forked from 0ad/0ad
379 lines
11 KiB
JavaScript
379 lines
11 KiB
JavaScript
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const TERRITORY_PLAYER_MASK = 0x3F;
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//TODO: Make this cope with negative cell values
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// This is by default a 16-bit map but can be adapted into 8-bit.
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function Map(gameState, originalMap, actualCopy){
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// get the map to find out the correct dimensions
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var gameMap = gameState.getMap();
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this.width = gameMap.width;
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this.height = gameMap.height;
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this.length = gameMap.data.length;
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this.maxVal = 65535;
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if (originalMap && actualCopy){
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this.map = new Uint16Array(this.length);
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for (var i = 0; i < originalMap.length; ++i)
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this.map[i] = originalMap[i];
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} else if (originalMap) {
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this.map = originalMap;
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} else {
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this.map = new Uint16Array(this.length);
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}
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this.cellSize = gameState.cellSize;
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}
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Map.prototype.setMaxVal = function(val){
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this.maxVal = val;
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};
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Map.prototype.gamePosToMapPos = function(p){
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return [Math.floor(p[0]/this.cellSize), Math.floor(p[1]/this.cellSize)];
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};
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Map.prototype.point = function(p){
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var q = this.gamePosToMapPos(p);
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return this.map[q[0] + this.width * q[1]];
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};
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// returns an 8-bit map.
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Map.createObstructionMap = function(gameState, template){
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var passabilityMap = gameState.getMap();
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var territoryMap = gameState.ai.territoryMap;
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// default values
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var placementType = "land";
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var buildOwn = true;
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var buildAlly = true;
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var buildNeutral = true;
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var buildEnemy = false;
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// If there is a template then replace the defaults
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if (template){
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placementType = template.buildPlacementType();
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buildOwn = template.hasBuildTerritory("own");
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buildAlly = template.hasBuildTerritory("ally");
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buildNeutral = template.hasBuildTerritory("neutral");
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buildEnemy = template.hasBuildTerritory("enemy");
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}
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var obstructionMask = gameState.getPassabilityClassMask("foundationObstruction") | gameState.getPassabilityClassMask("building-land");
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if (placementType == "shore")
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{
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// TODO: this won't change much, should be cached, it's slow.
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var obstructionTiles = new Uint8Array(passabilityMap.data.length);
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var okay = false;
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for (var x = 0; x < passabilityMap.width; ++x)
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{
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for (var y = 0; y < passabilityMap.height; ++y)
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{
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okay = false;
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var i = x + y*passabilityMap.width;
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var tilePlayer = (territoryMap.data[i] & TERRITORY_PLAYER_MASK);
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var positions = [[0,1], [1,1], [1,0], [1,-1], [0,-1], [-1,-1], [-1,0], [-1,1]];
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var available = 0;
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for each (var stuff in positions)
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{
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var index = x + stuff[0] + (y+stuff[1])*passabilityMap.width;
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var index2 = x + stuff[0]*2 + (y+stuff[1]*2)*passabilityMap.width;
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var index3 = x + stuff[0]*3 + (y+stuff[1]*3)*passabilityMap.width;
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var index4 = x + stuff[0]*4 + (y+stuff[1]*4)*passabilityMap.width;
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if ((passabilityMap.data[index] & gameState.getPassabilityClassMask("default")) && gameState.ai.accessibility.getRegionSizei(index) > 500)
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if ((passabilityMap.data[index2] & gameState.getPassabilityClassMask("default")) && gameState.ai.accessibility.getRegionSizei(index2) > 500)
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if ((passabilityMap.data[index3] & gameState.getPassabilityClassMask("default")) && gameState.ai.accessibility.getRegionSizei(index3) > 500)
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if ((passabilityMap.data[index4] & gameState.getPassabilityClassMask("default")) && gameState.ai.accessibility.getRegionSizei(index4) > 500) {
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if (available < 2)
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available++;
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else
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okay = true;
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}
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}
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// checking for accessibility: if a neighbor is inaccessible, this is too. If it's not on the same "accessible map" as us, we crash-i~u.
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var radius = 3;
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for (var xx = -radius;xx <= radius; xx++)
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for (var yy = -radius;yy <= radius; yy++)
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{
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var id = x + xx + (y+yy)*passabilityMap.width;
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if (id > 0 && id < passabilityMap.data.length)
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if (gameState.ai.terrainAnalyzer.map[id] === 0 || gameState.ai.terrainAnalyzer.map[id] == 30 || gameState.ai.terrainAnalyzer.map[id] == 40)
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okay = false;
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}
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if (gameState.ai.myIndex !== gameState.ai.accessibility.passMap[i])
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okay = false;
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if (gameState.isPlayerEnemy(tilePlayer) && tilePlayer !== 0)
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okay = false;
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if ((passabilityMap.data[i] & (gameState.getPassabilityClassMask("building-shore") | gameState.getPassabilityClassMask("default"))))
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okay = false;
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obstructionTiles[i] = okay ? 255 : 0;
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}
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}
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} else {
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var playerID = PlayerID;
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var obstructionTiles = new Uint8Array(passabilityMap.data.length);
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for (var i = 0; i < passabilityMap.data.length; ++i)
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{
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var tilePlayer = (territoryMap.data[i] & TERRITORY_PLAYER_MASK);
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var invalidTerritory = (
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(!buildOwn && tilePlayer == playerID) ||
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(!buildAlly && gameState.isPlayerAlly(tilePlayer) && tilePlayer != playerID) ||
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(!buildNeutral && tilePlayer == 0) ||
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(!buildEnemy && gameState.isPlayerEnemy(tilePlayer) && tilePlayer != 0)
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);
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var tileAccessible = (gameState.ai.myIndex === gameState.ai.accessibility.passMap[i]);
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if (placementType === "shore")
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tileAccessible = true;
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obstructionTiles[i] = (!tileAccessible || invalidTerritory || (passabilityMap.data[i] & obstructionMask)) ? 0 : 255;
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}
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}
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var map = new Map(gameState, obstructionTiles);
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map.setMaxVal(255);
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if (template && template.buildDistance()){
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var minDist = template.buildDistance().MinDistance;
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var category = template.buildDistance().FromCategory;
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if (minDist !== undefined && category !== undefined){
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gameState.getOwnEntities().forEach(function(ent) {
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if (ent.buildCategory() === category && ent.position()){
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var pos = ent.position();
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var x = Math.round(pos[0] / gameState.cellSize);
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var z = Math.round(pos[1] / gameState.cellSize);
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map.addInfluence(x, z, minDist/gameState.cellSize, -255, 'constant');
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}
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});
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}
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}
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return map;
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};
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Map.createTerritoryMap = function(gameState) {
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var map = gameState.ai.territoryMap;
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var ret = new Map(gameState, map.data);
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ret.getOwner = function(p) {
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return this.point(p) & TERRITORY_PLAYER_MASK;
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}
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ret.getOwnerIndex = function(p) {
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return this.map[p] & TERRITORY_PLAYER_MASK;
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}
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return ret;
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};
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Map.prototype.addInfluence = function(cx, cy, maxDist, strength, type) {
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strength = strength ? +strength : +maxDist;
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type = type ? type : 'linear';
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var x0 = Math.max(0, cx - maxDist);
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var y0 = Math.max(0, cy - maxDist);
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var x1 = Math.min(this.width, cx + maxDist);
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var y1 = Math.min(this.height, cy + maxDist);
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var maxDist2 = maxDist * maxDist;
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var str = 0.0;
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switch (type){
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case 'linear':
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str = +strength / +maxDist;
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break;
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case 'quadratic':
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str = +strength / +maxDist2;
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break;
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case 'constant':
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str = +strength;
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break;
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}
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for ( var y = y0; y < y1; ++y) {
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for ( var x = x0; x < x1; ++x) {
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var dx = x - cx;
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var dy = y - cy;
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var r2 = dx*dx + dy*dy;
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if (r2 < maxDist2){
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var quant = 0;
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switch (type){
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case 'linear':
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var r = Math.sqrt(r2);
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quant = str * (maxDist - r);
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break;
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case 'quadratic':
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quant = str * (maxDist2 - r2);
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break;
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case 'constant':
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quant = str;
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break;
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}
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if (this.map[x + y * this.width] + quant < 0)
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this.map[x + y * this.width] = 0;
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else if (this.map[x + y * this.width] + quant > this.maxVal)
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this.map[x + y * this.width] = this.maxVal; // avoids overflow.
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else
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this.map[x + y * this.width] += quant;
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}
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}
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}
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};
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Map.prototype.multiplyInfluence = function(cx, cy, maxDist, strength, type) {
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strength = strength ? +strength : +maxDist;
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type = type ? type : 'constant';
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var x0 = Math.max(0, cx - maxDist);
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var y0 = Math.max(0, cy - maxDist);
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var x1 = Math.min(this.width, cx + maxDist);
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var y1 = Math.min(this.height, cy + maxDist);
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var maxDist2 = maxDist * maxDist;
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var str = 0.0;
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switch (type){
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case 'linear':
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str = strength / maxDist;
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break;
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case 'quadratic':
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str = strength / maxDist2;
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break;
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case 'constant':
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str = strength;
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break;
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}
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for ( var y = y0; y < y1; ++y) {
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for ( var x = x0; x < x1; ++x) {
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var dx = x - cx;
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var dy = y - cy;
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var r2 = dx*dx + dy*dy;
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if (r2 < maxDist2){
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var quant = 0;
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switch (type){
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case 'linear':
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var r = Math.sqrt(r2);
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quant = str * (maxDist - r);
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break;
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case 'quadratic':
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quant = str * (maxDist2 - r2);
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break;
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case 'constant':
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quant = str;
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break;
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}
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var machin = this.map[x + y * this.width] * quant;
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if (machin < 0)
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this.map[x + y * this.width] = 0;
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else if (machin > this.maxVal)
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this.map[x + y * this.width] = this.maxVal;
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else
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this.map[x + y * this.width] = machin;
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}
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}
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}
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};
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// doesn't check for overflow.
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Map.prototype.setInfluence = function(cx, cy, maxDist, value) {
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value = value ? value : 0;
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var x0 = Math.max(0, cx - maxDist);
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var y0 = Math.max(0, cy - maxDist);
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var x1 = Math.min(this.width, cx + maxDist);
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var y1 = Math.min(this.height, cy + maxDist);
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var maxDist2 = maxDist * maxDist;
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for ( var y = y0; y < y1; ++y) {
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for ( var x = x0; x < x1; ++x) {
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var dx = x - cx;
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var dy = y - cy;
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var r2 = dx*dx + dy*dy;
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if (r2 < maxDist2){
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this.map[x + y * this.width] = value;
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}
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}
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}
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};
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/**
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* Make each cell's 16-bit/8-bit value at least one greater than each of its
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* neighbours' values. (If the grid is initialised with 0s and 65535s or 255s, the
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* result of each cell is its Manhattan distance to the nearest 0.)
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*/
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Map.prototype.expandInfluences = function() {
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var w = this.width;
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var h = this.height;
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var grid = this.map;
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for ( var y = 0; y < h; ++y) {
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var min = this.maxVal;
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for ( var x = 0; x < w; ++x) {
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var g = grid[x + y * w];
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if (g > min)
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grid[x + y * w] = min;
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else if (g < min)
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min = g;
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++min;
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}
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for ( var x = w - 2; x >= 0; --x) {
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var g = grid[x + y * w];
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if (g > min)
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grid[x + y * w] = min;
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else if (g < min)
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min = g;
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++min;
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}
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}
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for ( var x = 0; x < w; ++x) {
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var min = this.maxVal;
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for ( var y = 0; y < h; ++y) {
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var g = grid[x + y * w];
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if (g > min)
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grid[x + y * w] = min;
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else if (g < min)
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min = g;
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++min;
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}
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for ( var y = h - 2; y >= 0; --y) {
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var g = grid[x + y * w];
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if (g > min)
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grid[x + y * w] = min;
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else if (g < min)
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min = g;
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++min;
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}
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}
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};
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Map.prototype.findBestTile = function(radius, obstructionTiles){
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// Find the best non-obstructed tile
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var bestIdx = 0;
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var bestVal = -1;
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for ( var i = 0; i < this.length; ++i) {
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if (obstructionTiles.map[i] > radius) {
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var v = this.map[i];
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if (v > bestVal) {
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bestVal = v;
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bestIdx = i;
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}
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}
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}
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return [bestIdx, bestVal];
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};
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// add to current map by the parameter map pixelwise
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Map.prototype.add = function(map){
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for (var i = 0; i < this.length; ++i) {
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if (this.map[i] + map.map[i] < 0)
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this.map[i] = 0;
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else if (this.map[i] + map.map[i] > this.maxVal)
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this.map[i] = this.maxVal;
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else
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this.map[i] += map.map[i];
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}
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};
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Map.prototype.dumpIm = function(name, threshold){
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name = name ? name : "default.png";
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threshold = threshold ? threshold : this.maxVal;
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Engine.DumpImage(name, this.map, this.width, this.height, threshold);
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};
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