var API3 = function(m) { /** * The map module. * Copied with changes from QuantumState's original for qBot, it's a component for storing 8 bit values. */ /** The function needs to be named too because of the copyConstructor functionality */ m.Map = function Map(sharedScript, type, originalMap, actualCopy) { // get the correct dimensions according to the map type let map = (type === "territory" || type === "resource") ? sharedScript.territoryMap : sharedScript.passabilityMap; this.width = map.width; this.height = map.height; this.cellSize = map.cellSize; this.length = this.width * this.height; this.maxVal = 255; // sanity check if (originalMap && originalMap.length !== this.length) warn("AI map size incompatibility with type " + type + ": original " + originalMap.length + " new " + this.length); if (originalMap && actualCopy) { this.map = new Uint8Array(this.length); for (let i = 0; i < this.length; ++i) this.map[i] = originalMap[i]; } else if (originalMap) this.map = originalMap; else this.map = new Uint8Array(this.length); }; m.Map.prototype.setMaxVal = function(val) { this.maxVal = val; }; m.Map.prototype.gamePosToMapPos = function(p) { return [Math.floor(p[0]/this.cellSize), Math.floor(p[1]/this.cellSize)]; }; m.Map.prototype.point = function(p) { let q = this.gamePosToMapPos(p); q[0] = q[0] >= this.width ? this.width-1 : (q[0] < 0 ? 0 : q[0]); q[1] = q[1] >= this.width ? this.width-1 : (q[1] < 0 ? 0 : q[1]); return this.map[q[0] + this.width * q[1]]; }; m.Map.prototype.addInfluence = function(cx, cy, maxDist, strength, type = "linear") { strength = strength ? strength : maxDist; let x0 = Math.floor(Math.max(0, cx - maxDist)); let y0 = Math.floor(Math.max(0, cy - maxDist)); let x1 = Math.floor(Math.min(this.width-1, cx + maxDist)); let y1 = Math.floor(Math.min(this.height-1, cy + maxDist)); let maxDist2 = maxDist * maxDist; // code duplicating for speed if (type === "linear") { let str = strength / maxDist; for (let y = y0; y < y1; ++y) { let dy = y - cy; for (let x = x0; x < x1; ++x) { let dx = x - cx; let r2 = dx*dx + dy*dy; if (r2 >= maxDist2) continue; let quant = str * (maxDist - Math.sqrt(r2)); let w = x + y * this.width; if (this.map[w] + quant < 0) this.map[w] = 0; else if (this.map[w] + quant > this.maxVal) this.map[w] = this.maxVal; // avoids overflow. else this.map[w] += quant; } } } else if (type === "quadratic") { let str = strength / maxDist2; for (let y = y0; y < y1; ++y) { let dy = y - cy; for (let x = x0; x < x1; ++x) { let dx = x - cx; let r2 = dx*dx + dy*dy; if (r2 >= maxDist2) continue; let quant = str * (maxDist2 - r2); let w = x + y * this.width; if (this.map[w] + quant < 0) this.map[w] = 0; else if (this.map[w] + quant > this.maxVal) this.map[w] = this.maxVal; // avoids overflow. else this.map[w] += quant; } } } else { for (let y = y0; y < y1; ++y) { let dy = y - cy; for (let x = x0; x < x1; ++x) { let dx = x - cx; let r2 = dx*dx + dy*dy; if (r2 >= maxDist2) continue; let w = x + y * this.width; if (this.map[w] + strength < 0) this.map[w] = 0; else if (this.map[w] + strength > this.maxVal) this.map[w] = this.maxVal; // avoids overflow. else this.map[w] += strength; } } } }; m.Map.prototype.multiplyInfluence = function(cx, cy, maxDist, strength, type = "constant") { strength = strength ? +strength : +maxDist; let x0 = Math.max(0, cx - maxDist); let y0 = Math.max(0, cy - maxDist); let x1 = Math.min(this.width, cx + maxDist); let y1 = Math.min(this.height, cy + maxDist); let maxDist2 = maxDist * maxDist; if (type === "linear") { let str = strength / maxDist; for (let y = y0; y < y1; ++y) { for (let x = x0; x < x1; ++x) { let dx = x - cx; let dy = y - cy; let r2 = dx*dx + dy*dy; if (r2 >= maxDist2) continue; let quant = str * (maxDist - Math.sqrt(r2)) * this.map[x + y * this.width]; if (quant < 0) this.map[x + y * this.width] = 0; else if (quant > this.maxVal) this.map[x + y * this.width] = this.maxVal; else this.map[x + y * this.width] = quant; } } } else if (type === "quadratic") { let str = strength / maxDist2; for (let y = y0; y < y1; ++y) { for (let x = x0; x < x1; ++x) { let dx = x - cx; let dy = y - cy; let r2 = dx*dx + dy*dy; if (r2 >= maxDist2) continue; let quant = str * (maxDist2 - r2) * this.map[x + y * this.width]; if (quant < 0) this.map[x + y * this.width] = 0; else if (quant > this.maxVal) this.map[x + y * this.width] = this.maxVal; else this.map[x + y * this.width] = quant; } } } else { for (let y = y0; y < y1; ++y) { for (let x = x0; x < x1; ++x) { let dx = x - cx; let dy = y - cy; let r2 = dx*dx + dy*dy; if (r2 >= maxDist2) continue; let quant = this.map[x + y * this.width] * strength; if (quant < 0) this.map[x + y * this.width] = 0; else if (quant > this.maxVal) this.map[x + y * this.width] = this.maxVal; else this.map[x + y * this.width] = quant; } } } }; /** doesn't check for overflow. */ m.Map.prototype.setInfluence = function(cx, cy, maxDist, value = 0) { let x0 = Math.max(0, cx - maxDist); let y0 = Math.max(0, cy - maxDist); let x1 = Math.min(this.width, cx + maxDist); let y1 = Math.min(this.height, cy + maxDist); let maxDist2 = maxDist * maxDist; for (let y = y0; y < y1; ++y) { for (let x = x0; x < x1; ++x) { let dx = x - cx; let dy = y - cy; if (dx*dx + dy*dy < maxDist2) this.map[x + y * this.width] = value; } } }; m.Map.prototype.sumInfluence = function(cx, cy, radius) { let x0 = Math.max(0, cx - radius); let y0 = Math.max(0, cy - radius); let x1 = Math.min(this.width, cx + radius); let y1 = Math.min(this.height, cy + radius); let radius2 = radius * radius; let sum = 0; for (let y = y0; y < y1; ++y) { for (let x = x0; x < x1; ++x) { let dx = x - cx; let dy = y - cy; if (dx*dx + dy*dy < radius2) sum += this.map[x + y * this.width]; } } return sum; }; /** * Make each cell's 16-bit/8-bit value at least one greater than each of its * neighbours' values. (If the grid is initialised with 0s and 65535s or 255s, the * result of each cell is its Manhattan distance to the nearest 0.) */ m.Map.prototype.expandInfluences = function(maximum = this.maxVal, grid = this.map) { let w = this.width; let h = this.height; for (let y = 0; y < h; ++y) { let min = maximum; let x0 = y * w; for (let x = 0; x < w; ++x) { let g = grid[x + x0]; if (g > min) grid[x + x0] = min; else if (g < min) min = g; ++min; if (min > maximum) min = maximum; } for (let x = w - 2; x >= 0; --x) { let g = grid[x + x0]; if (g > min) grid[x + x0] = min; else if (g < min) min = g; ++min; if (min > maximum) min = maximum; } } for (let x = 0; x < w; ++x) { let min = maximum; for (let y = 0; y < h; ++y) { let g = grid[x + y * w]; if (g > min) grid[x + y * w] = min; else if (g < min) min = g; ++min; if (min > maximum) min = maximum; } for (let y = h - 2; y >= 0; --y) { let g = grid[x + y * w]; if (g > min) grid[x + y * w] = min; else if (g < min) min = g; ++min; if (min > maximum) min = maximum; } } }; /** Multiplies current map by the parameter map pixelwise */ m.Map.prototype.multiply = function(map, onlyBetter, divider, maxMultiplier) { for (let i = 0; i < this.length; ++i) if (map.map[i]/divider > 1) this.map[i] = Math.min(maxMultiplier*this.map[i], this.map[i] * (map.map[i]/divider)); }; /** add to current map by the parameter map pixelwise */ m.Map.prototype.add = function(map) { for (let i = 0; i < this.length; ++i) { if (this.map[i] + map.map[i] < 0) this.map[i] = 0; else if (this.map[i] + map.map[i] > this.maxVal) this.map[i] = this.maxVal; else this.map[i] += map.map[i]; } }; /** Find the best non-obstructed tile */ m.Map.prototype.findBestTile = function(radius, obstruction) { let bestIdx; let bestVal = -1; for (let j = 0; j < this.length; ++j) { if (this.map[j] <= bestVal) continue; let i = this.getNonObstructedTile(j, radius, obstruction); if (i < 0) continue; bestVal = this.map[j]; bestIdx = i; } return [bestIdx, bestVal]; }; /** return any non obstructed (small) tile inside the (big) tile i from obstruction map */ m.Map.prototype.getNonObstructedTile = function(i, radius, obstruction) { let ratio = this.cellSize / obstruction.cellSize; let ix = (i % this.width) * ratio; let iy = Math.floor(i / this.width) * ratio; let w = obstruction.width; for (let kx = ix; kx < ix + ratio; ++kx) { if (kx < radius || kx >= w - radius) continue; for (let ky = iy; ky < iy + ratio; ++ky) { if (ky < radius || ky >= w - radius) continue; if (obstruction.isObstructedTile(kx, ky, radius)) continue; return kx + ky*w; } } return -1; }; /** return true if the area centered on tile kx-ky and with radius is obstructed */ m.Map.prototype.isObstructedTile = function(kx, ky, radius) { let w = this.width; if (kx < radius || kx >= w - radius || ky < radius || ky >= w - radius || this.map[kx+ky*w] === 0) return true; for (let dy = 0; dy <= radius; ++dy) { let dxmax = dy === 0 ? radius : Math.ceil(Math.sqrt(radius*radius - (dy-0.5)*(dy-0.5))); let xp = kx + (ky + dy)*w; let xm = kx + (ky - dy)*w; for (let dx = -dxmax; dx <= dxmax; ++dx) if (this.map[xp + dx] === 0 || this.map[xm + dx] === 0) return true; } return false; }; /** * returns the nearest obstructed point * TODO check that the landpassmap index is the same */ m.Map.prototype.findNearestObstructed = function(k, radius) { let w = this.width; let ix = k % w; let iy = Math.floor(k / w); let n = this.cellSize > 8 ? 1 : Math.floor(8 / this.cellSize); for (let i = 1; i <= n; ++i) { let kx = ix - i; let ky = iy + i; for (let j = 1; j <= 8*i; ++j) { if (this.isObstructedTile(kx, ky, radius)) { let akx = Math.abs(kx-ix); let aky = Math.abs(ky-iy); if (akx >= aky) { if (kx > ix) --kx; else ++kx; } if (aky >= akx) { if (ky > iy) --ky; else ++ky; } return kx + w*ky; } if (j < 2*i+1) ++kx; else if (j < 4*i+1) --ky; else if (j < 6*i+1) --kx; else ++ky; } } return -1; }; m.Map.prototype.dumpIm = function(name = "default.png", threshold = this.maxVal) { Engine.DumpImage(name, this.map, this.width, this.height, threshold); }; return m; }(API3);