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407 lines
14 KiB
C++
407 lines
14 KiB
C++
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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHBalanceAnalysis.cpp $
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// $Date: $
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//
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//-------------------------------------------------------------------------------
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// $Log: $
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//===============================================================================
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#include "util/nowarnings.h"
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#include "mod/AvHBalanceAnalysis.h"
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#include "mod/AvHBalance.h"
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#include "mod/AvHAlienWeaponConstants.h"
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#include "mod/AvHMarineWeaponConstants.h"
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#include "mod/AvHPlayerUpgrade.h"
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#include "math.h"
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#ifdef AVH_CLIENT
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#include "mod/AvHHud.h"
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extern AvHHud gHUD;
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#endif
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AvHEconomy::AvHEconomy(const AvHTechNodes& inTechNodes, int inInitialResources, int inInitialTowers, bool inMarine, MessageIDListType inTargetTechList)
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{
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mTechNodes = inTechNodes;
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mInitialResources = inInitialResources;
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mInitialTowers = inInitialTowers;
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mMarine = inMarine;
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mTargetTech = inTargetTechList;
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mResultTime = mResultTowers = mResultResources = 0;
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}
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void AvHEconomy::CalculateFastestTime()
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{
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int theMinNodeAmount = 0;
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float theMinTime = 10000;
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// 7 nodes is realistic map maximum
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for(int i = 0; i < 7; i++)
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{
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this->Simulate(i);
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float theResultTime = (float)this->GetResultTime();
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if(theResultTime < theMinTime)
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{
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theMinTime = theResultTime;
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theMinNodeAmount = i;
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}
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}
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// Use the minimum results
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this->Simulate(theMinNodeAmount);
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}
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int AvHEconomy::GetBuildNodeCost() const
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{
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int theCost = 0;
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if(this->mMarine)
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{
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theCost = BALANCE_IVAR(kResourceTowerCost);
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}
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else
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{
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theCost = BALANCE_IVAR(kAlienResourceTowerCost);
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}
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return theCost;
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}
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int AvHEconomy::GetResultTime() const
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{
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return this->mResultTime;
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}
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int AvHEconomy::GetResultTowers() const
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{
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return this->mResultTowers;
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}
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int AvHEconomy::GetResultResources() const
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{
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return this->mResultResources;
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}
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// Assumes nodes build instantly, doesn't account for travel time, assumes there is always an available node to be built
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void AvHEconomy::Simulate(int inBuildXNodes)
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{
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int theResourceInjectionInterval = BALANCE_IVAR(kFuncResourceInjectionTime);
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int theBuildNodeInterval = BALANCE_IVAR(kBalanceFuncResourceTime);
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// Start simulating
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int theTimeOfLastNode = 0;
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bool theIsDone = false;
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int theNumNodes = this->mInitialTowers;
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float theTimeOfNextResearchComplete = 0;
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// Initialize results
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this->mResultTowers = this->mInitialTowers;
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this->mResultResources = this->mInitialResources;
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this->mResultTime = 0;
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// Use copy of tech nodes
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AvHTechNodes theTechNodes = this->mTechNodes;
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MessageIDListType theTargetTech = this->mTargetTech;
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if(theResourceInjectionInterval > 0)
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{
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// While not done
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while(!theIsDone)
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{
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AvHMessageID theTargetTechID = (*theTargetTech.begin());
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// If we have more nodes to build and we have enough resources
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if(inBuildXNodes > 0)
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{
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// Build the node (increment num nodes, decrement resources)
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int theNodeCost = this->GetBuildNodeCost();
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if(this->mResultResources >= theNodeCost)
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{
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if(this->mResultTime > (theTimeOfLastNode + theBuildNodeInterval))
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{
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theTimeOfLastNode = this->mResultTime;
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this->mResultResources -= theNodeCost;
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this->mResultTowers++;
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inBuildXNodes--;
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}
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}
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}
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// Find bottleneck technology
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AvHMessageID theBottleNeck = theTechNodes.GetNextMessageNeededFor(theTargetTechID);
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if(theTimeOfNextResearchComplete == 0)
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{
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// If we have enough resources to research/buy it
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int theCost = 0;
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float theTime = 0.0f;
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bool theIsResearchable = false;
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if(theTechNodes.GetResearchInfo(theBottleNeck, theIsResearchable, theCost, theTime))
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{
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// Pay for it
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if(this->mResultResources >= theCost)
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{
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// Remember when we'll be done with it
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this->mResultResources -= theCost;
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theTimeOfNextResearchComplete = this->mResultTime + theTime;
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}
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}
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else
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{
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this->mResultResources = -1;
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theIsDone = true;
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}
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}
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// Is our bottleneck technology done?
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else if(this->mResultTime >= theTimeOfNextResearchComplete)
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{
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// Set it researched
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theTechNodes.SetResearchDone(theBottleNeck, true);
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// Is this technology our final tech?
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if(theBottleNeck == theTargetTechID)
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{
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MessageIDListType::iterator theFindIter = std::find(theTargetTech.begin(), theTargetTech.end(), theTargetTechID);
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if(theFindIter != theTargetTech.end())
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{
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theTargetTech.erase(theFindIter);
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}
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}
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if(theTargetTech.size() == 0)
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{
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// We're done
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theIsDone = true;
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}
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else
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{
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theTimeOfNextResearchComplete = 0;
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}
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}
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// Add resources from current towers to our resources
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this->mResultResources += this->mResultTowers*BALANCE_IVAR(kFuncResourceInjectionAmount);
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// Increment current time by interval
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this->mResultTime += theResourceInjectionInterval;
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}
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}
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}
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void GetSimulatedAnalysisFor(MessageIDListType inMessageIDList, bool inMarine, StringList& outList, string inNote)
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{
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outList.push_back(inNote);
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int theStartingResources = inMarine ? BALANCE_IVAR(kNumInitialMarinePoints) : BALANCE_IVAR(kNumInitialAlienPoints);
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// Get tech nodes
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const AvHTechNodes& theTechNodes = gHUD.GetTechNodes();
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AvHEconomy theEconomy(theTechNodes, theStartingResources, 1, inMarine, inMessageIDList);
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theEconomy.CalculateFastestTime();
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// Add message to log
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int theResultTime = theEconomy.GetResultTime();
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char theTimeString[128];
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sprintf(theTimeString, "%d:%.2d", theResultTime/60, theResultTime%60);
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int theNodesBuilt = theEconomy.GetResultTowers() - 1;
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int theResultResources = theEconomy.GetResultResources();
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string theLogMessage = " " + MakeStringFromInt(theNodesBuilt) + " nodes built -> Time: " + string(theTimeString) + " Resources: " + MakeStringFromInt(theResultResources);
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outList.push_back(theLogMessage);
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}
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void GetSimulatedAnalysisFor(AvHMessageID inMessageID, bool inMarine, StringList& outList, string inNote)
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{
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MessageIDListType theMessageIDList;
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theMessageIDList.push_back(inMessageID);
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GetSimulatedAnalysisFor(theMessageIDList, inMarine, outList, inNote);
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}
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//void GetHiveAnalysis(StringList& outList)
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//{
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// // Assume gorges are all building res towers
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//
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// // Find time that one gorge has enough to build hive
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//
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// // Add hive build time
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//}
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int SimulateDamage(AvHUser3 inUser3, int inUser4, float inDamage, int inNumHives)
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{
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int theNumBullets = 0;
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// Initialize health and armor
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float theArmorLevel = (float)(AvHPlayerUpgrade::GetMaxArmorLevel(inUser4, inUser3));
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float theHealth = (float)(AvHPlayerUpgrade::GetMaxHealth(inUser4, inUser3));
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bool theDone = false;
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// While lifeform is still alive
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if(inDamage > 0)
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{
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while(!theDone)
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{
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// Simulate bullet hit
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float theHealthToRemove = AvHPlayerUpgrade::CalculateDamageLessArmor(inUser3, inUser4, inDamage, theArmorLevel, NS_DMG_NORMAL, inNumHives);
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theHealth -= theHealthToRemove;
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// Increment number bullets
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theNumBullets++;
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// We're dead when our health cast to an int is 0 (for HL reasons, see CBaseEntity::TakeDamage for more info)
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if(((int)theHealth) <= 0)
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{
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theDone = true;
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}
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}
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}
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else
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{
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theNumBullets = -1;
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}
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return theNumBullets;
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}
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void SimulateWeaponVsLifeform(float inDamage, string& inPrependString, string& inLifeformName, AvHUser3 inLifeform, StringList& outList)
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{
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for(int theNumHives = 1; theNumHives <= 3; theNumHives++)
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//int theNumHives = 1;
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{
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for(int i = 0; i < 4; i++)
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{
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float theDamage = inDamage;
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switch(i)
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{
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case 1:
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theDamage *= (1.0f + (float)BALANCE_FVAR(kWeaponDamageLevelOne));
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break;
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case 2:
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theDamage *= (1.0f + (float)BALANCE_FVAR(kWeaponDamageLevelTwo));
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break;
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case 3:
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theDamage *= (1.0f + (float)BALANCE_FVAR(kWeaponDamageLevelThree));
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break;
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}
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string theResult = string(inPrependString + " L" + MakeStringFromInt(i) + " (" + MakeStringFromFloat(theDamage) + ") vs. " + MakeStringFromInt(theNumHives) + "-hive " + inLifeformName + ": ");
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theResult += MakeStringFromInt(SimulateDamage(inLifeform, MASK_NONE, theDamage, theNumHives));
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theResult += "/" + MakeStringFromInt(SimulateDamage(inLifeform, MASK_UPGRADE_1, theDamage, theNumHives));
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theResult += "/" + MakeStringFromInt(SimulateDamage(inLifeform, MASK_UPGRADE_1 | MASK_UPGRADE_10, theDamage, theNumHives));
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theResult += "/" + MakeStringFromInt(SimulateDamage(inLifeform, MASK_UPGRADE_1 | MASK_UPGRADE_11, theDamage, theNumHives));
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outList.push_back(theResult);
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}
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}
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}
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void SimulateWeaponVsLifeforms(float inDamage, string& inPrependString, StringList& outList)
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{
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SimulateWeaponVsLifeform(inDamage, inPrependString, string("Skulk"), AVH_USER3_ALIEN_PLAYER1, outList);
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SimulateWeaponVsLifeform(inDamage, inPrependString, string("Gorge"), AVH_USER3_ALIEN_PLAYER2, outList);
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SimulateWeaponVsLifeform(inDamage, inPrependString, string("Lerk"), AVH_USER3_ALIEN_PLAYER3, outList);
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SimulateWeaponVsLifeform(inDamage, inPrependString, string("Fade"), AVH_USER3_ALIEN_PLAYER4, outList);
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SimulateWeaponVsLifeform(inDamage, inPrependString, string("Onos"), AVH_USER3_ALIEN_PLAYER5, outList);
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SimulateWeaponVsLifeform(inDamage, inPrependString, string("Marine"), AVH_USER3_MARINE_PLAYER, outList);
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}
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void AvHBAComputeAnalysis(StringList& outList)
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{
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// Num bile bombs to kill a resource tower
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int theBileBombDamage = BALANCE_IVAR(kBileBombDamage);
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int theResourceTowerHealth = BALANCE_IVAR(kResourceTowerHealth);
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int theNumShots = (int)(ceil((float)theResourceTowerHealth/theBileBombDamage));
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outList.push_back("# bile bombs to kill resource tower: " + MakeStringFromInt(theNumShots));
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// Bite vs. resource tower
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int theBiteDamage = BALANCE_IVAR(kBiteDamage);
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theNumShots = (int)(ceil((float)theResourceTowerHealth/theBiteDamage));
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float theTime = theNumShots*BALANCE_FVAR(kBiteROF);
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outList.push_back("# bites to kill resource tower: " + MakeStringFromInt(theNumShots) + " (time: " + MakeStringFromFloat(theTime) + ")");
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// Shotgun vs. hive
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int theSGDamage = BALANCE_IVAR(kSGDamage);
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int theNumSGPellets = BALANCE_IVAR(kSGBulletsPerShot);
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int theHiveHealth = BALANCE_IVAR(kHiveHealth);
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theNumShots = (int)(ceil((float)theHiveHealth/((float)theSGDamage*theNumSGPellets)));
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outList.push_back("# shotgun blasts to kill hive: " + MakeStringFromInt(theNumShots));
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// Grenades vs. alien resource tower (blast damage)
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int theGGDamage = 2*BALANCE_IVAR(kGrenadeDamage);
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int theAlienTowerHealth = BALANCE_IVAR(kAlienResourceTowerHealth);
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theNumShots = (int)(ceil((float)theAlienTowerHealth/theGGDamage));
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outList.push_back("# grenades to kill alien resource tower: " + MakeStringFromInt(theNumShots));
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// Machine gun vs. alien res tower
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int theMGDamage = BALANCE_IVAR(kMGDamage);
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theNumShots = (int)(ceil((float)theAlienTowerHealth/theMGDamage));
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outList.push_back("# mg bullets to kill alien resource tower: " + MakeStringFromInt(theNumShots));
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GetSimulatedAnalysisFor(BUILD_HMG, true, outList, "First HMG:");
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GetSimulatedAnalysisFor(BUILD_GRENADE_GUN, true, outList, "First GL:");
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GetSimulatedAnalysisFor(BUILD_JETPACK, true, outList, "First jetpack:");
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GetSimulatedAnalysisFor(BUILD_HEAVY, true, outList, "First heavy armor:");
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GetSimulatedAnalysisFor(BUILD_SIEGE, true, outList, "First ASC:");
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GetSimulatedAnalysisFor(RESEARCH_MOTIONTRACK, true, outList, "Motion-tracking:");
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MessageIDListType theTech;
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theTech.push_back(BUILD_PHASEGATE);
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theTech.push_back(BUILD_PHASEGATE);
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GetSimulatedAnalysisFor(theTech, true, outList, "Two phase gates:");
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theTech.clear();
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theTech.push_back(RESEARCH_ARMOR_THREE);
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theTech.push_back(RESEARCH_WEAPONS_THREE);
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GetSimulatedAnalysisFor(theTech, true, outList, "Level 3 armor + weapons:");
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theTech.clear();
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for(int i = 0; i < BALANCE_IVAR(kBalanceAverageTeamSize); i++)
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{
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theTech.push_back(BUILD_SHOTGUN);
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}
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GetSimulatedAnalysisFor(theTech, true, outList, "Full squad of shotguns:");
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theTech.clear();
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for(i = 0; i < BALANCE_IVAR(kBalanceAverageTeamSize); i++)
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{
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theTech.push_back(BUILD_HMG);
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}
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GetSimulatedAnalysisFor(theTech, true, outList, "Full squad of HMGs:");
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theTech.clear();
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//GetSimulatedAnalysisFor(ALIEN_BUILD_HIVE, false, outList, "Second hive:");
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//GetSimulatedAnalysisFor(ALIEN_LIFEFORM_FIVE, false, outList, "First Onos:");
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// GetHiveAnalysis(outList);
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//
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// GetMGSkulkAnalysis(outList);
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// HMG vs. hive
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SimulateWeaponVsLifeforms((float)BALANCE_IVAR(kMGDamage), string("mg"), outList);
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SimulateWeaponVsLifeforms((float)BALANCE_IVAR(kHGDamage), string("pistol"), outList);
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SimulateWeaponVsLifeforms((float)BALANCE_IVAR(kSGDamage), string("shotty"), outList);
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SimulateWeaponVsLifeforms((float)BALANCE_IVAR(kHMGDamage), string("hmg"), outList);
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SimulateWeaponVsLifeforms((float)BALANCE_IVAR(kMineDamage), string("mine"), outList);
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||
|
SimulateWeaponVsLifeforms((float)BALANCE_IVAR(kGrenadeDamage), string("gl"), outList);
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||
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SimulateWeaponVsLifeforms((float)BALANCE_IVAR(kBiteDamage), string("bite"), outList);
|
||
|
|
||
|
// outList.push_back("MG vs. Skulk: 1/2/3/4");
|
||
|
// outList.push_back("MG vs. Skulk (cara 1): 2/3/4/5");
|
||
|
// outList.push_back("MG vs. Skulk (cara 2): 3/4/5/6");
|
||
|
|
||
|
outList.push_back("");
|
||
|
}
|