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#ifndef GAME_MAP
#define GAME_MAP
#include <list>
#include "System/float3.h"
// heightVariance(Altair_Crossing.smf)
#define KBOT_VEH_THRESHOLD 43.97f
class CGroup;
class AIClasses;
class GameMap {
public:
GameMap(AIClasses*);
static std::list<float3> metalspots;
static std::list<float3> geospots;
static std::list<float3> metalfeatures; // not used yet
static std::list<float3> energyfeatures; // not used yet
/** @return float, height variance */
float GetHeightVariance() { return heightVariance; }
/** @return float, amount of water in [0, 1] */
float GetAmountOfWater() { return waterAmount; }
/** @return float, amount of land in [0, 1] */
float GetAmountOfLand() { return (1.0f - waterAmount); }
bool HasGeoSpots() { return geospots.size() > 0; }
bool HasMetalFeatures() { return metalfeatures.size() > 0; }
bool HasEnergyFeatures() { return energyfeatures.size() > 0; }
bool IsKbotMap() { return heightVariance > KBOT_VEH_THRESHOLD; }
bool IsVehicleMap() { return !IsKbotMap(); }
bool IsHooverMap() { return waterAmount > 0.2f; }
bool IsWaterMap() { return waterAmount > 0.7f; }
bool IsWaterFreeMap() { return waterAmount < 0.15f; }
bool IsLandFreeMap() { return waterAmount > 0.9f; }
bool IsMetalMap() { return metalCount > nonMetalCount && avgMetal > 80; }
bool IsMetalFreeMap() { return metalCount == 0; }
protected:
AIClasses* ai;
private:
float heightVariance;
float waterAmount;
int metalCount;
int nonMetalCount;
int minMetal;
int maxMetal;
int avgMetal;
bool debug;
void CalcMetalSpots();
void CalcGeoSpots();
void CalcMapHeightFeatures();
};
#endif
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