mirror of
https://github.com/UberGames/EF2GameSource.git
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592 lines
13 KiB
C++
592 lines
13 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/playerheuristics.cpp $
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// $Revision:: 14 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 2001 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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#include "_pch_cpp.h"
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#include "playerheuristics.h"
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static fileHandle_t heuristicFile=NULL;
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static str heuristicFileName=NULL;
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PlayerHeuristics::PlayerHeuristics()
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{
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//Single Player Stats
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shotsFired = 0;
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shotsHit = 0;
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numberOfDeaths = 0;
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enemiesKilled = 0;
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timeOnLevel = 0;
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levelStartTime = 0;
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levelEndTime = 0;
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playerHealth = 0.0f;
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lastLevel = "";
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currentLevel = "";
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shotsFiredInLevel = 0;
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shotsHitInLevel = 0;
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enemiesKilledInLevel = 0;
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//Multiplayer Stats
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ping = 0;
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itemsPickedUp = 0;
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specialEvents = 0;
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//Skill Level
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skillLevel = 0;
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//Mission Objectives
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numObjectives = 0;
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numCompleteObjectives = 0;
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numFailedObjectives = 0;
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}
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PlayerHeuristics::PlayerHeuristics( const PlayerHeuristics &pHeuristic )
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{
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//Single Player Stats
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shotsFired = pHeuristic.shotsFired;
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shotsHit = pHeuristic.shotsHit;
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numberOfDeaths = pHeuristic.numberOfDeaths;
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enemiesKilled = pHeuristic.enemiesKilled;
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timeOnLevel = pHeuristic.timeOnLevel;
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levelStartTime = pHeuristic.levelStartTime;
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levelEndTime = pHeuristic.levelEndTime;
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playerHealth = pHeuristic.playerHealth;
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lastLevel = pHeuristic.lastLevel;
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currentLevel = pHeuristic.currentLevel;
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shotsFiredInLevel = pHeuristic.shotsFiredInLevel;
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shotsHitInLevel = pHeuristic.shotsHitInLevel;
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enemiesKilledInLevel = pHeuristic.enemiesKilledInLevel;
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teammatesKilledInLevel = pHeuristic.teammatesKilledInLevel;
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//Multiplayer Stats
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ping = pHeuristic.ping;
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itemsPickedUp = pHeuristic.itemsPickedUp;
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specialEvents = pHeuristic.specialEvents;
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//Skill Level
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skillLevel = pHeuristic.skillLevel;
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//Mission Objectives
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numObjectives = pHeuristic.numObjectives;
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numCompleteObjectives = pHeuristic.numCompleteObjectives;
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numFailedObjectives = pHeuristic.numFailedObjectives;
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}
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PlayerHeuristics::~PlayerHeuristics()
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{
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}
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void PlayerHeuristics::ShowHeuristics( const Player *player )
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{
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//Show Player Information in the console
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levelEndTime = level.time;
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timeOnLevel+= levelEndTime;
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playerHealth = player->health;
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ping = player->client->ping;
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float accuracy = 0;
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if ( shotsFired != 0 )
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{
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accuracy = (float)shotsHit / (float)shotsFired;
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accuracy *= 100.0f;
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}
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gi.Printf( "\nPlayer Heuristics:\n");
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gi.Printf( "Shots Fired: %d\n", shotsFired );
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gi.Printf( "Shots Hit: %d\n", shotsHit );
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gi.Printf( "Accuracy: %%%.2f\n", accuracy );
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gi.Printf( "Number of Deaths: %d\n", numberOfDeaths );
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gi.Printf( "Time On Level: %f\n", timeOnLevel );
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gi.Printf( "Player Health: %d\n", playerHealth );
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gi.Printf( "Ping: %d\n", ping );
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gi.Printf( "Items Picked Up: %d\n", itemsPickedUp );
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gi.Printf( "Special Events: %d\n", specialEvents );
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gi.Printf( "Enemies Killed %d\n", enemiesKilled );
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gi.Printf( "\n" );
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gi.Printf( "Skill Level: %f\n", CalculateSkillLevel() );
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gi.Printf( "\n" );
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}
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void PlayerHeuristics::SaveHeuristics( const Player *player )
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{
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str token;
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str levelName;
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Script script;
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qboolean currentHeuristicsWritten;
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PlayerHeuristics *pHeuristic;
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//Precalculation for stats
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levelEndTime = level.time;
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timeOnLevel+= levelEndTime;
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playerHealth = player->health;
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ping = player->client->ping;
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skillLevel = CalculateSkillLevel();
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script.LoadFile( heuristicFileName );
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OpenPlayerHeuristicFile();
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if ( !heuristicFile )
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{
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script.Close();
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return;
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}
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//Save off a copy of our current stats
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pHeuristic = new PlayerHeuristics( *this );
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currentHeuristicsWritten = false;
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while( script.TokenAvailable( true ) )
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{
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token = script.GetToken(false);
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//The reason we saved off our old stats, and are reading through
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//is that in order to keep all the stats for all the other levels
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//we need to read them all in and write them back out, just replacing
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//the information we need for our current level
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if ( !Q_stricmp( token.c_str(), "Level:" ) )
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{
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levelName = script.GetToken(false);
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if ( Q_stricmp( levelName.c_str(), level.mapname.c_str() ) ) //Not Equal
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{
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script.UnGetToken();
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ReadInHeuristicData(script, levelName);
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}
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else
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{
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//Restore Values
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shotsFired = pHeuristic->shotsFired;
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shotsHit = pHeuristic->shotsHit;
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numberOfDeaths = pHeuristic->numberOfDeaths;
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enemiesKilled = pHeuristic->enemiesKilled;
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timeOnLevel = pHeuristic->timeOnLevel;
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levelStartTime = pHeuristic->levelStartTime;
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levelEndTime = pHeuristic->levelEndTime;
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playerHealth = pHeuristic->playerHealth;
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lastLevel = pHeuristic->lastLevel;
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currentLevel = pHeuristic->currentLevel;
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//Multiplayer Stats
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ping = pHeuristic->ping;
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itemsPickedUp = pHeuristic->itemsPickedUp;
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specialEvents = pHeuristic->specialEvents;
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//Skill Level
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skillLevel = pHeuristic->skillLevel;
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teammatesKilledInLevel = pHeuristic->teammatesKilledInLevel;
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shotsFiredInLevel = pHeuristic->shotsFiredInLevel;
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shotsHitInLevel = pHeuristic->shotsFiredInLevel;
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numObjectives = pHeuristic->numObjectives;
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numCompleteObjectives = pHeuristic->numCompleteObjectives;
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numFailedObjectives = pHeuristic->numFailedObjectives;
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currentHeuristicsWritten = true;
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}
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WriteOutHeuristicData(levelName);
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}
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}
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if (!currentHeuristicsWritten)
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{
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currentHeuristicsWritten = true;
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WriteOutHeuristicData(level.mapname);
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}
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ClosePlayerHeuristicFile();
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}
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void PlayerHeuristics::LoadHeuristics()
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{
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str token;
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Script script;
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CheckForHeuristicFile();
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//Clear Heuristic Data Structure;
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shotsFired = 0;
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shotsHit = 0;
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numberOfDeaths = 0;
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enemiesKilled = 0;
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timeOnLevel = 0;
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levelStartTime = 0;
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levelEndTime = 0;
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playerHealth = 0;
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ping = 0;
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itemsPickedUp = 0;
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specialEvents = 0;
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//skillLevel = 0;
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script.LoadFile( heuristicFileName );
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ReadInHeuristicData(script, level.mapname);
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//level.setSkill(skillLevel);
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script.Close();
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ClosePlayerHeuristicFile();
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}
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void PlayerHeuristics::ReadInHeuristicData( Script& script, str& levelName )
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{
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str token;
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str precedingToken ;
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//Fill Structure from File
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while( script.TokenAvailable( true ) )
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{
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str heuristic;
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str endSection;
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token = script.GetToken( false );
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if ( !Q_stricmp( token.c_str(), levelName.c_str() ) && ( precedingToken == "Level:" ) )
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{
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endSection = levelName + "_end";
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while ( Q_stricmp( token.c_str(), endSection.c_str() ) )
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{
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token = script.GetToken( false );
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if ( !Q_stricmp( token.c_str(), "ShotsFired:" ) )
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{
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heuristic = script.GetToken(false);
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shotsFired = atol(heuristic.c_str());
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}
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else if ( !Q_stricmp( token.c_str(), "ShotsHit:" ) )
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{
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heuristic = script.GetToken(false);
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shotsHit = atol(heuristic.c_str());
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}
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else if ( !Q_stricmp( token.c_str(), "NumberOfDeaths:" ) )
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{
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heuristic = script.GetToken(false);
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numberOfDeaths = atol(heuristic.c_str());
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}
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else if ( !Q_stricmp( token.c_str(), "EnemiesKilled:" ) )
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{
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heuristic = script.GetToken(false);
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enemiesKilled = atol(heuristic.c_str());
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}
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else if ( !Q_stricmp( token.c_str(), "TimeOnLevel:" ) )
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{
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heuristic = script.GetToken(false);
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timeOnLevel = (float)atof(heuristic.c_str());
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}
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else if ( !Q_stricmp( token.c_str(), "PlayerHealth:" ) )
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{
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heuristic = script.GetToken(false);
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playerHealth = atoi(heuristic.c_str());
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}
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else if ( !Q_stricmp( token.c_str(), "Ping:" ) )
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{
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heuristic = script.GetToken(false);
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ping = atoi(heuristic.c_str());
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}
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else if ( !Q_stricmp( token.c_str(), "ItemsPickedUp:" ) )
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{
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heuristic = script.GetToken(false);
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itemsPickedUp = atoi(heuristic.c_str());
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}
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else if ( !Q_stricmp( token.c_str(), "SpecialEvents:" ) )
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{
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heuristic = script.GetToken(false);
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specialEvents = atoi(heuristic.c_str());
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}
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else if ( !Q_stricmp( token.c_str(), "SkillLevel:" ) )
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{
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heuristic = script.GetToken(false);
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skillLevel = atof(heuristic.c_str());
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}
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}
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return;
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}
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precedingToken = token ;
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}
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}
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void PlayerHeuristics::WriteOutHeuristicData( const str &levelName )
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{
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str s;
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str stat;
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//Build File String
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s = "Level: " + levelName + "\n";
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stat = va("%l", shotsFired);
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s+= "ShotsFired: " + stat + "\n";
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stat = va("%l", shotsHit);
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s+= "ShotsHit: " + stat + "\n";
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stat = va("%l", numberOfDeaths);
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s+= "NumberOfDeaths: " + stat + "\n";
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stat = va("%l", enemiesKilled);
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s+= "EnemiesKilled: " + stat + "\n";
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stat = timeOnLevel;
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s+= "TimeOnLevel: " + stat + "\n";
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stat = playerHealth;
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s+= "PlayerHealth: " + stat + "\n";
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stat = ping;
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s+= "Ping: " + stat + "\n";
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stat = itemsPickedUp;
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s+= "ItemsPickedUp: " + stat + "\n";
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stat = specialEvents;
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s+= "SpecialEvents: " + stat + "\n";
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stat = skillLevel;
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s+= "SkillLevel: " + stat + "\n";
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s+= levelName + "_end";
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s+= "\n\n";
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gi.FS_Write( s, s.length(), heuristicFile );
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gi.FS_Flush( heuristicFile );
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}
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void PlayerHeuristics::CreateInitialHeuristicFile()
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{
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//Clear Heuristic Data Structure;
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shotsFired = 0;
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shotsHit = 0;
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numberOfDeaths = 0;
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enemiesKilled = 0;
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timeOnLevel = 0;
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levelStartTime = 0;
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levelEndTime = 0;
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playerHealth = 0;
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ping = 0;
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itemsPickedUp = 0;
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specialEvents = 0;
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skillLevel = 0;
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OpenPlayerHeuristicFile();
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if ( !heuristicFile )
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{
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return;
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}
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WriteOutHeuristicData(level.mapname);
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ClosePlayerHeuristicFile();
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}
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void PlayerHeuristics::OpenPlayerHeuristicFile()
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{
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if ( !heuristicFile )
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{
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heuristicFile = gi.FS_FOpenFileWrite( heuristicFileName.c_str() );
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}
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}
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void PlayerHeuristics::ClosePlayerHeuristicFile()
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{
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if ( heuristicFile )
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{
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gi.FS_FCloseFile( heuristicFile );
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heuristicFile = NULL;
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}
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}
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void PlayerHeuristics::CheckForHeuristicFile()
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{
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str s,filename;
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int filesize;
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s = "heuristics";
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filename = gi.GetArchiveFileName( NULL, s, "log", qtrue );
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heuristicFileName = filename.c_str();
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filesize = gi.FS_ReadFile( heuristicFileName.c_str(), NULL, true );
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if ( filesize <= 0 ) //File Does Not Exsist
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CreateInitialHeuristicFile();
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}
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float PlayerHeuristics::CalculateSkillLevel()
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{
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// Current Skill Level Formula
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// (((Accuracy * 100) * .75 ) + (1 - (Deaths * .25))) / 10
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// Returns a floating point number between 0 and 10
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// I expect this function to change a lot during the course of development
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// That is why it is written so verbosely.
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float Accuracy;
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float Deaths;
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float SkillLevel;
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Accuracy = (float)shotsHit / (float)shotsFired;
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Deaths = numberOfDeaths;
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SkillLevel = (((Accuracy * 100.0f) * .75f ) + (1.0f - (Deaths * .25f))) / 10.0f;
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if (SkillLevel < 0.0f )
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{
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SkillLevel = 0.0f;
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}
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return SkillLevel;
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}
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//-----------------------------------------------------
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//
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// Name: ClearLevelStatistics
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// Class: PlayerHeuristics
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//
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// Description: Clears the variables that are level specific.
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//
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// Parameters: None
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//
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// Returns: None
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//-----------------------------------------------------
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void PlayerHeuristics::ClearLevelStatistics(void)
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{
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shotsFiredInLevel = 0;
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shotsHitInLevel = 0;
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enemiesKilledInLevel = 0;
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numCompleteObjectives = 0;
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numObjectives = 0;
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numFailedObjectives = 0;
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teammatesKilledInLevel = 0;
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}
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void PlayerHeuristics::SetShotsFired( long int shots )
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{
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shotsFired = shots;
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}
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void PlayerHeuristics::IncrementShotsFired( void )
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{
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shotsFired++;
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shotsFiredInLevel++;
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}
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void PlayerHeuristics::SetShotsHit( long int shots )
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{
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shotsHit = shots;
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}
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void PlayerHeuristics::IncrementShotsHit()
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{
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shotsHit++;
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shotsHitInLevel++;
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}
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void PlayerHeuristics::SetNumberOfDeaths( long int deaths )
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{
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numberOfDeaths = deaths;
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}
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void PlayerHeuristics::IncrementNumberOfDeaths()
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{
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numberOfDeaths++;
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}
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void PlayerHeuristics::SetTimeOnLevel( float levelTime )
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{
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timeOnLevel = levelTime;
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}
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void PlayerHeuristics::SetPlayerHealth( int health )
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{
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playerHealth = health;
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}
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void PlayerHeuristics::SetPing( int ping_value )
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{
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ping = ping_value;
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}
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void PlayerHeuristics::SetItemsPickedUp( int items )
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{
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itemsPickedUp = items;
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}
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void PlayerHeuristics::IncrementItemsPickedUp()
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{
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itemsPickedUp++;
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}
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void PlayerHeuristics::SetSpecialEvents( int specialevent )
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{
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specialEvents = specialevent;
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}
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void PlayerHeuristics::IncrementSpecialEvents()
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{
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specialEvents++;
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}
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void PlayerHeuristics::UpdateShotsFired( void )
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{
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IncrementShotsFired();
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}
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void PlayerHeuristics::SetObjectives(int numMissionObjectives)
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{
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numObjectives = numMissionObjectives;
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}
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void PlayerHeuristics::IncrementCompleteObjectives()
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{
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numCompleteObjectives++;
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}
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void PlayerHeuristics::IncrementFailedObjectives()
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{
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numFailedObjectives++;
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}
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void PlayerHeuristics::IncrementEnemiesKilled(void)
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{
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enemiesKilled++;
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enemiesKilledInLevel++;
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}
|
|
|
|
void PlayerHeuristics::IncrementTeammatesKilled(void)
|
|
{
|
|
teammatesKilledInLevel++;
|
|
}
|