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vcmi/lib/gameState/GameStatistics.h

175 lines
4.5 KiB
C++

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