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// Copyright Hugh Perkins 2006, 2009
// hughperkins@gmail.com http://manageddreams.com
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the
// Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
// or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
//
// You should have received a copy of the GNU General Public License along
// with this program in the file licence.txt; if not, write to the
// Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-
// 1307 USA
// You can find the licence also on the web at:
// http://www.opensource.org/licenses/gpl-license.php
//
package hughai.mapping;
import java.io.*;
import org.w3c.dom.Document;
import org.w3c.dom.Element;
import com.springrts.ai.*;
import com.springrts.ai.oo.*;
import com.springrts.ai.oo.clb.*;
import hughai.CSAI;
import hughai.PlayerObjects;
import hughai.basictypes.*;
import hughai.*;
import hughai.loader.utils.TransLoadStorage;
import hughai.mapping.Metal.MetalPos;
import hughai.mapping.Metal.MetalSpot;
import hughai.mapping.SlopeMap.ButtonSlopeDistribution;
import hughai.ui.MainUI;
import hughai.utils.*;
// holds the heightmap of the map
// since this takes ages to load the heightmap, for now, this
// is cached in the loader module (for speed between ai reloads during dev)
// and in a cache file (which accelerates initial loading at each game
// start, except for the very first, very slightly, but not enough.
// See explanation below for why we can't just use getheightmap
//
// notes on heightmap:
// aicallback.getElevationAt calls ultimately CGround::GetHeight2( float x, float y );
// aicallback.getMap().getHeightMap() returns the heights at the center of each square,
// rather than those at the corners
//
// notes on CGround::GetHeight2 (x,y) algo:
// - first determines the square coordinates, ie sx,sy , which is basically x/8,y/8 for ints
// - and the coordinates within the square, deltax, deltay, the distance from the corner of the square
// ( so sounds like ,reasonable guess, this is going to interpolate, and give
// the exact height at the exact x,y coordinates)
// - hs is ... oh, I reckon it's the position of the square height within the one-dimensional
// heightmap float array
// - then it is using readmap->GetHeightMap(), which sounds like it gives the
// corner heights of the map
//
// so, this class's, HeightMap's heightmap, gives the corner
// heights, the original readmap->GetHeightMap() ...
//
// If we wanted to avoid making multiple calls to getElevationAt, in order
// to determine the heightmap, I suppose we have a couple of possibilities:
// - somehow reverse the process of getting the center height, to get the corner
// heights, but that sounds tricky ...
// - just read the original mapfile using java.io ?
//
// thinking about getting corner heights from center heights, I feel maybe
// there is insufficient information. Imagine a 1-d map, with just three heights:
//
// h[2]
//
//
// c[1]
//
//
// h[1]
// c[0]
// h[0]
//
// .. then: c[0] = (h[0] + h[1]) / 2
// c[1] = (h[1] + h[2]) / 2
// going from h -> c, we have three knowns going to two unknowns
// going from c -> h, we have two knowns somehow determining three unknowns,
// which is insufficiently specified
// or, looking at it intuitively, if we fix c[0] and c[1], we can imagine the
// two lines going through h[0],h[1] and h[1],h[2] being able to fold and unfold
// like a hinge without leaving the fixed points provided by c[0] and c[1]
//
// Looking at just reading the mapfile directly using java.io, the issue
// is that the Java Interface v0.1 does not seem to currently expose the
// classes/methods we would need to easily obtain the map file.
//
// Without having such methods in the AI, we'd basically need to rewrite a
// whole chunk of Spring code:
// - parse the script file (if we even know which script file it is...)
// - locate the mapfile in the various locations that Spring searches in,
// which is quite a lot of work in itself, since different os's have
// different locations, and how am I going to test all of that?
// - use 7z to decompress the actual map image from within the mapfile
// ... ok, that's it, but each of those steps is at least several hours work,
// maybe more, maybe several man-days per step?
//
public class HeightMap
{
CSAI csai;
LogFile logFile;
Map gameMap;
PlayerObjects playerObjects;
// MovementMaps movementMaps;
//Maps maps;
private float[][] heightMap; // corner heights of each map square
public static final int granularity = 1;
public static class HeightMapPos extends Int2 {
public HeightMapPos() {
}
public HeightMapPos( Int2 int2 ) {
x = int2.x;
y = int2.y;
}
public HeightMapPos( int x, int y ) {
super( x, y );
}
public TerrainPos toTerrainPos() {
return new TerrainPos( x * 8 * granularity, 0, y * 8 * granularity );
}
public static HeightMapPos fromTerrainPos( TerrainPos terrainPos ) {
return new HeightMapPos( (int)terrainPos.x / 8 / granularity,
(int)terrainPos.z / 8 / granularity );
}
}
// returns the top left corner height of the square at heightMapPos
public float getElevationAt( HeightMapPos heightMapPos ) {
GetHeightMap();
return heightMap[heightMapPos.x][heightMapPos.y];
}
// technically this isn't quite right, since it gives the top-left corner
// height of the square that this point is in.
// we could copy/paste the code from CGround::GetHeight2, in order to return
// the exact elevation, though I'm not sure there's anything that really
// needs such a precise calculation of elevation?
public float getElevationAt( TerrainPos terrainPos ) {
GetHeightMap();
HeightMapPos heightMapPos = HeightMapPos.fromTerrainPos( terrainPos );
return getElevationAt( heightMapPos );
}
public HeightMap( PlayerObjects playerObjects )
{
this.csai = playerObjects.getCSAI();
this.logFile = playerObjects.getLogFile();
gameMap = playerObjects.getAicallback().getMap();
this.playerObjects = playerObjects;
// movementMaps = playerObjects.getMovementMaps();
//maps = playerObjects.getMaps();
csai.RegisterVoiceCommand( "showheightmap", new VoiceShowHeightMap() );
playerObjects.getMainUI().registerButton( "Dump heightmap distribution",
new ButtonHeightDistribution() );
playerObjects.getMainUI().registerButton( "Calculate heightmap",
new ButtonCalculateHeightMap() );
playerObjects.getMainUI().registerButton( "Get heightmap from cache",
new ButtonGetHeightMapFromCache() );
}
class VoiceShowHeightMap implements VoiceCommandHandler {
@Override
public void commandReceived( String command, String[] args, int playerid ) {
int height = Integer.parseInt( args[2] );
csai.sendTextMessage( "drawing height map for contour height " + height );
showHeightMap( height );
}
}
void showHeightMap( int height ) {
float[][]heightmap = GetHeightMap();
int mapwidth = heightmap.length;
int mapheight = heightmap[0].length;
boolean contourheight[][] = new boolean[mapwidth][mapheight];
for( int x = 0; x < mapwidth; x++ ) {
for( int z = 0; z < mapheight; z++ ) {
contourheight[x][z] =
(heightmap[x][z]>=height);
}
}
playerObjects.getDrawingUtils().DrawMap( contourheight );
}
@Override
protected void finalize() {
System.out.println( this.getClass().getSimpleName() + ".finalize()");
}
class ButtonCalculateHeightMap implements MainUI.ButtonHandler {
@Override
public void go() {
calculateHeightMap();
}
}
class ButtonGetHeightMapFromCache implements MainUI.ButtonHandler {
@Override
public void go() {
LoadCache();
}
}
class ButtonHeightDistribution implements MainUI.ButtonHandler {
@Override
public void go() {
float[][]heightmap = GetHeightMap();
logFile.WriteLine( "heightmap distribution:" );
new MapHelper( playerObjects ).DumpMapDistribution( heightmap );
}
}
private float[][] GetHeightMap()
{
if( heightMap != null ) {
return heightMap;
}
if( LoadCoreStorage() ) {
return heightMap;
}
if( LoadCache() ) {
SaveCoreStorage();
return heightMap;
}
calculateHeightMap();
SaveCache();
SaveCoreStorage();
return heightMap;
}
public void calculateHeightMap() {
logFile.WriteLine("Getting heightmap, this could take a while... ");
int mapwidth = gameMap.getWidth();
int mapheight = gameMap.getHeight();
heightMap = new float[mapwidth + 1][ mapheight + 1];
for (int x = 0; x < mapwidth + 1; x++)
{
for (int y = 0; y < mapheight + 1; y++)
{
heightMap[x][ y] = gameMap.getElevationAt(x
* playerObjects.getMaps().getMovementMaps().SQUARE_SIZE, y
* playerObjects.getMaps().getMovementMaps().SQUARE_SIZE);
}
}
// SaveCache();
// SaveCoreStorage();
}
// save across ai reloads, to accelerate reload time
boolean LoadCoreStorage() {
Object storedHeightMap = TransLoadStorage.getInstance().getAttribute( "heightmap" );
if( storedHeightMap != null ) {
logFile.WriteLine( "retrieved height map from trans reload cache" );
heightMap = (float[][])storedHeightMap;
return true;
}
return false;
}
// we can just store the height map directly, since it's just an array of
// standard system floats, doesn't use any custom ai classes
void SaveCoreStorage() {
logFile.WriteLine( "storing heightmap in transcache" );
TransLoadStorage.getInstance().setAttribute( "heightmap", heightMap );
System.out.println( "after storage, value in cache is: " + TransLoadStorage.getInstance().getAttribute( "heightmap" ) );
}
String version = "0.2"; // for cache
String getCacheFilepath() {
String MapName = gameMap.getName();
return csai.getCacheDirectoryPath() + File.separator + MapName + "_heightmap"
+ "_" + playerObjects.getAicallback().getSkirmishAI().getTeamId() + "_" + version + ".dat";
}
// save cache to speed up load times. storing as xml is sloooowwww
void SaveCacheOld()
{
logFile.WriteLine( "saving height map to cache..." );
String cachefilepath = getCacheFilepath();
Document cachedom = XmlHelper.CreateDom();
Element metadata = XmlHelper.AddChild( cachedom.getDocumentElement(), "metadata" );
metadata.setAttribute( "type", "HeightMap" );
metadata.setAttribute( "map", gameMap.getName() );
metadata.setAttribute( "version", version );
// metadata.setAttribute( "datecreated", timeHelper.GetCurrentRealTimeString() );
metadata.setAttribute( "mapheight", "" + gameMap.getHeight() );
metadata.setAttribute( "mapwidth", "" + gameMap.getWidth() );
Element heights = XmlHelper.AddChild( cachedom.getDocumentElement(), "heights" );
for (int x = 0; x < gameMap.getWidth() + 1; x++)
{
for (int y = 0; y < gameMap.getHeight() + 1; y++)
{
Element height = XmlHelper.AddChild( heights, "height" );
height.setAttribute( "height", "" + heightMap[x][y] );
}
}
XmlHelper.SaveDom( cachedom, cachefilepath );
logFile.WriteLine( " ... done" );
}
// save cache to speed up load times. storing as xml is sloooowwww
void SaveCache()
{
try {
logFile.WriteLine( "saving height map to cache..." );
String cachefilepath = getCacheFilepath();
BufferedOutputStream fileOutputStream = new BufferedOutputStream(
new FileOutputStream( cachefilepath ) );
ObjectOutputStream objectOutputStream = new ObjectOutputStream( fileOutputStream );
for (int x = 0; x < gameMap.getWidth() + 1; x++)
{
for (int y = 0; y < gameMap.getHeight() + 1; y++)
{
objectOutputStream.writeFloat( heightMap[x][y] );
//fileOutputStream.write( Converter.floatToBytes( heightMap[x][y] ) );
}
}
objectOutputStream.close();
fileOutputStream.close();
logFile.WriteLine( " ... done" );
} catch( Exception e ) {
logFile.WriteLine( Formatting.exceptionToStackTrace( e ) );
throw new RuntimeException( e );
}
}
boolean LoadCache() {
try {
if( new File( getCacheFilepath() ).exists() ) {
logFile.WriteLine( "Loading heightmap from cache..." );
// byte[] buffer = new byte[ ( gameMap.getWidth() + 1 ) * ( gameMap.getWidth() + 1 ) * 4 ];
BufferedInputStream inputStream = new BufferedInputStream(
new FileInputStream( getCacheFilepath() ) );
ObjectInputStream objectInputStream = new ObjectInputStream( inputStream );
// inputStream.read( buffer );
int mapwidth = gameMap.getWidth();
int mapheight = gameMap.getHeight();
heightMap = new float[mapwidth + 1][ mapheight + 1];
int offset = 0;
for (int x = 0; x < gameMap.getWidth() + 1; x++)
{
for (int y = 0; y < gameMap.getHeight() + 1; y++)
{
// heightMap[x][y] = Converter.bytesToFloat( buffer, offset );
heightMap[x][y] = objectInputStream.readFloat();
offset += 4;
}
}
objectInputStream.close();
inputStream.close();
logFile.WriteLine( " ... done." );
return true;
} else {
return false;
}
} catch( Exception e ) {
logFile.WriteLine( Formatting.exceptionToStackTrace( e ) );
throw new RuntimeException( e );
}
}
}
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