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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.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import org.w3c.dom.*;
import java.io.*;
import com.springrts.ai.*;
import com.springrts.ai.oo.*;
import com.springrts.ai.oo.clb.*;
import hughai.basictypes.*;
import hughai.*;
import hughai.mapping.BuildMap.BuildMapPos;
import hughai.ui.MainUI;
import hughai.unitdata.*;
import hughai.utils.*;
// handles figuring out where the best metal spots are,
// and handing them out on demand
// listens for new extractors being built, and ticks those areas off
// from the list
public class Metal
{
public final String MetalClassVersion = "0.1"; // used for detecting cache validity; if cache was built with older version we rebuild it
public int MinMetalForSpot = 30; // from 0-255, the minimum percentage of metal a spot needs to have
//from the maximum to be saved. Prevents crappier spots in between taken spaces.
//They are still perfectly valid and will generate metal mind you!
public int MaxSpots = 5000; //If more spots than that are found the map is considered a metalmap, tweak this as needed
//int MaxSpots = 3;
public static final int granularity = 2;
public static class MetalPos extends Int2 {
public MetalPos() {
}
public MetalPos( Int2 int2 ) {
x = int2.x;
y = int2.y;
}
public MetalPos( int x, int y ) {
super( x, y );
}
public TerrainPos toTerrainPos() {
return new TerrainPos( x * 8 * granularity, 0, y * 8 * granularity );
}
public static MetalPos fromTerrainPos( TerrainPos terrainPos ) {
return new MetalPos( (int)terrainPos.x / 8 / granularity,
(int)terrainPos.z / 8 / granularity );
}
}
public MetalSpot[] MetalSpots;
public ArrayList<MetalSpot> MetalSpotsUsed = new ArrayList<MetalSpot>(); // arraylist of MetalSpots
public boolean isMetalMap = false;
public HashMap<Unit,Float3> Extractors = new HashMap<Unit,Float3>();
double ExtractorRadius;
CSAI csai;
OOAICallback aicallback;
LogFile logfile;
UnitController unitcontroller;
UnitDefHelp unitdefhelp;
ResourceManager resourceManager;
// BuildMap buildMap;
TimeHelper timeHelper;
// MovementMaps movementMaps;
Maps maps;
DrawingUtils drawingUtils;
PlayerObjects playerObjects;
public Metal( PlayerObjects playerObjects ) // protected constructor to force Singleton instantiation
{
this.playerObjects = playerObjects;
csai = playerObjects.getCSAI();
aicallback = csai.aicallback;
logfile = playerObjects.getLogFile();
unitcontroller = playerObjects.getUnitController();
unitdefhelp = playerObjects.getUnitDefHelp();
resourceManager = playerObjects.getResourceManager();
// buildMap = playerObjects.getBuildMap();
timeHelper = playerObjects.getTimeHelper();
// movementMaps = playerObjects.getMovementMaps();
maps = playerObjects.getMaps();
drawingUtils = playerObjects.getDrawingUtils();
ExtractorRadius = aicallback.getMap().getExtractorRadius(resourceManager.getMetalResource());
unitcontroller.registerListener( new UnitListener());
// csai.RegisterVoiceCommand( "showmetalspots", new DrawMetalSpotsHandler() );
csai.RegisterVoiceCommand( "searchmetalspots", new VoiceSearchMetal() );
playerObjects.getMainUI().registerButton( "Show metal spots", new ShowMetalSpotsButton() );
}
class ShowMetalSpotsButton implements MainUI.ButtonHandler {
@Override
public void go() {
DrawMetalSpots();
}
}
@Override
protected void finalize() {
System.out.println( this.getClass().getSimpleName() + ".finalize()");
}
// static Object lock = new Object();
public void Init()
{
// synchronized( lock ) {
if( !LoadCache() )
{
csai.SendTextMsg( "Metal analyzer rebuilding cachefile" );
SearchMetalSpots();
}
if( !isMetalMap )
{
ReserveMetalExtractorSpaces();
}
// }
}
class VoiceSearchMetal implements VoiceCommandHandler {
@Override
public void commandReceived( String chatString, String[] splitchatString, int player ) {
csai.sendTextMessage( "searching metal spots..." );
SearchMetalSpots();
}
}
void ReserveMetalExtractorSpaces()
{
for( MetalSpot metalspot : MetalSpots )
{
// logfile.WriteLine("reserving space for " + metalspot.Pos.toString() );
BuildMapPos buildMapPos = BuildMapPos.fromTerrainPos( metalspot.Pos );
maps.getBuildMap().ReserveSpace( this, buildMapPos, 6, 6 );
}
}
class UnitListener extends UnitController.UnitAdapter {
@Override
public void UnitAdded( Unit newunit )
{
// logfile.WriteLine( "Metal.UnitAdded " + newunit.getDef().getHumanName() + " " + newunit.getUnitId() );
if( !isMetalMap )
{
boolean ismex = unitdefhelp.IsMex( newunit.getDef() );
//logfile.WriteLine( "Is in extractors? " + Extractors.containsKey( newunit )
// + " ismex? " + ismex );
if( !Extractors.containsKey( newunit )
&& ismex )
{
TerrainPos mexpos = unitcontroller.getPos( newunit );
logfile.WriteLine( "Metal.UnitAdded new extractor finished, pos " + mexpos.toString() );
Extractors.put( newunit, mexpos );
double squareextractorradius = ExtractorRadius * ExtractorRadius;
for( MetalSpot metalspot : MetalSpots )
{
float thisdistancesquared = metalspot.Pos.GetSquaredDistance( mexpos );
// logfile.WriteLine( "squareextractorradius: " + squareextractorradius + " thisdistancesquared: " + thisdistancesquared );
if( thisdistancesquared <= squareextractorradius )
{
MetalSpotsUsed.add( metalspot );
logfile.WriteLine( "Marking metal spot used: " + metalspot.Pos.toString() );
}
}
}
}
}
@Override
public void UnitRemoved( Unit removedunit )
{
if( !isMetalMap )
{
if( Extractors.containsKey( removedunit ) )
{
TerrainPos mexpos = unitcontroller.getPos( removedunit );
logfile.WriteLine( "Metal.UnitRemoved, pos " + mexpos.toString() );
double squareextractorradius = ExtractorRadius * ExtractorRadius;
for( MetalSpot metalspot : MetalSpots )
{
if( metalspot.Pos.GetSquaredDistance( mexpos ) < squareextractorradius )
{
if( MetalSpotsUsed.contains( metalspot ) )
{
logfile.WriteLine( "Marking metal spot free: " + metalspot.Pos.toString() );
MetalSpotsUsed.remove( metalspot );
}
}
}
Extractors.remove( removedunit );
}
}
}
}
public TerrainPos GetNearestMetalSpot( TerrainPos mypos )
{
if( !isMetalMap )
{
double closestdistancesquared = 1000000000000d;
TerrainPos bestpos = null;
MetalSpot bestspot = null;
for( MetalSpot metalspot : MetalSpots )
{
if( !MetalSpotsUsed.contains( metalspot ) )
{
if( bestpos == null )
{
bestpos = metalspot.Pos;
}
float thisdistancesquared = mypos.GetSquaredDistance( metalspot.Pos );
//logfile.WriteLine( "thisdistancesquared = " + thisdistancesquared + " closestdistancesquared= " + closestdistancesquared );
if( thisdistancesquared < closestdistancesquared )
{
closestdistancesquared = thisdistancesquared;
bestpos = metalspot.Pos;
bestspot = metalspot;
}
}
}
return bestspot.Pos;
}
else
{
return mypos; // if metal map just return passed-in pos
}
}
public class DrawMetalSpotsHandler implements VoiceCommandHandler {
@Override
public void commandReceived( String chatString, String[] splitchatString, int player )
{
DrawMetalSpots();
}
}
public class MetalSpot
{
public int Amount;
public TerrainPos Pos = new TerrainPos();
public boolean IsOccupied = false;
public MetalSpot(){}
public MetalSpot( int amount, TerrainPos pos )
{
Amount = amount;
Pos = pos;
}
public MetalSpot( int amount, TerrainPos pos, boolean isoccupied )
{
Amount = amount;
IsOccupied = isoccupied;
Pos = pos;
}
@Override
public String toString()
{
return "MetalSpot( Pos=" + Pos.toString() + ", Amount=" + Amount + ", IsOccupied=" + IsOccupied;
}
}
// for debugging / convincing oneself spots are in right place
void DrawMetalSpots()
{
if( !isMetalMap )
{
String metalspotunitname = playerObjects.getConfig().getMetalspotmarkerunitname();
String metalspotusedunit = playerObjects.getConfig().getUsedmetalspotmarkerunitname();
for( MetalSpot metalspot : MetalSpots )
{
logfile.WriteLine("drawing spot at " + metalspot.Pos );
drawingUtils.DrawUnit(metalspotunitname, metalspot.Pos, 0.0f, 1, aicallback.getSkirmishAI().getTeamId(), true, true);
drawingUtils.drawText(metalspot.Pos, "" + metalspot.Pos );
}
for( MetalSpot metalspot : MetalSpotsUsed )
{
logfile.WriteLine("drawing usedspot at " + metalspot.Pos );
drawingUtils.DrawUnit(metalspotusedunit, metalspot.Pos, 0.0f, 1, aicallback.getSkirmishAI().getTeamId(), true, true);
drawingUtils.drawText(metalspot.Pos, "" + metalspot.Pos );
}
}
else
{
csai.SendTextMsg( "Metal analyzer reports this is a metal map" );
}
}
// loads cache file
// returns true if cache loaded ok, otherwise false if not found, out-of-date, etc
// we check the version and return false if out-of-date
boolean LoadCache()
{
String MapName = aicallback.getMap().getName();
String cachefilepath = csai.getCacheDirectoryPath() + File.separator + MapName + "_metal.xml";
if( !new File( cachefilepath ).exists() )
{
logfile.WriteLine( "cache file doesnt exist -> building" );
return false;
}
Document cachedom = XmlHelper.OpenDom( cachefilepath );
Element metadata = XmlHelper.SelectSingleElement( cachedom.getDocumentElement(), "/root/metadata" );
String cachemetalclassversion = metadata.getAttribute( "version" );
if( !cachemetalclassversion.equals( MetalClassVersion ) )
{
logfile.WriteLine( "cache file out of date ( " + cachemetalclassversion + " vs " + MetalClassVersion + " ) -> rebuilding" );
return false;
}
logfile.WriteLine( cachedom.getTextContent() );
isMetalMap = Boolean.parseBoolean( metadata.getAttribute( "ismetalmap" ) );
if( isMetalMap )
{
logfile.WriteLine( "metal map" );
return true;
}
Element metalspots = XmlHelper.SelectSingleElement( cachedom.getDocumentElement(), "/root/metalspots" );
ArrayList<MetalSpot> metalspotsal = new ArrayList<MetalSpot>();
for( Element metalspot : XmlHelper.SelectElements( metalspots, "metalspot" ) ) {
int amount = Integer.parseInt( metalspot.getAttribute("amount") );
TerrainPos pos = new TerrainPos();
pos.readFromXmlElement( metalspot );
//pos.LoadCsv( metalspot.GetAttribute("pos") );
MetalSpot newmetalspot = new MetalSpot( amount, pos );
metalspotsal.add( newmetalspot );
// logfile.WriteLine( "metalspot xml: " + metalspot.InnerXml );
// logfile.WriteLine( "metalspot: " + newmetalspot.toString() );
}
MetalSpots = (MetalSpot[])metalspotsal.toArray( new MetalSpot[0] );
logfile.WriteLine( "metal spot cache file loaded" );
return true;
}
// save cache to speed up load times
// we store the MetalClassVersion to enable cache rebuild if algo changed
void SaveCache()
{
Map map = aicallback.getMap();
String MapName = map.getName();
String cachefilepath = csai.getCacheDirectoryPath() + File.separator + MapName + "_metal.xml";
Document cachedom = XmlHelper.CreateDom();
Element metadata = XmlHelper.AddChild( cachedom.getDocumentElement(), "metadata" );
metadata.setAttribute( "type", "MetalCache" );
metadata.setAttribute( "map", MapName );
metadata.setAttribute( "version", MetalClassVersion );
metadata.setAttribute( "datecreated", timeHelper.GetCurrentRealTimeString() );
metadata.setAttribute( "ismetalmap", "" + isMetalMap );
metadata.setAttribute( "extractorradius", "" + map.getExtractorRadius(resourceManager.getMetalResource()) );
metadata.setAttribute( "mapheight", "" + map.getHeight() );
metadata.setAttribute( "mapwidth", "" + map.getWidth() );
Element metalspots = XmlHelper.AddChild( cachedom.getDocumentElement(), "metalspots" );
for( MetalSpot metalspot : MetalSpots )
{
Element metalspotnode = XmlHelper.AddChild( metalspots, "metalspot" );
//metalspotnode.setAttribute( "pos", metalspot.Pos.ToCsv() );
metalspot.Pos.writeToXmlElement( metalspotnode );
metalspotnode.setAttribute( "amount", "" + metalspot.Amount );
}
XmlHelper.SaveDom( cachedom, cachefilepath );
}
public static class AvailableMetalResult {
public int [][] availableMetal;
public int maxMetalAmount;
public AvailableMetalResult( int[][] availableMetal, int maxMetalAmount ) {
this.availableMetal = availableMetal;
this.maxMetalAmount = maxMetalAmount;
}
}
// algorithm more or less by krogothe
// ported from Submarine's original C++ version
AvailableMetalResult CalculateAvailableMetalForEachSpot( int[][] metalremaining, int ExtractorRadius )
{
int mapwidth = metalremaining.length;
int mapheight = metalremaining[0].length;
int SquareExtractorRadius = (int)( ExtractorRadius * ExtractorRadius );
int [][]SpotAvailableMetal = new int[ mapwidth][ mapheight ];
logfile.WriteLine( "mapwidth: " + mapwidth + " mapheight: " + mapheight + " ExtractorRadius: " + ExtractorRadius + " SquareExtractorRadius: " + SquareExtractorRadius );
// Now work out how much metal each spot can make by adding up the metal from nearby spots
// we scan each point on map, and for each point, we scan from + to - ExtractorRadius, eliminating anything where
// the actual straight line distance is more than the ExtractorRadius
int maxmetalspotamount = 0;
for (int spoty = 0; spoty < mapheight; spoty++)
{
for (int spotx = 0; spotx < mapwidth; spotx++)
{
int metalthisspot = 0;
//get the metal from all pixels around the extractor radius
for (int deltax = - ExtractorRadius; deltax <= ExtractorRadius; deltax++)
{
int thisx = spotx + deltax;
if ( thisx >= 0 && thisx < mapwidth )
{
for (int deltay = - ExtractorRadius; deltay <= ExtractorRadius; deltay++)
{
int thisy = spoty + deltay;
if ( thisy >= 0 && thisy < mapheight )
{
if( ( deltax * deltax + deltay * deltay ) <= SquareExtractorRadius )
{
metalthisspot += metalremaining[ thisx][ thisy ];
}
}
}
}
}
SpotAvailableMetal[ spotx][ spoty ] = metalthisspot; //set that spots metal making ability (divide by cells to values are small)
maxmetalspotamount = Math.max( metalthisspot, maxmetalspotamount ); //find the spot with the highest metal to set as the map's max
}
}
// logfile.WriteLine ("*******************************************");
return new AvailableMetalResult( SpotAvailableMetal, maxmetalspotamount );
}
// algorithm more or less by krogothe
// ported from Submarine's original C++ version
public void SearchMetalSpots()
{
logfile.WriteLine( "SearchMetalSpots() >>>");
isMetalMap = false;
ArrayList<MetalSpot> metalspotsal = new ArrayList<MetalSpot>();
Map map = aicallback.getMap();
int mapheight = map.getHeight() / granularity; //metal map has 1/2 resolution of normal map
int mapwidth = map.getWidth() / granularity;
double mapmaxmetal = map.getMaxResource(resourceManager.getMetalResource());
int totalcells = mapheight * mapwidth;
logfile.WriteLine( "mapwidth: " + mapwidth + " mapheight " + mapheight + " maxmetal:" + mapmaxmetal );
List<Short> metalmap = map.getResourceMapRaw(resourceManager.getMetalResource()); // original metal map
int[][] metalremaining = new int[ mapwidth][ mapheight ]; // actual metal available at that point. we remove metal from this as we add spots to MetalSpots
int[][] SpotAvailableMetal = new int [ mapwidth][ mapheight ]; // amount of metal an extractor on this spot could make
int[][] NormalizedSpotAvailableMetal = new int [ mapwidth][ mapheight ]; // SpotAvailableMetal, normalized to 0-255 range
int totalmetal = 0;
ArrayIndexer arrayindexer = new ArrayIndexer( mapwidth, mapheight );
//Load up the metal Values in each pixel
logfile.WriteLine( "width: " + mapwidth + " height: " + mapheight );
for (int y = 0; y < mapheight; y++)
{
//String logline = "";
for( int x = 0; x < mapwidth; x++ )
{
metalremaining[ x][ y ] = (int)metalmap.get( arrayindexer.GetIndex( x, y ) );
totalmetal += metalremaining[ x][ y ]; // Count the total metal so you can work out an average of the whole map
//logline += metalremaining[ x, y ].toString() + " ";
// logline += metalremaining[ x, y ] + " ";
}
// logfile.WriteLine( logline );
}
logfile.WriteLine ("*******************************************");
double averagemetal = ((double)totalmetal) / ((double)totalcells); //do the average
// int maxmetal = 0;
int ExtractorRadius = (int)( map.getExtractorRadius(resourceManager.getMetalResource())
/ 16.0 );
int DoubleExtractorRadius = ExtractorRadius * 2;
int SquareExtractorRadius = ExtractorRadius * ExtractorRadius; //used to speed up loops so no recalculation needed
int FourSquareExtractorRadius = 4 * SquareExtractorRadius; // same as above
double CellsInRadius = Math.PI * ExtractorRadius * ExtractorRadius;
int maxmetalspotamount = 0;
logfile.WriteLine( "Calculating available metal for each spot..." );
AvailableMetalResult availableMetalResult = CalculateAvailableMetalForEachSpot( metalremaining, ExtractorRadius );
SpotAvailableMetal = availableMetalResult.availableMetal;
maxmetalspotamount = availableMetalResult.maxMetalAmount;
// logfile.WriteLine( "Normalizing..." );
// normalize the metal so any map will have values 0-255, no matter how much metal it has
int[][] NormalizedMetalRemaining = new int[ mapwidth][ mapheight ];
for (int y = 0; y < mapheight; y++)
{
for (int x = 0; x < mapwidth; x++)
{
NormalizedSpotAvailableMetal[ x][ y ] = ( SpotAvailableMetal[ x][ y ] * 255 ) / maxmetalspotamount;
}
}
// logfile.WriteLine( "maxmetalspotamount: " + maxmetalspotamount );
boolean Stopme = false;
int SpotsFound = 0;
//logfile.WriteLine( BuildTable.GetInstance().GetBiggestMexUnit().toString() );
// UnitDef biggestmex = BuildTable.GetInstance().GetBiggestMexUnit();
// logfile.WriteLine( "biggestmex is " + biggestmex.name + " " + biggestmex.humanName );
for (int spotindex = 0; spotindex < MaxSpots && !Stopme; spotindex++)
{
// logfile.WriteLine( "spotindex: " + spotindex );
int bestspotx = 0, bestspoty = 0;
int actualmetalatbestspot = 0; // use to try to put extractors over spot itself
//finds the best spot on the map and gets its coords
int BestNormalizedAvailableSpotAmount = 0;
for (int y = 0; y < mapheight; y++)
{
for (int x = 0; x < mapwidth; x++)
{
if( NormalizedSpotAvailableMetal[ x ][ y ] > BestNormalizedAvailableSpotAmount ||
( NormalizedSpotAvailableMetal[ x ][ y ] == BestNormalizedAvailableSpotAmount &&
metalremaining[ x ][ y ] > actualmetalatbestspot ) )
{
BestNormalizedAvailableSpotAmount = NormalizedSpotAvailableMetal[ x ][ y ];
bestspotx = x;
bestspoty = y;
actualmetalatbestspot = metalremaining[ x ][ y ];
}
}
}
// logfile.WriteLine( "BestNormalizesdAvailableSpotAmount: " + BestNormalizedAvailableSpotAmount );
if( BestNormalizedAvailableSpotAmount < MinMetalForSpot )
{
Stopme = true; // if the spots get too crappy it will stop running the loops to speed it all up
// logfile.WriteLine( "Remaining spots too small; stopping search" );
}
if( !Stopme )
{
MetalPos metalPos = new MetalPos( bestspotx, bestspoty );
TerrainPos terrainpos = metalPos.toTerrainPos();
terrainpos.y = maps.getHeightMap().getElevationAt( terrainpos );
//pos = Map.PosToFinalBuildPos( pos, biggestmex );
// logfile.WriteLine( "Metal spot: " + pos + " " + BestNormalizedAvailableSpotAmount );
MetalSpot thismetalspot = new MetalSpot( (int)( ( BestNormalizedAvailableSpotAmount * mapmaxmetal * maxmetalspotamount ) / 255 ), terrainpos );
// if (aicallback.CanBuildAt(biggestmex, pos) )
// {
// pos = Map.PosToBuildMapPos( pos, biggestmex );
// logfile.WriteLine( "Metal spot: " + pos + " " + BestNormalizedAvailableSpotAmount );
// if(pos.z >= 2 && pos.x >= 2 && pos.x < mapwidth -2 && pos.z < mapheight -2)
// {
// if(CanBuildAt(pos.x, pos.z, biggestmex.xsize, biggestmex.ysize))
// {
metalspotsal.add( thismetalspot );
SpotsFound++;
//if(pos.y >= 0)
//{
// SetBuildMap(pos.x-2, pos.z-2, biggestmex.xsize+4, biggestmex.ysize+4, 1);
//}
//else
//{
//SetBuildMap(pos.x-2, pos.z-2, biggestmex.xsize+4, biggestmex.ysize+4, 5);
//}
// }
// }
// }
for (int myx = bestspotx - (int)ExtractorRadius; myx < bestspotx + (int)ExtractorRadius; myx++)
{
if (myx >= 0 && myx < mapwidth )
{
for (int myy = bestspoty - (int)ExtractorRadius; myy < bestspoty + (int)ExtractorRadius; myy++)
{
if ( myy >= 0 && myy < mapheight &&
( ( bestspotx - myx ) * ( bestspotx - myx ) + ( bestspoty - myy ) * ( bestspoty - myy ) ) <= (int)SquareExtractorRadius )
{
metalremaining[ myx ][ myy ] = 0; //wipes the metal around the spot so its not counted twice
NormalizedSpotAvailableMetal[ myx ][ myy ] = 0;
}
}
}
}
// Redo the whole averaging process around the picked spot so other spots can be found around it
for (int y = bestspoty - (int)DoubleExtractorRadius; y < bestspoty + (int)DoubleExtractorRadius; y++)
{
if(y >=0 && y < mapheight)
{
for (int x = bestspotx - (int)DoubleExtractorRadius; x < bestspotx + (int)DoubleExtractorRadius; x++)
{
//funcion below is optimized so it will only update spots between r and 2r, greatly speeding it up
if((bestspotx - x)*(bestspotx - x) + (bestspoty - y)*(bestspoty - y) <= (int)FourSquareExtractorRadius &&
x >=0 && x < mapwidth &&
NormalizedSpotAvailableMetal[ x ][ y ] > 0 )
{
totalmetal = 0;
for (int myx = x - (int)ExtractorRadius; myx < x + (int)ExtractorRadius; myx++)
{
if (myx >= 0 && myx < mapwidth )
{
for (int myy = y - (int)ExtractorRadius; myy < y + (int)ExtractorRadius; myy++)
{
if (myy >= 0 && myy < mapheight &&
((x - myx)*(x - myx) + (y - myy)*(y - myy)) <= (int)SquareExtractorRadius )
{
totalmetal += metalremaining[ myx ][ myy ]; //recalculate nearby spots to account for deleted metal from chosen spot
}
}
}
}
NormalizedSpotAvailableMetal[ x ][ y ] = totalmetal * 255 / maxmetalspotamount; //set that spots metal amount
}
}
}
}
}
}
if(SpotsFound > 500)
{
isMetalMap = true;
metalspotsal.clear();
logfile.WriteLine( "Map is considered to be a metal map" );
}
else
{
isMetalMap = false;
// debug
//for(list<AAIMetalSpot>::iterator spot = metal_spots.begin(); spot != metal_spots.end(); spot++)
}
MetalSpots = ( MetalSpot[] )metalspotsal.toArray( new MetalSpot[0] );
SaveCache();
logfile.WriteLine( "SearchMetalSpots() <<<");
}
}
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