Source: map-module.js

[No frames]
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
	if (type === "territory" || type === "resource")
	{
		var map = sharedScript.territoryMap;
		this.width = map.width;
		this.height = map.height;
		this.cellSize = map.cellSize;
	}
	else
	{
		var map = 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)
{
	var q = this.gamePosToMapPos(p);
	q[0] = q[0] >= this.width ? this.width : (q[0] < 0 ? 0 : q[0]);
	q[1] = q[1] >= this.width ? this.width : (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)
{
	strength = strength ? +strength : +maxDist;
	type = type ? type : 'linear';
	
	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;
	
	var str = 0.0;
	switch (type)
	{
		case 'linear':
			str = +strength / +maxDist;
		break;
		case 'quadratic':
			str = +strength / +maxDist2;
		break;
		case 'constant':
			str = +strength;
		break;
	}
	
	// code duplicating for speed
	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));					
					if (this.map[x + y * this.width] + quant < 0)
						this.map[x + y * this.width] = 0;
					else if (this.map[x + y * this.width] + quant > this.maxVal)
						this.map[x + y * this.width] = this.maxVal;	// avoids overflow.
					else
						this.map[x + y * this.width] += quant;
				}
			}
		}
	}
	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);
					if (this.map[x + y * this.width] + quant < 0)
						this.map[x + y * this.width] = 0;
					else if (this.map[x + y * this.width] + quant > this.maxVal)
						this.map[x + y * this.width] = this.maxVal;	// avoids overflow.
					else
						this.map[x + y * this.width] += quant;
				}
			}
		}
	}
	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)
				{
					if (this.map[x + y * this.width] + str < 0)
						this.map[x + y * this.width] = 0;
					else if (this.map[x + y * this.width] + str > this.maxVal)
						this.map[x + y * this.width] = this.maxVal;	// avoids overflow.
					else
						this.map[x + y * this.width] += str;
				}
			}
		}
	}
};

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)
{
	value = value ? 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];
	}
};

m.Map.prototype.findBestTile = function(radius, obstructionTiles)
{
	// Find the best non-obstructed tile
	let bestIdx = 0;
	let bestVal = -1;
	for (let i = 0; i < this.length; ++i)
	{
		let v = this.map[i];
		if (v > bestVal)
		{
			var j = API3.getMaxMapIndex(i, this, obstructionTiles);
			if (obstructionTiles.map[j] <= radius)
				continue;
			bestVal = v;
			bestIdx = j;
		}
	}
	
	return [bestIdx, bestVal];
};

// returns the point with the lowest (but still > radius) point in the immediate vicinity
m.Map.prototype.findLowestNeighbor = function(x,y,radius)
{
	var lowestPt = [0,0];
	var lowestcoeff = undefined;
	x = Math.floor(x/this.cellSize);
	y = Math.floor(y/this.cellSize);
	for (let xx = x-1; xx <= x+1; ++xx)
	{
		for (let yy = y-1; yy <= y+1; ++yy)
		{
			if (xx < 0 || xx >= this.width || yy < 0 || yy >= this.width)
				continue;
			if (lowestcoeff && this.map[xx+yy*this.width] > lowestcoeff)
				continue;
			lowestcoeff = this.map[xx+yy*this.width];
			lowestPt = [(xx+0.5)*4, (yy+0.5)*4];
		}
	}
	return lowestPt;
};

m.Map.prototype.dumpIm = function(name, threshold)
{
	name = name ? name : "default.png";
	threshold = threshold ? threshold : this.maxVal;
	Engine.DumpImage(name, this.map, this.width, this.height, threshold);
};

return m;

}(API3);