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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _RESOURCE_MAP_ANALYZER_H
#define _RESOURCE_MAP_ANALYZER_H
#include "System/float3.h"
#include <vector>
class CResource;
struct UnitDef;
class CResourceMapAnalyzer {
public:
CResourceMapAnalyzer(int resourceId);
// deferred to ResourceHandler
void Init();
/**
* Returns positions indicating where to place resource extractors on the map.
* Only the x and z values give the location of the spots, while the y values
* represents the actual amount of resource an extractor placed there can make.
* You should only compare the y values to each other, and not try to estimate
* effective output from spots.
*/
const std::vector<float3>& GetSpots() const { return vectoredSpots; }
float3 GetNearestSpot(float3 fromPos, int team, const UnitDef* extractor = NULL) const;
float3 GetNearestSpot(int builderUnitId, const UnitDef* extractor = NULL) const;
float GetAverageIncome() const;
// equal to vectoredSpots.size() after Init, otherwise -1
int GetNumSpots() const { return numSpotsFound; }
private:
void GetResourcePoints();
void SaveResourceMap();
bool LoadResourceMap();
std::string GetCacheFileName() const;
int resourceId;
int numSpotsFound;
float extractorRadius;
float averageIncome;
bool stopMe;
// if more spots than this are found the map is considered a resource-map (eg. speed-metal), tweak as needed
int maxSpots;
int mapHeight;
int mapWidth;
int totalCells;
int squareRadius;
int doubleSquareRadius;
int totalResources;
int maxResource;
int tempResources;
int coordX;
int coordZ;
// from 0-255, the minimum percentage of resources 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 resources mind you!)
int minIncomeForSpot;
int xtractorRadius;
int doubleRadius;
float3 bufferSpot;
std::vector<unsigned char> rexArrayA;
std::vector<unsigned char> rexArrayB;
std::vector<unsigned char> rexArrayC;
std::vector<int> tempAverage;
std::vector<float3> vectoredSpots;
};
#endif // _RESOURCE_MAP_ANALYZER_H
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