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https://gitea.wildfiregames.com/0ad/0ad
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562 lines
15 KiB
JavaScript
562 lines
15 KiB
JavaScript
function StatisticsTracker() {}
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const g_UpdateSequenceInterval = 30 * 1000;
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StatisticsTracker.prototype.Schema =
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"<empty/>";
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StatisticsTracker.prototype.Init = function()
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{
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this.unitsClasses = [
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"Infantry",
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"Worker",
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"FemaleCitizen",
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"Cavalry",
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"Champion",
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"Hero",
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"Siege",
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"Ship",
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"Trader"
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];
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this.unitsTrained = {
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"Infantry": 0,
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"Worker": 0,
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"FemaleCitizen": 0,
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"Cavalry": 0,
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"Champion": 0,
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"Hero": 0,
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"Siege": 0,
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"Ship": 0,
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"Trader": 0,
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"total": 0
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};
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this.domesticUnitsTrainedValue = 0;
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this.unitsLost = {
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"Infantry": 0,
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"Worker": 0,
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"FemaleCitizen": 0,
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"Cavalry": 0,
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"Champion": 0,
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"Hero": 0,
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"Siege": 0,
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"Ship": 0,
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"Trader": 0,
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"total": 0
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};
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this.unitsLostValue = 0;
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this.enemyUnitsKilled = {
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"Infantry": 0,
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"Worker": 0,
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"FemaleCitizen": 0,
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"Cavalry": 0,
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"Champion": 0,
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"Hero": 0,
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"Siege": 0,
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"Ship": 0,
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"Trader": 0,
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"total": 0
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};
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this.enemyUnitsKilledValue = 0;
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this.unitsCaptured = {
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"Infantry": 0,
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"Worker": 0,
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"FemaleCitizen": 0,
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"Cavalry": 0,
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"Champion": 0,
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"Hero": 0,
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"Siege": 0,
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"Ship": 0,
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"Trader": 0,
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"total": 0
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};
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this.unitsCapturedValue = 0;
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this.buildingsClasses = [
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"House",
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"Economic",
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"Outpost",
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"Military",
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"Fortress",
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"CivCentre",
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"Wonder"
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];
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this.buildingsConstructed = {
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"House": 0,
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"Economic": 0,
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"Outpost": 0,
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"Military": 0,
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"Fortress": 0,
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"CivCentre": 0,
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"Wonder": 0,
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"total": 0
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};
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this.buildingsLost = {
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"House": 0,
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"Economic": 0,
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"Outpost": 0,
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"Military": 0,
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"Fortress": 0,
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"CivCentre": 0,
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"Wonder": 0,
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"total": 0
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};
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this.buildingsLostValue = 0;
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this.enemyBuildingsDestroyed = {
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"House": 0,
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"Economic": 0,
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"Outpost": 0,
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"Military": 0,
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"Fortress": 0,
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"CivCentre": 0,
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"Wonder": 0,
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"total": 0
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};
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this.enemyBuildingsDestroyedValue = 0;
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this.buildingsCaptured = {
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"House": 0,
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"Economic": 0,
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"Outpost": 0,
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"Military": 0,
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"Fortress": 0,
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"CivCentre": 0,
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"Wonder": 0,
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"total": 0
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};
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this.buildingsCapturedValue = 0;
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this.resourcesGathered = {
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"vegetarianFood": 0
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};
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this.resourcesUsed = {};
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this.resourcesSold = {};
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this.resourcesBought = {};
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for (let res of Resources.GetCodes())
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{
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this.resourcesGathered[res] = 0;
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this.resourcesUsed[res] = 0;
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this.resourcesSold[res] = 0;
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this.resourcesBought[res] = 0;
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}
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this.tributesSent = 0;
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this.tributesReceived = 0;
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this.tradeIncome = 0;
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this.treasuresCollected = 0;
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this.lootCollected = 0;
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this.peakPercentMapControlled = 0;
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this.teamPeakPercentMapControlled = 0;
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let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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this.updateTimer = cmpTimer.SetInterval(
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this.entity, IID_StatisticsTracker, "UpdateSequences", 0, g_UpdateSequenceInterval);
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};
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/**
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* Returns a subset of statistics that will be added to the simulation state,
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* thus called each turn. Basic statistics should not contain data that would
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* be expensive to compute.
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*
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* Note: as of now, nothing in the game needs that, but some AIs developed by
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* modders need it in the API.
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*/
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StatisticsTracker.prototype.GetBasicStatistics = function()
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{
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return {
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"resourcesGathered": this.resourcesGathered,
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"percentMapExplored": this.GetPercentMapExplored()
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};
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};
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StatisticsTracker.prototype.GetStatistics = function()
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{
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return {
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"unitsTrained": this.unitsTrained,
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"domesticUnitsTrainedValue": this.domesticUnitsTrainedValue,
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"unitsLost": this.unitsLost,
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"unitsLostValue": this.unitsLostValue,
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"enemyUnitsKilled": this.enemyUnitsKilled,
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"enemyUnitsKilledValue": this.enemyUnitsKilledValue,
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"unitsCaptured": this.unitsCaptured,
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"unitsCapturedValue": this.unitsCapturedValue,
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"buildingsConstructed": this.buildingsConstructed,
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"buildingsLost": this.buildingsLost,
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"buildingsLostValue": this.buildingsLostValue,
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"enemyBuildingsDestroyed": this.enemyBuildingsDestroyed,
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"enemyBuildingsDestroyedValue": this.enemyBuildingsDestroyedValue,
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"buildingsCaptured": this.buildingsCaptured,
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"buildingsCapturedValue": this.buildingsCapturedValue,
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"resourcesGathered": this.resourcesGathered,
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"resourcesUsed": this.resourcesUsed,
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"resourcesSold": this.resourcesSold,
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"resourcesBought": this.resourcesBought,
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"tributesSent": this.tributesSent,
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"tributesReceived": this.tributesReceived,
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"tradeIncome": this.tradeIncome,
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"treasuresCollected": this.treasuresCollected,
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"lootCollected": this.lootCollected,
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"percentMapExplored": this.GetPercentMapExplored(),
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"teamPercentMapExplored": this.GetTeamPercentMapExplored(),
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"percentMapControlled": this.GetPercentMapControlled(),
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"teamPercentMapControlled": this.GetTeamPercentMapControlled(),
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"peakPercentMapControlled": this.peakPercentMapControlled,
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"teamPeakPercentMapControlled": this.teamPeakPercentMapControlled
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};
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};
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StatisticsTracker.prototype.GetSequences = function()
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{
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if (!this.sequences)
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return {};
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let ret = clone(this.sequences);
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let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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ret.time.push(cmpTimer.GetTime() / 1000);
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this.PushValue(this.GetStatistics(), ret);
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return ret;
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};
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/**
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* Increments counter associated with certain entity/counter and type of given entity.
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* @param cmpIdentity - the entity identity component.
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* @param counter - the name of the counter to increment (e.g. "unitsTrained").
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* @param type - the type of the counter (e.g. "workers").
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*/
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StatisticsTracker.prototype.CounterIncrement = function(cmpIdentity, counter, type)
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{
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var classes = cmpIdentity.GetClassesList();
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if (!classes)
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return;
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if (classes.indexOf(type) != -1)
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++this[counter][type];
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};
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/**
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* Counts the total number of units trained as well as an individual count for
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* each unit type. Based on templates.
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*/
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StatisticsTracker.prototype.IncreaseTrainedUnitsCounter = function(trainedUnit)
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{
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let cmpUnitEntityIdentity = Engine.QueryInterface(trainedUnit, IID_Identity);
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if (!cmpUnitEntityIdentity)
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return;
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let cmpCost = Engine.QueryInterface(trainedUnit, IID_Cost);
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let costs = cmpCost && cmpCost.GetResourceCosts();
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for (let type of this.unitsClasses)
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this.CounterIncrement(cmpUnitEntityIdentity, "unitsTrained", type);
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++this.unitsTrained.total;
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if (cmpUnitEntityIdentity.HasClass("Domestic") && costs)
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for (let type in costs)
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this.domesticUnitsTrainedValue += costs[type];
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};
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/**
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* Counts the total number of buildings constructed as well as an individual count for
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* each building type. Based on templates.
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*/
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StatisticsTracker.prototype.IncreaseConstructedBuildingsCounter = function(constructedBuilding)
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{
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var cmpBuildingEntityIdentity = Engine.QueryInterface(constructedBuilding, IID_Identity);
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if (!cmpBuildingEntityIdentity)
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return;
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for (let type of this.buildingsClasses)
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this.CounterIncrement(cmpBuildingEntityIdentity, "buildingsConstructed", type);
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++this.buildingsConstructed.total;
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};
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StatisticsTracker.prototype.KilledEntity = function(targetEntity)
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{
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var cmpTargetEntityIdentity = Engine.QueryInterface(targetEntity, IID_Identity);
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if (!cmpTargetEntityIdentity)
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return;
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var cmpCost = Engine.QueryInterface(targetEntity, IID_Cost);
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var costs = cmpCost && cmpCost.GetResourceCosts();
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var cmpTargetOwnership = Engine.QueryInterface(targetEntity, IID_Ownership);
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// Ignore gaia
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if (cmpTargetOwnership.GetOwner() == 0)
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return;
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if (cmpTargetEntityIdentity.HasClass("Unit") && !cmpTargetEntityIdentity.HasClass("Domestic"))
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{
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for (let type of this.unitsClasses)
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this.CounterIncrement(cmpTargetEntityIdentity, "enemyUnitsKilled", type);
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++this.enemyUnitsKilled.total;
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if (costs)
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for (let type in costs)
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this.enemyUnitsKilledValue += costs[type];
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}
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let cmpFoundation = Engine.QueryInterface(targetEntity, IID_Foundation);
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if (cmpTargetEntityIdentity.HasClass("Structure") && !cmpFoundation)
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{
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for (let type of this.buildingsClasses)
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this.CounterIncrement(cmpTargetEntityIdentity, "enemyBuildingsDestroyed", type);
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++this.enemyBuildingsDestroyed.total;
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if (costs)
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for (let type in costs)
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this.enemyBuildingsDestroyedValue += costs[type];
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}
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};
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StatisticsTracker.prototype.LostEntity = function(lostEntity)
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{
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var cmpLostEntityIdentity = Engine.QueryInterface(lostEntity, IID_Identity);
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if (!cmpLostEntityIdentity)
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return;
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var cmpCost = Engine.QueryInterface(lostEntity, IID_Cost);
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var costs = cmpCost && cmpCost.GetResourceCosts();
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if (cmpLostEntityIdentity.HasClass("Unit") && !cmpLostEntityIdentity.HasClass("Domestic"))
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{
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for (let type of this.unitsClasses)
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this.CounterIncrement(cmpLostEntityIdentity, "unitsLost", type);
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++this.unitsLost.total;
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if (costs)
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for (let type in costs)
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this.unitsLostValue += costs[type];
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}
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let cmpFoundation = Engine.QueryInterface(lostEntity, IID_Foundation);
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if (cmpLostEntityIdentity.HasClass("Structure") && !cmpFoundation)
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{
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for (let type of this.buildingsClasses)
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this.CounterIncrement(cmpLostEntityIdentity, "buildingsLost", type);
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++this.buildingsLost.total;
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if (costs)
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for (let type in costs)
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this.buildingsLostValue += costs[type];
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}
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};
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StatisticsTracker.prototype.CapturedEntity = function(capturedEntity)
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{
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let cmpCapturedEntityIdentity = Engine.QueryInterface(capturedEntity, IID_Identity);
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if (!cmpCapturedEntityIdentity)
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return;
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let cmpCost = Engine.QueryInterface(capturedEntity, IID_Cost);
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let costs = cmpCost && cmpCost.GetResourceCosts();
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if (cmpCapturedEntityIdentity.HasClass("Unit"))
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{
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for (let type of this.unitsClasses)
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this.CounterIncrement(cmpCapturedEntityIdentity, "unitsCaptured", type);
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++this.unitsCaptured.total;
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if (costs)
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for (let type in costs)
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this.unitsCapturedValue += costs[type];
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}
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if (cmpCapturedEntityIdentity.HasClass("Structure"))
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{
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for (let type of this.buildingsClasses)
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this.CounterIncrement(cmpCapturedEntityIdentity, "buildingsCaptured", type);
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++this.buildingsCaptured.total;
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if (costs)
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for (let type in costs)
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this.buildingsCapturedValue += costs[type];
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}
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};
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/**
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* @param {string} type - generic type of resource.
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* @param {number} amount - amount of resource, whick should be added.
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* @param {string} specificType - specific type of resource.
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*/
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StatisticsTracker.prototype.IncreaseResourceGatheredCounter = function(type, amount, specificType)
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{
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this.resourcesGathered[type] += amount;
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if (type == "food" && (specificType == "fruit" || specificType == "grain"))
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this.resourcesGathered.vegetarianFood += amount;
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};
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/**
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* @param {string} type - generic type of resource.
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* @param {number} amount - amount of resource, which should be added.
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*/
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StatisticsTracker.prototype.IncreaseResourceUsedCounter = function(type, amount)
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{
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this.resourcesUsed[type] += amount;
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};
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StatisticsTracker.prototype.IncreaseTreasuresCollectedCounter = function()
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{
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++this.treasuresCollected;
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};
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StatisticsTracker.prototype.IncreaseLootCollectedCounter = function(amount)
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{
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for (let type in amount)
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this.lootCollected += amount[type];
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};
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StatisticsTracker.prototype.IncreaseResourcesSoldCounter = function(type, amount)
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{
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this.resourcesSold[type] += amount;
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};
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StatisticsTracker.prototype.IncreaseResourcesBoughtCounter = function(type, amount)
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{
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this.resourcesBought[type] += amount;
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};
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StatisticsTracker.prototype.IncreaseTributesSentCounter = function(amount)
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{
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this.tributesSent += amount;
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};
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StatisticsTracker.prototype.IncreaseTributesReceivedCounter = function(amount)
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{
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this.tributesReceived += amount;
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};
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StatisticsTracker.prototype.IncreaseTradeIncomeCounter = function(amount)
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{
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this.tradeIncome += amount;
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};
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StatisticsTracker.prototype.GetPercentMapExplored = function()
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{
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
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return cmpRangeManager.GetPercentMapExplored(cmpPlayer.GetPlayerID());
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};
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/**
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* Note: cmpRangeManager.GetUnionPercentMapExplored computes statistics from scratch!
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* As a consequence, this function should not be called too often.
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*/
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StatisticsTracker.prototype.GetTeamPercentMapExplored = function()
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{
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
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if (!cmpPlayer)
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return 0;
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var team = cmpPlayer.GetTeam();
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// If teams are not locked, this statistic won't be displayed, so don't bother computing
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if (team == -1 || !cmpPlayer.GetLockTeams())
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return cmpRangeManager.GetPercentMapExplored(cmpPlayer.GetPlayerID());
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var teamPlayers = [];
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for (var i = 1; i < cmpPlayerManager.GetNumPlayers(); ++i)
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{
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let cmpOtherPlayer = QueryPlayerIDInterface(i);
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if (cmpOtherPlayer && cmpOtherPlayer.GetTeam() == team)
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teamPlayers.push(i);
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}
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return cmpRangeManager.GetUnionPercentMapExplored(teamPlayers);
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};
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StatisticsTracker.prototype.GetPercentMapControlled = function()
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{
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var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
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var cmpTerritoryManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager);
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if (!cmpPlayer || !cmpTerritoryManager)
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return 0;
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return cmpTerritoryManager.GetTerritoryPercentage(cmpPlayer.GetPlayerID());
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};
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StatisticsTracker.prototype.GetTeamPercentMapControlled = function()
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{
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var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
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var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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var cmpTerritoryManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager);
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if (!cmpPlayer || !cmpTerritoryManager)
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return 0;
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var team = cmpPlayer.GetTeam();
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if (team == -1 || !cmpPlayer.GetLockTeams())
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return cmpTerritoryManager.GetTerritoryPercentage(cmpPlayer.GetPlayerID());
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var teamPercent = 0;
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for (let i = 1; i < cmpPlayerManager.GetNumPlayers(); ++i)
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{
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let cmpOtherPlayer = QueryPlayerIDInterface(i);
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if (cmpOtherPlayer && cmpOtherPlayer.GetTeam() == team)
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teamPercent += cmpTerritoryManager.GetTerritoryPercentage(i);
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}
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return teamPercent;
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};
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StatisticsTracker.prototype.OnTerritoriesChanged = function(msg)
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{
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var newPercent = this.GetPercentMapControlled();
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if (newPercent > this.peakPercentMapControlled)
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this.peakPercentMapControlled = newPercent;
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newPercent = this.GetTeamPercentMapControlled();
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if (newPercent > this.teamPeakPercentMapControlled)
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this.teamPeakPercentMapControlled = newPercent;
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};
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/**
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* Adds the values of fromData to the end of the arrays of toData.
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* If toData misses the needed array, one will be created.
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*
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* @param fromData - an object of values or a value.
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* @param toData - an object of arrays or an array.
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**/
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StatisticsTracker.prototype.PushValue = function(fromData, toData)
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{
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if (typeof fromData == "object")
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for (let prop in fromData)
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{
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if (typeof toData[prop] != "object")
|
|
toData[prop] = [fromData[prop]];
|
|
else
|
|
this.PushValue(fromData[prop], toData[prop]);
|
|
}
|
|
else
|
|
toData.push(fromData);
|
|
};
|
|
|
|
StatisticsTracker.prototype.UpdateSequences = function()
|
|
{
|
|
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
|
|
|
|
// Don't do this on Init, because GetStatistics doesn't work in this state of the game
|
|
// This is because the simulation hasn't totally started/initialized and we query some simulation values
|
|
if (!this.sequences)
|
|
{
|
|
this.sequences = clone(this.GetStatistics());
|
|
this.sequences.time = [];
|
|
}
|
|
|
|
this.sequences.time.push(cmpTimer.GetTime() / 1000);
|
|
this.PushValue(this.GetStatistics(), this.sequences);
|
|
};
|
|
|
|
Engine.RegisterComponentType(IID_StatisticsTracker, "StatisticsTracker", StatisticsTracker);
|