience" << ";";
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ss << "Income" << ";";
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ss << "MapExploredRatio" << ";";
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ss << "ObeliskVisitedRatio" << ";";
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ss << "TownBuiltRatio" << ";";
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ss << "HasGrail" << ";";
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ss << "Score" << ";";
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ss << "MaxHeroLevel" << ";";
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ss << "NumBattlesNeutral" << ";";
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ss << "NumBattlesPlayer" << ";";
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ss << "NumWinBattlesNeutral" << ";";
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ss << "NumWinBattlesPlayer" << ";";
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ss << "NumHeroSurrendered" << ";";
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ss << "NumHeroEscaped" << ";";
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ss << "MovementPointsUsed";
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for(auto & resource : resources)
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ss << ";" << GameConstants::RESOURCE_NAMES[resource];
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for(auto & resource : resources)
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ss << ";" << GameConstants::RESOURCE_NAMES[resource] + "Mines";
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for(auto & resource : resources)
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ss << ";" << GameConstants::RESOURCE_NAMES[resource] + "SpentResourcesForArmy";
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for(auto & resource : resources)
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ss << ";" << GameConstants::RESOURCE_NAMES[resource] + "SpentResourcesForBuildings";
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for(auto & resource : resources)
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ss << ";" << GameConstants::RESOURCE_NAMES[resource] + "TradeVolume";
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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 << ";";
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ss << vstd::getFormattedDateTime(entry.timestamp, "%Y-%m-%dT%H:%M:%S") << ";";
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ss << entry.day << ";";
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ss << GameConstants::PLAYER_COLOR_NAMES[entry.player] << ";";
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ss << entry.team.getNum() << ";";
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ss << entry.isHuman << ";";
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ss << static_cast<int>(entry.status) << ";";
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ss << entry.numberHeroes << ";";
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ss << entry.numberTowns << ";";
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ss << entry.numberArtifacts << ";";
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ss << entry.numberDwellings << ";";
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ss << entry.armyStrength << ";";
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ss << entry.totalExperience << ";";
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ss << entry.income << ";";
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ss << entry.mapExploredRatio << ";";
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ss << entry.obeliskVisitedRatio << ";";
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ss << entry.townBuiltRatio << ";";
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ss << entry.hasGrail << ";";
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ss << entry.score << ";";
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ss << entry.maxHeroLevel << ";";
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ss << entry.numBattlesNeutral << ";";
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ss << entry.numBattlesPlayer << ";";
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ss << entry.numWinBattlesNeutral << ";";
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ss << entry.numWinBattlesPlayer << ";";
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ss << entry.numHeroSurrendered << ";";
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ss << entry.numHeroEscaped << ";";
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ss << entry.movementPointsUsed;
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for(auto & resource : resources)
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ss << ";" << entry.resources[resource];
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for(auto & resource : resources)
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ss << ";" << entry.numMines[resource];
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for(auto & resource : resources)
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ss << ";" << entry.spentResourcesForArmy[resource];
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for(auto & resource : resources)
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ss << ";" << entry.spentResourcesForBuildings[resource];
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for(auto & resource : resources)
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ss << ";" << entry.tradeVolume[resource];
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ss << "\r\n";
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}
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return ss.str();
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}
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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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//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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ret += h->artifactsInBackpack.size() + h->artifactsWorn.size();
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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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si64 Statistic::getArmyStrength(const PlayerState * ps, bool withTownGarrison)
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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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if(!h->inTownGarrison || withTownGarrison) //original h3 behavior
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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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// 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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// get total gold income
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int Statistic::getIncome(const CGameState * gs, const PlayerState * ps)
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{
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int percentIncome = gs->getStartInfo()->getIthPlayersSettings(ps->color).handicap.percentIncome;
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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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totalIncome += h->valOfBonuses(Selector::typeSubtype(BonusType::GENERATE_RESOURCE, BonusSubtypeID(GameResID(GameResID::GOLD)))) * percentIncome / 100;
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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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for(const CGMine * mine : getMines(gs, ps))
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if(mine->producedResource == EGameResID::GOLD)
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totalIncome += mine->getProducedQuantity();
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return totalIncome;
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}
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float Statistic::getMapExploredRatio(const CGameState * gs, PlayerColor player)
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{
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float visible = 0.0;
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float numTiles = 0.0;
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for(int layer = 0; layer < (gs->map->twoLevel ? 2 : 1); layer++)
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for(int y = 0; y < gs->map->height; ++y)
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for(int x = 0; x < gs->map->width; ++x)
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{
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TerrainTile tile = gs->map->getTile(int3(x, y, layer));
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if(tile.blocked && (!tile.visitable))
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continue;
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if(gs->isVisible(int3(x, y, layer), player))
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visible++;
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numTiles++;
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}
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return visible / numTiles;
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}
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const CGHeroInstance * Statistic::findBestHero(const CGameState * gs, const PlayerColor & color)
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{
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auto &h = gs->players.at(color).heroes;
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if(h.empty())
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return nullptr;
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//best hero will be that with highest exp
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int best = 0;
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for(int b=1; b<h.size(); ++b)
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{
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if(h[b]->exp > h[best]->exp)
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{
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best = b;
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}
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}
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return h[best];
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}
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std::vector<std::vector<PlayerColor>> Statistic::getRank(std::vector<std::pair<PlayerColor, si64>> stats)
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{
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std::sort(stats.begin(), stats.end(), [](const std::pair<PlayerColor, si64> & a, const std::pair<PlayerColor, si64> & b) { return a.second > b.second; });
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//put first element
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std::vector< std::vector<PlayerColor> > ret;
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ret.push_back( { stats[0].first } );
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//the rest of elements
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for(int g=1; g<stats.size(); ++g)
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{
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if(stats[g].second == stats[g-1].second)
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{
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(ret.end()-1)->push_back( stats[g].first );
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}
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else
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{
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//create next occupied rank
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ret.push_back( { stats[g].first });
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}
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}
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return ret;
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}
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int Statistic::getObeliskVisited(const CGameState * gs, const TeamID & t)
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{
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if(gs->map->obelisksVisited.count(t))
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return gs->map->obelisksVisited.at(t);
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else
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return 0;
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}
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float Statistic::getObeliskVisitedRatio(const CGameState * gs, const TeamID & t)
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{
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if(!gs->map->obeliskCount)
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return 0;
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return static_cast<float>(getObeliskVisited(gs, t)) / gs->map->obeliskCount;
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}
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std::map<EGameResID, int> Statistic::getNumMines(const CGameState * gs, const PlayerState * ps)
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{
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std::map<EGameResID, int> tmp;
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for(auto & res : EGameResID::ALL_RESOURCES())
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tmp[res] = 0;
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for(const CGMine * mine : getMines(gs, ps))
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tmp[mine->producedResource]++;
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return tmp;
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}
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float Statistic::getTownBuiltRatio(const PlayerState * ps)
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{
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float built = 0.0;
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float total = 0.0;
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for(const auto & t : ps->towns)
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{
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built += t->builtBuildings.size();
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for(const auto & b : t->town->buildings)
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if(!t->forbiddenBuildings.count(b.first))
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total += 1;
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}
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if(total < 1)
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return 0;
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return built / total;
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}
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VCMI_LIB_NAMESPACE_END
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