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;
var x0 = Math.floor(Math.max(0, cx - maxDist));
var y0 = Math.floor(Math.max(0, cy - maxDist));
var x1 = Math.floor(Math.min(this.width-1, cx + maxDist));
var y1 = Math.floor(Math.min(this.height-1, cy + maxDist));
var maxDist2 = maxDist * maxDist;
// code duplicating for speed
if (type === 'linear' || 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)
{
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' || 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)
{
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 if (type === 'constant' || type === "constant")
{
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)
{
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)
{
strength = strength ? +strength : +maxDist;
type = type ? type : 'constant';
var x0 = Math.max(0, cx - maxDist);
var y0 = Math.max(0, cy - maxDist);
var x1 = Math.min(this.width, cx + maxDist);
var y1 = Math.min(this.height, cy + maxDist);
var maxDist2 = maxDist * maxDist;
var str = 0.0;
switch (type)
{
case 'linear':
str = strength / maxDist;
break;
case 'quadratic':
str = strength / maxDist2;
break;
case 'constant':
str = strength;
break;
}
if (type === 'linear' || type === "linear")
{
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)
{
let quant = str * (maxDist - Math.sqrt(r2));
let machin = this.map[x + y * this.width] * quant;
if (machin < 0)
this.map[x + y * this.width] = 0;
else if (machin > this.maxVal)
this.map[x + y * this.width] = this.maxVal;
else
this.map[x + y * this.width] = machin;
}
}
}
}
else if (type === 'quadratic' || type === "quadratic")
{
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)
{
let quant = str * (maxDist2 - r2);
let machin = this.map[x + y * this.width] * quant;
if (machin < 0)
this.map[x + y * this.width] = 0;
else if (machin > this.maxVal)
this.map[x + y * this.width] = this.maxVal;
else
this.map[x + y * this.width] = machin;
}
}
}
}
else if (type === 'constant' || type === "constant")
{
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)
{
let machin = this.map[x + y * this.width] * str;
if (machin < 0)
this.map[x + y * this.width] = 0;
else if (machin > this.maxVal)
this.map[x + y * this.width] = this.maxVal;
else
this.map[x + y * this.width] = machin;
}
}
}
}
};
// doesn't check for overflow.
m.Map.prototype.setInfluence = function(cx, cy, maxDist, value = 0)
{
var x0 = Math.max(0, cx - maxDist);
var y0 = Math.max(0, cy - maxDist);
var x1 = Math.min(this.width, cx + maxDist);
var y1 = Math.min(this.height, cy + maxDist);
var 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)
{
var x0 = Math.max(0, cx - radius);
var y0 = Math.max(0, cy - radius);
var x1 = Math.min(this.width, cx + radius);
var y1 = Math.min(this.height, cy + radius);
var radius2 = radius * radius;
var 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, map)
{
maximum = (maximum !== undefined) ? maximum : this.maxVal;
let grid = (map !== undefined) ? map : 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)
{
var w = this.width;
var ix = k % w;
var iy = Math.floor(k / w);
var 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);