mirror of
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175 lines
4.5 KiB
C++
175 lines
4.5 KiB
C++
/*
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* GameSTatistics.h, 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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#pragma once
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#include "../GameConstants.h"
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#include "../ResourceSet.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class PlayerState;
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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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{
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std::string map;
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time_t timestamp;
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int day;
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PlayerColor player;
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std::string playerName;
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TeamID team;
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bool isHuman;
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EPlayerStatus status;
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TResources resources;
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int numberHeroes;
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int numberTowns;
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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;
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float obeliskVisitedRatio;
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float townBuiltRatio;
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bool hasGrail;
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std::map<EGameResID, int> numMines;
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int score;
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int maxHeroLevel;
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int numBattlesNeutral;
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int numBattlesPlayer;
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int numWinBattlesNeutral;
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int numWinBattlesPlayer;
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int numHeroSurrendered;
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int numHeroEscaped;
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TResources spentResourcesForArmy;
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TResources spentResourcesForBuildings;
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TResources tradeVolume;
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bool eventCapturedTown;
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bool eventDefeatedStrongestHero;
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si64 movementPointsUsed;
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template <typename Handler> void serialize(Handler &h)
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{
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h & map;
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h & timestamp;
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h & day;
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h & player;
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if(h.version >= Handler::Version::STATISTICS_SCREEN)
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h & playerName;
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h & team;
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h & isHuman;
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h & status;
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h & resources;
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h & numberHeroes;
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h & numberTowns;
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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;
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h & obeliskVisitedRatio;
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h & townBuiltRatio;
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h & hasGrail;
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h & numMines;
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h & score;
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h & maxHeroLevel;
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h & numBattlesNeutral;
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h & numBattlesPlayer;
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h & numWinBattlesNeutral;
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h & numWinBattlesPlayer;
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h & numHeroSurrendered;
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h & numHeroEscaped;
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h & spentResourcesForArmy;
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h & spentResourcesForBuildings;
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h & tradeVolume;
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if(h.version >= Handler::Version::STATISTICS_SCREEN)
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{
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h & eventCapturedTown;
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h & eventDefeatedStrongestHero;
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}
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h & movementPointsUsed;
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}
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};
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class DLL_LINKAGE StatisticDataSet
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{
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public:
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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;
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int numBattlesPlayer;
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int numWinBattlesNeutral;
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int numWinBattlesPlayer;
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int numHeroSurrendered;
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int numHeroEscaped;
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TResources spentResourcesForArmy;
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TResources spentResourcesForBuildings;
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TResources tradeVolume;
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si64 movementPointsUsed;
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int lastCapturedTownDay;
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int lastDefeatedStrongestHeroDay;
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template <typename Handler> void serialize(Handler &h)
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{
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h & numBattlesNeutral;
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h & numBattlesPlayer;
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h & numWinBattlesNeutral;
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h & numWinBattlesPlayer;
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h & numHeroSurrendered;
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h & numHeroEscaped;
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h & spentResourcesForArmy;
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h & spentResourcesForBuildings;
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h & tradeVolume;
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h & movementPointsUsed;
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if(h.version >= Handler::Version::STATISTICS_SCREEN)
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{
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h & lastCapturedTownDay;
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h & lastDefeatedStrongestHeroDay;
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}
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}
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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)
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{
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h & data;
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h & accumulatedValues;
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}
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};
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class DLL_LINKAGE Statistic
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{
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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);
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static int getNumberOfDwellings(const PlayerState * ps);
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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
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