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							- /*
 
-  * GameStatistics.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "GameStatistics.h"
 
- #include "../CPlayerState.h"
 
- #include "../constants/StringConstants.h"
 
- #include "../VCMIDirs.h"
 
- #include "CGameState.h"
 
- #include "TerrainHandler.h"
 
- #include "StartInfo.h"
 
- #include "HighScore.h"
 
- #include "../mapObjects/CGHeroInstance.h"
 
- #include "../mapObjects/CGTownInstance.h"
 
- #include "../mapObjects/CGObjectInstance.h"
 
- #include "../mapObjects/MiscObjects.h"
 
- #include "../mapping/CMap.h"
 
- #include "../entities/building/CBuilding.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- void StatisticDataSet::add(StatisticDataSetEntry entry)
 
- {
 
- 	data.push_back(entry);
 
- }
 
- StatisticDataSetEntry StatisticDataSet::createEntry(const PlayerState * ps, const CGameState * gs)
 
- {
 
- 	StatisticDataSetEntry data;
 
- 	HighScoreParameter param = HighScore::prepareHighScores(gs, ps->color, false);
 
- 	HighScoreCalculation scenarioHighScores;
 
- 	scenarioHighScores.parameters.push_back(param);
 
- 	scenarioHighScores.isCampaign = false;
 
- 	data.map = gs->map->name.toString();
 
- 	data.timestamp = std::time(nullptr);
 
- 	data.day = gs->getDate(Date::DAY);
 
- 	data.player = ps->color;
 
- 	data.playerName = gs->getStartInfo()->playerInfos.at(ps->color).name;
 
- 	data.team = ps->team;
 
- 	data.isHuman = ps->isHuman();
 
- 	data.status = ps->status;
 
- 	data.resources = ps->resources;
 
- 	data.numberHeroes = ps->getHeroes().size();
 
- 	data.numberTowns = gs->howManyTowns(ps->color);
 
- 	data.numberArtifacts = Statistic::getNumberOfArts(ps);
 
- 	data.numberDwellings = Statistic::getNumberOfDwellings(ps);
 
- 	data.armyStrength = Statistic::getArmyStrength(ps, true);
 
- 	data.totalExperience = Statistic::getTotalExperience(ps);
 
- 	data.income = Statistic::getIncome(gs, ps);
 
- 	data.mapExploredRatio = Statistic::getMapExploredRatio(gs, ps->color);
 
- 	data.obeliskVisitedRatio = Statistic::getObeliskVisitedRatio(gs, ps->team);
 
- 	data.townBuiltRatio = Statistic::getTownBuiltRatio(ps);
 
- 	data.hasGrail = param.hasGrail;
 
- 	data.numMines = Statistic::getNumMines(gs, ps);
 
- 	data.score = scenarioHighScores.calculate().total;
 
- 	data.maxHeroLevel = Statistic::findBestHero(gs, ps->color) ? Statistic::findBestHero(gs, ps->color)->level : 0;
 
- 	data.numBattlesNeutral = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numBattlesNeutral : 0;
 
- 	data.numBattlesPlayer = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numBattlesPlayer : 0;
 
- 	data.numWinBattlesNeutral = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numWinBattlesNeutral : 0;
 
- 	data.numWinBattlesPlayer = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numWinBattlesPlayer : 0;
 
- 	data.numHeroSurrendered = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numHeroSurrendered : 0;
 
- 	data.numHeroEscaped = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).numHeroEscaped : 0;
 
- 	data.spentResourcesForArmy = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).spentResourcesForArmy : TResources();
 
- 	data.spentResourcesForBuildings = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).spentResourcesForBuildings : TResources();
 
- 	data.tradeVolume = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).tradeVolume : TResources();
 
- 	data.eventCapturedTown = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).lastCapturedTownDay == gs->getDate(Date::DAY) : false;
 
- 	data.eventDefeatedStrongestHero = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).lastDefeatedStrongestHeroDay == gs->getDate(Date::DAY) : false;
 
- 	data.movementPointsUsed = gs->statistic.accumulatedValues.count(ps->color) ? gs->statistic.accumulatedValues.at(ps->color).movementPointsUsed : 0;
 
- 	return data;
 
- }
 
- std::string StatisticDataSet::toCsv(std::string sep)
 
- {
 
- 	std::stringstream ss;
 
- 	auto resources = std::vector<EGameResID>{EGameResID::GOLD, EGameResID::WOOD, EGameResID::MERCURY, EGameResID::ORE, EGameResID::SULFUR, EGameResID::CRYSTAL, EGameResID::GEMS};
 
- 	ss << "Map" << sep;
 
- 	ss << "Timestamp" << sep;
 
- 	ss << "Day" << sep;
 
- 	ss << "Player" << sep;
 
- 	ss << "PlayerName" << sep;
 
- 	ss << "Team" << sep;
 
- 	ss << "IsHuman" << sep;
 
- 	ss << "Status" << sep;
 
- 	ss << "NumberHeroes" << sep;
 
- 	ss << "NumberTowns" << sep;
 
- 	ss << "NumberArtifacts" << sep;
 
- 	ss << "NumberDwellings" << sep;
 
- 	ss << "ArmyStrength" << sep;
 
- 	ss << "TotalExperience" << sep;
 
- 	ss << "Income" << sep;
 
- 	ss << "MapExploredRatio" << sep;
 
- 	ss << "ObeliskVisitedRatio" << sep;
 
- 	ss << "TownBuiltRatio" << sep;
 
- 	ss << "HasGrail" << sep;
 
- 	ss << "Score" << sep;
 
- 	ss << "MaxHeroLevel" << sep;
 
- 	ss << "NumBattlesNeutral" << sep;
 
- 	ss << "NumBattlesPlayer" << sep;
 
- 	ss << "NumWinBattlesNeutral" << sep;
 
- 	ss << "NumWinBattlesPlayer" << sep;
 
- 	ss << "NumHeroSurrendered" << sep;
 
- 	ss << "NumHeroEscaped" << sep;
 
- 	ss << "EventCapturedTown" << sep;
 
- 	ss << "EventDefeatedStrongestHero" << sep;
 
- 	ss << "MovementPointsUsed";
 
- 	for(auto & resource : resources)
 
- 		ss << sep << GameConstants::RESOURCE_NAMES[resource];
 
- 	for(auto & resource : resources)
 
- 		ss << sep << GameConstants::RESOURCE_NAMES[resource] + "Mines";
 
- 	for(auto & resource : resources)
 
- 		ss << sep << GameConstants::RESOURCE_NAMES[resource] + "SpentResourcesForArmy";
 
- 	for(auto & resource : resources)
 
- 		ss << sep << GameConstants::RESOURCE_NAMES[resource] + "SpentResourcesForBuildings";
 
- 	for(auto & resource : resources)
 
- 		ss << sep << GameConstants::RESOURCE_NAMES[resource] + "TradeVolume";
 
- 	ss << "\r\n";
 
- 	for(auto & entry : data)
 
- 	{
 
- 		ss << entry.map << sep;
 
- 		ss << vstd::getFormattedDateTime(entry.timestamp, "%Y-%m-%dT%H:%M:%S") << sep;
 
- 		ss << entry.day << sep;
 
- 		ss << GameConstants::PLAYER_COLOR_NAMES[entry.player] << sep;
 
- 		ss << entry.playerName << sep;
 
- 		ss << entry.team.getNum() << sep;
 
- 		ss << entry.isHuman << sep;
 
- 		ss << static_cast<int>(entry.status) << sep;
 
- 		ss << entry.numberHeroes << sep;
 
- 		ss << entry.numberTowns <<  sep;
 
- 		ss << entry.numberArtifacts << sep;
 
- 		ss << entry.numberDwellings << sep;
 
- 		ss << entry.armyStrength << sep;
 
- 		ss << entry.totalExperience << sep;
 
- 		ss << entry.income << sep;
 
- 		ss << entry.mapExploredRatio << sep;
 
- 		ss << entry.obeliskVisitedRatio << sep;
 
- 		ss << entry.townBuiltRatio << sep;
 
- 		ss << entry.hasGrail << sep;
 
- 		ss << entry.score << sep;
 
- 		ss << entry.maxHeroLevel << sep;
 
- 		ss << entry.numBattlesNeutral << sep;
 
- 		ss << entry.numBattlesPlayer << sep;
 
- 		ss << entry.numWinBattlesNeutral << sep;
 
- 		ss << entry.numWinBattlesPlayer << sep;
 
- 		ss << entry.numHeroSurrendered << sep;
 
- 		ss << entry.numHeroEscaped << sep;
 
- 		ss << entry.eventCapturedTown << sep;
 
- 		ss << entry.eventDefeatedStrongestHero << sep;
 
- 		ss << entry.movementPointsUsed;
 
- 		for(auto & resource : resources)
 
- 			ss << sep << entry.resources[resource];
 
- 		for(auto & resource : resources)
 
- 			ss << sep << entry.numMines[resource];
 
- 		for(auto & resource : resources)
 
- 			ss << sep << entry.spentResourcesForArmy[resource];
 
- 		for(auto & resource : resources)
 
- 			ss << sep << entry.spentResourcesForBuildings[resource];
 
- 		for(auto & resource : resources)
 
- 			ss << sep << entry.tradeVolume[resource];
 
- 		ss << "\r\n";
 
- 	}
 
- 	return ss.str();
 
- }
 
- std::string StatisticDataSet::writeCsv()
 
- {
 
- 	const boost::filesystem::path outPath = VCMIDirs::get().userCachePath() / "statistic";
 
- 	boost::filesystem::create_directories(outPath);
 
- 	const boost::filesystem::path filePath = outPath / (vstd::getDateTimeISO8601Basic(std::time(nullptr)) + ".csv");
 
- 	std::ofstream file(filePath.c_str());
 
- 	std::string csv = toCsv(";");
 
- 	file << csv;
 
- 	return filePath.string();
 
- }
 
- std::vector<const CGMine *> Statistic::getMines(const CGameState * gs, const PlayerState * ps)
 
- {
 
- 	std::vector<const CGMine *> tmp;
 
- 	std::vector<const CGObjectInstance *> ownedObjects;
 
- 	for(const CGObjectInstance * obj : gs->map->objects)
 
- 	{
 
- 		if(obj && obj->tempOwner == ps->color)
 
- 			ownedObjects.push_back(obj);
 
- 	}
 
- 	/// This is code from CPlayerSpecificInfoCallback::getMyObjects
 
- 	/// I'm really need to find out about callback interface design...
 
- 	for(const auto * object : ownedObjects)
 
- 	{
 
- 		//Mines
 
- 		if ( object->ID == Obj::MINE )
 
- 		{
 
- 			const auto * mine = dynamic_cast<const CGMine *>(object);
 
- 			assert(mine);
 
- 			tmp.push_back(mine);
 
- 		}
 
- 	}
 
- 	return tmp;
 
- }
 
- //calculates total number of artifacts that belong to given player
 
- int Statistic::getNumberOfArts(const PlayerState * ps)
 
- {
 
- 	int ret = 0;
 
- 	for(auto h : ps->getHeroes())
 
- 	{
 
- 		ret += h->artifactsInBackpack.size() + h->artifactsWorn.size();
 
- 	}
 
- 	return ret;
 
- }
 
- int Statistic::getNumberOfDwellings(const PlayerState * ps)
 
- {
 
- 	int ret = 0;
 
- 	for(const auto * obj : ps->getOwnedObjects())
 
- 		if (!obj->asOwnable()->providedCreatures().empty())
 
- 			ret	+= 1;
 
- 	return ret;
 
- }
 
- // get total strength of player army
 
- si64 Statistic::getArmyStrength(const PlayerState * ps, bool withTownGarrison)
 
- {
 
- 	si64 str = 0;
 
- 	for(auto h : ps->getHeroes())
 
- 	{
 
- 		if(!h->inTownGarrison || withTownGarrison)		//original h3 behavior
 
- 			str += h->getArmyStrength();
 
- 	}
 
- 	return str;
 
- }
 
- // get total experience of all heroes
 
- si64 Statistic::getTotalExperience(const PlayerState * ps)
 
- {
 
- 	si64 tmp = 0;
 
- 	for(auto h : ps->getHeroes())
 
- 		tmp += h->exp;
 
- 	
 
- 	return tmp;
 
- }
 
- // get total gold income
 
- int Statistic::getIncome(const CGameState * gs, const PlayerState * ps)
 
- {
 
- 	int totalIncome = 0;
 
- 	//Heroes can produce gold as well - skill, specialty or arts
 
- 	for(const auto & h : ps->getHeroes())
 
- 		totalIncome += h->dailyIncome()[EGameResID::GOLD];
 
- 	//Add town income of all towns
 
- 	for(const auto & t : ps->getTowns())
 
- 		totalIncome += t->dailyIncome()[EGameResID::GOLD];
 
- 	for(const CGMine * mine : getMines(gs, ps))
 
- 			totalIncome += mine->dailyIncome()[EGameResID::GOLD];
 
- 	return totalIncome;
 
- }
 
- float Statistic::getMapExploredRatio(const CGameState * gs, PlayerColor player)
 
- {
 
- 	float visible = 0.0;
 
- 	float numTiles = 0.0;
 
- 	for(int layer = 0; layer < (gs->map->twoLevel ? 2 : 1); layer++)
 
- 		for(int y = 0; y < gs->map->height; ++y)
 
- 			for(int x = 0; x < gs->map->width; ++x)
 
- 			{
 
- 				TerrainTile tile = gs->map->getTile(int3(x, y, layer));
 
- 				if(tile.blocked() && !tile.visitable())
 
- 					continue;
 
- 				if(gs->isVisible(int3(x, y, layer), player))
 
- 					visible++;
 
- 				numTiles++;
 
- 			}
 
- 	
 
- 	return visible / numTiles;
 
- }
 
- const CGHeroInstance * Statistic::findBestHero(const CGameState * gs, const PlayerColor & color)
 
- {
 
- 	const auto &h = gs->players.at(color).getHeroes();
 
- 	if(h.empty())
 
- 		return nullptr;
 
- 	//best hero will be that with highest exp
 
- 	int best = 0;
 
- 	for(int b=1; b<h.size(); ++b)
 
- 	{
 
- 		if(h[b]->exp > h[best]->exp)
 
- 		{
 
- 			best = b;
 
- 		}
 
- 	}
 
- 	return h[best];
 
- }
 
- std::vector<std::vector<PlayerColor>> Statistic::getRank(std::vector<std::pair<PlayerColor, si64>> stats)
 
- {
 
- 	std::sort(stats.begin(), stats.end(), [](const std::pair<PlayerColor, si64> & a, const std::pair<PlayerColor, si64> & b) { return a.second > b.second; });
 
- 	//put first element
 
- 	std::vector< std::vector<PlayerColor> > ret;
 
- 	ret.push_back( { stats[0].first } );
 
- 	//the rest of elements
 
- 	for(int g=1; g<stats.size(); ++g)
 
- 	{
 
- 		if(stats[g].second == stats[g-1].second)
 
- 		{
 
- 			(ret.end()-1)->push_back( stats[g].first );
 
- 		}
 
- 		else
 
- 		{
 
- 			//create next occupied rank
 
- 			ret.push_back( { stats[g].first });
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- int Statistic::getObeliskVisited(const CGameState * gs, const TeamID & t)
 
- {
 
- 	if(gs->map->obelisksVisited.count(t))
 
- 		return gs->map->obelisksVisited.at(t);
 
- 	else
 
- 		return 0;
 
- }
 
- float Statistic::getObeliskVisitedRatio(const CGameState * gs, const TeamID & t)
 
- {
 
- 	if(!gs->map->obeliskCount)
 
- 		return 0;
 
- 	return static_cast<float>(getObeliskVisited(gs, t)) / gs->map->obeliskCount;
 
- }
 
- std::map<EGameResID, int> Statistic::getNumMines(const CGameState * gs, const PlayerState * ps)
 
- {
 
- 	std::map<EGameResID, int> tmp;
 
- 	for(auto & res : EGameResID::ALL_RESOURCES())
 
- 		tmp[res] = 0;
 
- 	for(const CGMine * mine : getMines(gs, ps))
 
- 		tmp[mine->producedResource]++;
 
- 	
 
- 	return tmp;
 
- }
 
- float Statistic::getTownBuiltRatio(const PlayerState * ps)
 
- {
 
- 	float built = 0.0;
 
- 	float total = 0.0;
 
- 	for(const auto & t : ps->getTowns())
 
- 	{
 
- 		built += t->getBuildings().size();
 
- 		for(const auto & b : t->getTown()->buildings)
 
- 			if(!t->forbiddenBuildings.count(b.first))
 
- 				total += 1;
 
- 	}
 
- 	if(total < 1)
 
- 		return 0;
 
- 	
 
- 	return built / total;
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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