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vcmi/lib/gameState/GameStatistics.cpp
2024-08-12 18:26:30 +00:00

365 lines
11 KiB
C++

/*
* GameStatistics.cpp, 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
*
*/
#include "StdInc.h"
#include "GameStatistics.h"
#include "../CPlayerState.h"
#include "../constants/StringConstants.h"
#include "CGameState.h"
#include "TerrainHandler.h"
#include "CHeroHandler.h"
#include "StartInfo.h"
#include "HighScore.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/CGTownInstance.h"
#include "../mapObjects/CGObjectInstance.h"
#include "../mapObjects/MiscObjects.h"
#include "../mapping/CMap.h"
#include "../entities/building/CBuilding.h"
VCMI_LIB_NAMESPACE_BEGIN
void StatisticDataSet::add(StatisticDataSetEntry entry)
{
data.push_back(entry);
}
StatisticDataSetEntry StatisticDataSet::createEntry(const PlayerState * ps, const CGameState * gs)
{
StatisticDataSetEntry data;
HighScoreParameter param = HighScore::prepareHighScores(gs, ps->color, false);
HighScoreCalculation scenarioHighScores;
scenarioHighScores.parameters.push_back(param);
scenarioHighScores.isCampaign = false;
data.map = gs->map->name.toString();
data.timestamp = std::time(nullptr);
data.day = gs->getDate(Date::DAY);
data.player = ps->color;
data.team = ps->team;
data.isHuman = ps->isHuman();
data.status = ps->status;
data.resources = ps->resources;
data.numberHeroes = ps->heroes.size();
data.numberTowns = gs->howManyTowns(ps->color);
data.numberArtifacts = Statistic::getNumberOfArts(ps);
data.numberDwellings = gs->getPlayerState(ps->color)->dwellings.size();
data.armyStrength = Statistic::getArmyStrength(ps, true);
data.totalExperience = Statistic::getTotalExperience(ps);
data.income = Statistic::getIncome(gs, ps);
data.mapExploredRatio = Statistic::getMapExploredRatio(gs, ps->color);
data.obeliskVisitedRatio = Statistic::getObeliskVisitedRatio(gs, ps->team);
data.townBuiltRatio = Statistic::getTownBuiltRatio(ps);
data.hasGrail = param.hasGrail;
data.numMines = Statistic::getNumMines(gs, ps);
data.score = scenarioHighScores.calculate().total;
data.maxHeroLevel = Statistic::findBestHero(gs, ps->color) ? Statistic::findBestHero(gs, ps->color)->level : 0;
data.numBattlesNeutral = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numBattlesNeutral : 0;
data.numBattlesPlayer = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numBattlesPlayer : 0;
data.numWinBattlesNeutral = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numWinBattlesNeutral : 0;
data.numWinBattlesPlayer = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numWinBattlesPlayer : 0;
data.numHeroSurrendered = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numHeroSurrendered : 0;
data.numHeroEscaped = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numHeroEscaped : 0;
data.spentResourcesForArmy = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).spentResourcesForArmy : TResources();
data.spentResourcesForBuildings = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).spentResourcesForBuildings : TResources();
data.tradeVolume = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).tradeVolume : TResources();
data.movementPointsUsed = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).movementPointsUsed : 0;
return data;
}
std::string StatisticDataSet::toCsv()
{
std::stringstream ss;
auto resources = std::vector<EGameResID>{EGameResID::GOLD, EGameResID::WOOD, EGameResID::MERCURY, EGameResID::ORE, EGameResID::SULFUR, EGameResID::CRYSTAL, EGameResID::GEMS};
ss << "Map" << ";";
ss << "Timestamp" << ";";
ss << "Day" << ";";
ss << "Player" << ";";
ss << "Team" << ";";
ss << "IsHuman" << ";";
ss << "Status" << ";";
ss << "NumberHeroes" << ";";
ss << "NumberTowns" << ";";
ss << "NumberArtifacts" << ";";
ss << "NumberDwellings" << ";";
ss << "ArmyStrength" << ";";
ss << "TotalExperience" << ";";
ss << "Income" << ";";
ss << "MapExploredRatio" << ";";
ss << "ObeliskVisitedRatio" << ";";
ss << "TownBuiltRatio" << ";";
ss << "HasGrail" << ";";
ss << "Score" << ";";
ss << "MaxHeroLevel" << ";";
ss << "NumBattlesNeutral" << ";";
ss << "NumBattlesPlayer" << ";";
ss << "NumWinBattlesNeutral" << ";";
ss << "NumWinBattlesPlayer" << ";";
ss << "NumHeroSurrendered" << ";";
ss << "NumHeroEscaped" << ";";
ss << "MovementPointsUsed";
for(auto & resource : resources)
ss << ";" << GameConstants::RESOURCE_NAMES[resource];
for(auto & resource : resources)
ss << ";" << GameConstants::RESOURCE_NAMES[resource] + "Mines";
for(auto & resource : resources)
ss << ";" << GameConstants::RESOURCE_NAMES[resource] + "SpentResourcesForArmy";
for(auto & resource : resources)
ss << ";" << GameConstants::RESOURCE_NAMES[resource] + "SpentResourcesForBuildings";
for(auto & resource : resources)
ss << ";" << GameConstants::RESOURCE_NAMES[resource] + "TradeVolume";
ss << "\r\n";
for(auto & entry : data)
{
ss << entry.map << ";";
ss << vstd::getFormattedDateTime(entry.timestamp, "%Y-%m-%dT%H:%M:%S") << ";";
ss << entry.day << ";";
ss << GameConstants::PLAYER_COLOR_NAMES[entry.player] << ";";
ss << entry.team.getNum() << ";";
ss << entry.isHuman << ";";
ss << static_cast<int>(entry.status) << ";";
ss << entry.numberHeroes << ";";
ss << entry.numberTowns << ";";
ss << entry.numberArtifacts << ";";
ss << entry.numberDwellings << ";";
ss << entry.armyStrength << ";";
ss << entry.totalExperience << ";";
ss << entry.income << ";";
ss << entry.mapExploredRatio << ";";
ss << entry.obeliskVisitedRatio << ";";
ss << entry.townBuiltRatio << ";";
ss << entry.hasGrail << ";";
ss << entry.score << ";";
ss << entry.maxHeroLevel << ";";
ss << entry.numBattlesNeutral << ";";
ss << entry.numBattlesPlayer << ";";
ss << entry.numWinBattlesNeutral << ";";
ss << entry.numWinBattlesPlayer << ";";
ss << entry.numHeroSurrendered << ";";
ss << entry.numHeroEscaped << ";";
ss << entry.movementPointsUsed;
for(auto & resource : resources)
ss << ";" << entry.resources[resource];
for(auto & resource : resources)
ss << ";" << entry.numMines[resource];
for(auto & resource : resources)
ss << ";" << entry.spentResourcesForArmy[resource];
for(auto & resource : resources)
ss << ";" << entry.spentResourcesForBuildings[resource];
for(auto & resource : resources)
ss << ";" << entry.tradeVolume[resource];
ss << "\r\n";
}
return ss.str();
}
std::vector<const CGMine *> Statistic::getMines(const CGameState * gs, const PlayerState * ps)
{
std::vector<const CGMine *> tmp;
std::vector<const CGObjectInstance *> ownedObjects;
for(const CGObjectInstance * obj : gs->map->objects)
{
if(obj && obj->tempOwner == ps->color)
ownedObjects.push_back(obj);
}
/// This is code from CPlayerSpecificInfoCallback::getMyObjects
/// I'm really need to find out about callback interface design...
for(const auto * object : ownedObjects)
{
//Mines
if ( object->ID == Obj::MINE )
{
const auto * mine = dynamic_cast<const CGMine *>(object);
assert(mine);
tmp.push_back(mine);
}
}
return tmp;
}
//calculates total number of artifacts that belong to given player
int Statistic::getNumberOfArts(const PlayerState * ps)
{
int ret = 0;
for(auto h : ps->heroes)
{
ret += h->artifactsInBackpack.size() + h->artifactsWorn.size();
}
return ret;
}
// get total strength of player army
si64 Statistic::getArmyStrength(const PlayerState * ps, bool withTownGarrison)
{
si64 str = 0;
for(auto h : ps->heroes)
{
if(!h->inTownGarrison || withTownGarrison) //original h3 behavior
str += h->getArmyStrength();
}
return str;
}
// get total experience of all heroes
si64 Statistic::getTotalExperience(const PlayerState * ps)
{
si64 tmp = 0;
for(auto h : ps->heroes)
tmp += h->exp;
return tmp;
}
// get total gold income
int Statistic::getIncome(const CGameState * gs, const PlayerState * ps)
{
int percentIncome = gs->getStartInfo()->getIthPlayersSettings(ps->color).handicap.percentIncome;
int totalIncome = 0;
//Heroes can produce gold as well - skill, specialty or arts
for(const auto & h : ps->heroes)
totalIncome += h->valOfBonuses(Selector::typeSubtype(BonusType::GENERATE_RESOURCE, BonusSubtypeID(GameResID(GameResID::GOLD)))) * percentIncome / 100;
//Add town income of all towns
for(const auto & t : ps->towns)
totalIncome += t->dailyIncome()[EGameResID::GOLD];
for(const CGMine * mine : getMines(gs, ps))
if(mine->producedResource == EGameResID::GOLD)
totalIncome += mine->getProducedQuantity();
return totalIncome;
}
float Statistic::getMapExploredRatio(const CGameState * gs, PlayerColor player)
{
float visible = 0.0;
float numTiles = 0.0;
for(int layer = 0; layer < (gs->map->twoLevel ? 2 : 1); layer++)
for(int y = 0; y < gs->map->height; ++y)
for(int x = 0; x < gs->map->width; ++x)
{
TerrainTile tile = gs->map->getTile(int3(x, y, layer));
if(tile.blocked && (!tile.visitable))
continue;
if(gs->isVisible(int3(x, y, layer), player))
visible++;
numTiles++;
}
return visible / numTiles;
}
const CGHeroInstance * Statistic::findBestHero(const CGameState * gs, const PlayerColor & color)
{
auto &h = gs->players.at(color).heroes;
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];
}
std::vector<std::vector<PlayerColor>> Statistic::getRank(std::vector<std::pair<PlayerColor, si64>> stats)
{
std::sort(stats.begin(), stats.end(), [](const std::pair<PlayerColor, si64> & a, const std::pair<PlayerColor, si64> & b) { return a.second > b.second; });
//put first element
std::vector< std::vector<PlayerColor> > ret;
ret.push_back( { stats[0].first } );
//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
ret.push_back( { stats[g].first });
}
}
return ret;
}
int Statistic::getObeliskVisited(const CGameState * gs, const TeamID & t)
{
if(gs->map->obelisksVisited.count(t))
return gs->map->obelisksVisited.at(t);
else
return 0;
}
float Statistic::getObeliskVisitedRatio(const CGameState * gs, const TeamID & t)
{
if(!gs->map->obeliskCount)
return 0;
return static_cast<float>(getObeliskVisited(gs, t)) / gs->map->obeliskCount;
}
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;
}
float Statistic::getTownBuiltRatio(const PlayerState * ps)
{
float built = 0.0;
float total = 0.0;
for(const auto & t : ps->towns)
{
built += t->builtBuildings.size();
for(const auto & b : t->town->buildings)
if(!t->forbiddenBuildings.count(b.first))
total += 1;
}
if(total < 1)
return 0;
return built / total;
}
VCMI_LIB_NAMESPACE_END