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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <string>
#include <cstdio>
using std::fopen;
using std::fread;
using std::fwrite;
using std::fclose;
#include "ResourceMapAnalyzer.h"
#include "Sim/Misc/ResourceHandler.h"
#include "Sim/Misc/Resource.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitHandler.h"
#include "Game/GameHelper.h"
#include "Game/GameSetup.h"
#include "Map/MapInfo.h"
#include "Map/MetalMap.h"
#include "System/FileSystem/DataDirsAccess.h"
#include "System/FileSystem/FileQueryFlags.h"
#include "System/FileSystem/FileSystem.h"
#include "System/Log/ILog.h"
#include <stdexcept>
static constexpr float3 ERRORVECTOR(-1, 0, 0);
static std::string CACHE_BASE("");
CResourceMapAnalyzer::CResourceMapAnalyzer(int resourceId)
: resourceId(resourceId)
, numSpotsFound(-1)
, extractorRadius(-1.0f)
, averageIncome(0.0f)
, stopMe(false)
, maxSpots(10000)
, mapHeight(0)
, mapWidth(0)
, totalCells(0)
, squareRadius(0)
, doubleSquareRadius(0)
, totalResources(0)
, maxResource(0)
, tempResources(0)
, coordX(0)
, coordZ(0)
, minIncomeForSpot(50)
, xtractorRadius(0)
, doubleRadius(0)
{
if (CACHE_BASE.empty())
CACHE_BASE = dataDirsAccess.LocateDir(FileSystem::GetCacheDir() + "/analyzedResourceMaps/", FileQueryFlags::WRITE | FileQueryFlags::CREATE_DIRS);
}
float3 CResourceMapAnalyzer::GetNearestSpot(int builderUnitId, const UnitDef* extractor) const {
const CUnit* builder = unitHandler.GetUnit(builderUnitId);
if (builder == nullptr) {
LOG_L(L_WARNING, "GetNearestSpot: Invalid unit ID: %i", builderUnitId);
return ERRORVECTOR;
}
return GetNearestSpot(builder->midPos, builder->team, extractor);
}
float3 CResourceMapAnalyzer::GetNearestSpot(float3 fromPos, int team, const UnitDef* extractor) const {
float tempScore = 0.0f;
float maxDivergence = 16.0f;
float3 spotCoords = ERRORVECTOR;
float3 bestSpot = ERRORVECTOR;
for (size_t i = 0; i < vectoredSpots.size(); ++i) {
if (extractor != nullptr) {
spotCoords = CGameHelper::ClosestBuildPos(team, extractor, vectoredSpots[i], maxDivergence, 2);
} else {
spotCoords = vectoredSpots[i];
}
if (spotCoords.x >= 0.0f) {
float distance = spotCoords.distance2D(fromPos) + 150;
//float myThreat = ai->tm->ThreatAtThisPoint(vectoredSpots[i]);
float spotScore = vectoredSpots[i].y / distance/* / (myThreat + 10)*/;
//int numEnemies = ai->cheat->GetEnemyUnits(&ai->unitIDs[0], vectoredSpots[i], xtractorRadius * 2);
// NOTE: threat at vectoredSpots[i] is determined
// by presence of ARMED enemy units or buildings
bool b1 = (tempScore < spotScore);
// bool b2 = (numEnemies == 0);
// bool b3 = (myThreat <= (ai->tm->GetAverageThreat() * 1.5));
// bool b4 = (ai->unitHandler.TaskPlanExist(spotCoords, extractor));
if (b1/* && b2 && b3 && !b4*/) {
tempScore = spotScore;
bestSpot = spotCoords;
bestSpot.y = vectoredSpots[i].y;
}
}
}
// no spot found if tempScore is zero
return bestSpot;
}
void CResourceMapAnalyzer::Init() {
const CResourceDescription* resource = resourceHandler->GetResource(resourceId);
mapWidth = resourceHandler->GetResourceMapWidth(resourceId);
mapHeight = resourceHandler->GetResourceMapHeight(resourceId);
totalCells = mapHeight * mapWidth;
extractorRadius = resource->extractorRadius;
xtractorRadius = static_cast<int>(extractorRadius / (SQUARE_SIZE * 2));
doubleRadius = xtractorRadius * 2;
squareRadius = xtractorRadius * xtractorRadius;
doubleSquareRadius = doubleRadius * doubleRadius;
rexArrayA.resize(totalCells);
rexArrayB.resize(totalCells);
// used for drawing the TGA, not really needed with a couple of changes
rexArrayC.resize(totalCells);
tempAverage.resize(totalCells);
// if there's no available load file, create one and save it
if (!LoadResourceMap()) {
GetResourcePoints();
SaveResourceMap();
}
}
float CResourceMapAnalyzer::GetAverageIncome() const {
return averageIncome;
}
void CResourceMapAnalyzer::GetResourcePoints() {
std::vector<int> xend(doubleRadius + 1);
for (int a = 0; a < doubleRadius + 1; a++) {
float z = a - xtractorRadius;
float floatsqrradius = squareRadius;
xend[a] = int(math::sqrt(floatsqrradius - z * z));
}
// load up the resource values in each pixel
const unsigned char* resourceMapArray = resourceHandler->GetResourceMap(resourceId);
double totalResourcesDouble = 0;
for (int i = 0; i < totalCells; i++) {
// count the total resources so you can work out
// an average of the whole map
totalResourcesDouble += rexArrayA[i] = resourceMapArray[i];
}
// do the average
averageIncome = totalResourcesDouble / totalCells;
numSpotsFound = 0;
// if the map does not have any resource (quick test), just stop
if (totalResourcesDouble < 0.9)
return;
// Now work out how much resources each spot can make
// by adding up the resources from nearby spots
for (int y = 0; y < mapHeight; y++) {
for (int x = 0; x < mapWidth; x++) {
totalResources = 0;
// first spot needs full calculation
if (x == 0 && y == 0)
for (int sy = y - xtractorRadius, a = 0; sy <= y + xtractorRadius; sy++, a++) {
if (sy >= 0 && sy < mapHeight){
for (int sx = x - xend[a]; sx <= x + xend[a]; sx++) {
if (sx >= 0 && sx < mapWidth) {
// get the resources from all pixels around the extractor radius
totalResources += rexArrayA[sy * mapWidth + sx];
}
}
}
}
// quick calc test
if (x > 0) {
totalResources = tempAverage[y * mapWidth + x - 1];
for (int sy = y - xtractorRadius, a = 0; sy <= y + xtractorRadius; sy++, a++) {
if (sy >= 0 && sy < mapHeight) {
const int addX = x + xend[a];
const int remX = x - xend[a] - 1;
if (addX < mapWidth) {
totalResources += rexArrayA[sy * mapWidth + addX];
}
if (remX >= 0) {
totalResources -= rexArrayA[sy * mapWidth + remX];
}
}
}
} else if (y > 0) {
// x == 0 here
totalResources = tempAverage[(y - 1) * mapWidth];
// remove the top half
int a = xtractorRadius;
for (int sx = 0; sx <= xtractorRadius; sx++, a++) {
if (sx < mapWidth) {
const int remY = y - xend[a] - 1;
if (remY >= 0) {
totalResources -= rexArrayA[remY * mapWidth + sx];
}
}
}
// add the bottom half
a = xtractorRadius;
for (int sx = 0; sx <= xtractorRadius; sx++, a++) {
if (sx < mapWidth) {
const int addY = y + xend[a];
if (addY < mapHeight) {
totalResources += rexArrayA[addY * mapWidth + sx];
}
}
}
}
// set that spot's resource making ability
// (divide by cells to values are small)
tempAverage[y * mapWidth + x] = totalResources;
if (maxResource < totalResources) {
// find the spot with the highest resource value to set as the map's max
maxResource = totalResources;
}
}
}
// make a list for the distribution of values
std::vector<int> valueDist(256, 0);
// this will get the total resources a rex placed at each spot would make
for (int i = 0; i < totalCells; i++) {
// scale the resources so any map will have values 0-255,
// no matter how much resources it has
rexArrayB[i] = tempAverage[i] * 255 / maxResource;
// clear out the array since it has never been used
rexArrayC[i] = 0;
int value = rexArrayB[i];
valueDist[value]++;
}
// find the current best value
int bestValue = 0;
int numberOfValues = 0;
int usedSpots = 0;
for (int i = 255; i >= 0; i--) {
if (valueDist[i] != 0) {
bestValue = i;
numberOfValues = valueDist[i];
break;
}
}
// make a list of the indexes of the best spots
// (make sure that the list wont be too big)
if (numberOfValues > 256) {
numberOfValues = 256;
}
std::vector<int> bestSpotList(numberOfValues);
for (int i = 0; i < totalCells; i++) {
if (rexArrayB[i] == bestValue) {
// add the index of this spot to the list
bestSpotList[usedSpots] = i;
usedSpots++;
if (usedSpots == numberOfValues) {
// the list is filled, stop the loop
usedSpots = 0;
break;
}
}
}
for (int a = 0; a < maxSpots; a++) {
if (!stopMe) {
// reset temporary resources so it can find new spots
tempResources = 0;
// take the first spot
int speedTempResources_x = 0;
int speedTempResources_y = 0;
int speedTempResources = 0;
bool found = false;
while (!found) {
if (usedSpots == numberOfValues) {
// the list is empty now, refill it
// make a list of all the best spots
for (int i = 0; i < 256; i++) {
// clear the array
valueDist[i] = 0;
}
// find the resource distribution
for (int i = 0; i < totalCells; i++) {
int value = rexArrayB[i];
valueDist[value]++;
}
// find the current best value
bestValue = 0;
numberOfValues = 0;
usedSpots = 0;
for (int i = 255; i >= 0; i--) {
if (valueDist[i] != 0) {
bestValue = i;
numberOfValues = valueDist[i];
break;
}
}
// make a list of the indexes of the best spots
// (make sure that the list wont be too big)
if (numberOfValues > 256) {
numberOfValues = 256;
}
bestSpotList.clear();
bestSpotList.resize(numberOfValues);
for (int i = 0; i < totalCells; i++) {
if (rexArrayB[i] == bestValue) {
// add the index of this spot to the list
bestSpotList[usedSpots] = i;
usedSpots++;
if (usedSpots == numberOfValues) {
// the list is filled, stop the loop
usedSpots = 0;
break;
}
}
}
}
// The list is not empty now.
int spotIndex = bestSpotList[usedSpots];
if (rexArrayB[spotIndex] == bestValue) {
// the spot is still valid, so use it
speedTempResources_x = spotIndex % mapWidth;
speedTempResources_y = spotIndex / mapWidth;
speedTempResources = bestValue;
found = true;
}
// update the bestSpotList index
usedSpots++;
}
coordX = speedTempResources_x;
coordZ = speedTempResources_y;
tempResources = speedTempResources;
}
if (tempResources < minIncomeForSpot) {
// if the spots get too crappy it will stop running the loops to speed it all up
stopMe = true;
}
if (!stopMe) {
// format resource coords to game-coords
bufferSpot.x = coordX * (SQUARE_SIZE * 2) + SQUARE_SIZE;
bufferSpot.z = coordZ * (SQUARE_SIZE * 2) + SQUARE_SIZE;
// gets the actual amount of resource an extractor can make
const CResourceDescription* resource = resourceHandler->GetResource(resourceId);
bufferSpot.y = tempResources * (resource->maxWorth) * maxResource / 255;
vectoredSpots.push_back(bufferSpot);
// plot TGA array (not necessary) for debug
rexArrayC[coordZ * mapWidth + coordX] = tempResources;
numSpotsFound += 1;
// small speedup of "wipes the resources around the spot so it is not counted twice"
for (int sy = coordZ - xtractorRadius, a = 0; sy <= coordZ + xtractorRadius; sy++, a++) {
if (sy >= 0 && sy < mapHeight) {
int clearXStart = coordX - xend[a];
int clearXEnd = coordX + xend[a];
if (clearXStart < 0) {
clearXStart = 0;
}
if (clearXEnd >= mapWidth) {
clearXEnd = mapWidth - 1;
}
for (int xClear = clearXStart; xClear <= clearXEnd; xClear++) {
// wipes the resources around the spot so it is not counted twice
rexArrayA[sy * mapWidth + xClear] = 0;
rexArrayB[sy * mapWidth + xClear] = 0;
tempAverage[sy * mapWidth + xClear] = 0;
}
}
}
// redo the whole averaging process around the picked spot so other spots can be found around it
for (int y = coordZ - doubleRadius; y <= coordZ + doubleRadius; y++) {
if (y >=0 && y < mapHeight) {
for (int x = coordX - doubleRadius; x <= coordX + doubleRadius; x++) {
if (x >=0 && x < mapWidth) {
totalResources = 0;
// comment out for debug
if (x == 0 && y == 0) {
for (int sy = y - xtractorRadius, a = 0; sy <= y + xtractorRadius; sy++, a++) {
if (sy >= 0 && sy < mapHeight) {
for (int sx = x - xend[a]; sx <= x + xend[a]; sx++) {
if (sx >= 0 && sx < mapWidth) {
// get the resources from all pixels around the extractor radius
totalResources += rexArrayA[sy * mapWidth + sx];
}
}
}
}
}
// quick calc test
if (x > 0) {
totalResources = tempAverage[y * mapWidth + x - 1];
for (int sy = y - xtractorRadius, a = 0; sy <= y + xtractorRadius; sy++, a++) {
if (sy >= 0 && sy < mapHeight) {
int addX = x + xend[a];
int remX = x - xend[a] - 1;
if (addX < mapWidth) {
totalResources += rexArrayA[sy * mapWidth + addX];
}
if (remX >= 0) {
totalResources -= rexArrayA[sy * mapWidth + remX];
}
}
}
} else if (y > 0) {
// x == 0 here
totalResources = tempAverage[(y - 1) * mapWidth];
// remove the top half
int a = xtractorRadius;
for (int sx = 0; sx <= xtractorRadius; sx++, a++) {
if (sx < mapWidth) {
int remY = y - xend[a] - 1;
if (remY >= 0) {
totalResources -= rexArrayA[remY * mapWidth + sx];
}
}
}
// add the bottom half
a = xtractorRadius;
for (int sx = 0; sx <= xtractorRadius; sx++, a++) {
if (sx < mapWidth) {
int addY = y + xend[a];
if (addY < mapHeight) {
totalResources += rexArrayA[addY * mapWidth + sx];
}
}
}
}
tempAverage[y * mapWidth + x] = totalResources;
// set that spot's resource amount
rexArrayB[y * mapWidth + x] = totalResources * 255 / maxResource;
}
}
}
}
}
}
}
template<typename T>
static inline void writeToFile(const T& value, FILE* file) {
if (fwrite(&value, sizeof(T), 1, file) != 1) {
throw std::runtime_error("failed to write value to file");
}
}
void CResourceMapAnalyzer::SaveResourceMap() {
const std::string cacheFileName = GetCacheFileName();
FILE* saveFile = fopen(cacheFileName.c_str(), "wb");
try {
if (saveFile == nullptr)
throw std::runtime_error("failed to open file for writing");
assert(numSpotsFound != -1);
writeToFile(numSpotsFound, saveFile);
writeToFile(averageIncome, saveFile);
for (int i = 0; i < numSpotsFound; i++) {
writeToFile(vectoredSpots[i], saveFile);
}
} catch (const std::runtime_error& err) {
LOG_L(L_WARNING, "Failed to save the analyzed resource-map to file %s, reason: %s", cacheFileName.c_str(), err.what());
}
fclose(saveFile);
}
static void fileReadChecked(void* buf, size_t size, size_t count, FILE* fstream) {
if (fread(buf, size, count, fstream) != count) {
throw std::runtime_error("Failed to read the required number of items");
}
}
bool CResourceMapAnalyzer::LoadResourceMap() {
bool loaded = false;
const std::string cacheFileName = GetCacheFileName();
FILE* cacheFile = fopen(cacheFileName.c_str(), "rb");
if (cacheFile != nullptr) {
try {
fileReadChecked(&numSpotsFound, sizeof(int), 1, cacheFile);
vectoredSpots.resize(numSpotsFound);
fileReadChecked(&averageIncome, sizeof(float), 1, cacheFile);
for (int i = 0; i < numSpotsFound; i++) {
fileReadChecked(&vectoredSpots[i], sizeof(float3), 1, cacheFile);
}
loaded = true;
} catch (const std::runtime_error& err) {
LOG_L(L_WARNING, "Failed to load the resource map cache from file %s: %s", cacheFileName.c_str(), err.what());
}
fclose(cacheFile);
}
return loaded;
}
std::string CResourceMapAnalyzer::GetCacheFileName() const {
const CResourceDescription* resource = resourceHandler->GetResource(resourceId);
std::string absFile = CACHE_BASE + gameSetup->mapName + resource->name;
return absFile;
}
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