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BuilderPlug.cs
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#region ================== Copyright (c) 2015 Boris Iwanski
/*
* Copyright (c) 2015 Boris Iwanski
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Collections.ObjectModel;
using System.Globalization;
using System.Text;
using System.Text.RegularExpressions;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Linq;
using System.Diagnostics;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Plugins;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.BuilderModes;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Controls;
using CodeImp.DoomBuilder.GZBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.DifficultyAnalyzer
{
//
// MANDATORY: The plug!
// This is an important class to the Doom Builder core. Every plugin must
// have exactly 1 class that inherits from Plug. When the plugin is loaded,
// this class is instantiated and used to receive events from the core.
// Make sure the class is public, because only public classes can be seen
// by the core.
//
public class BuilderPlug : Plug
{
#region ================== Variables
private MenusForm menusform;
private Configuration config;
private DifficultyAnalyzer difficultyanalyzer;
private Docker docker;
private List<AmmunitionType> ammunitiontypes;
private Dictionary<int, SkillType> skilltypes;
private List<GameMode> gamemodes;
private List<Total> totals;
private string mapformat;
private string analyzegamemodetitle;
private bool configisvalid;
#endregion
#region ================== Properties
public MenusForm MenusForm { get { return menusform; } }
public string AnalyzeGameModeTitle { get { return analyzegamemodetitle; } set { analyzegamemodetitle = value; } }
public Dictionary<int, SkillType> SkillTypes { get { return skilltypes; } }
public bool ConfigIsValid { get { return configisvalid; } }
#endregion
#region ================== Constants
private const int TotalsIndexHealth = 0;
private const int TotalsIndexArmor = 1;
private const int TotalsIndexEnemyHitpoints = 2;
private const int TotalsIndexAmmunition = 3;
#endregion
// Static instance. We can't use a real static class, because BuilderPlug must
// be instantiated by the core, so we keep a static reference. (this technique
// should be familiar to object-oriented programmers)
private static BuilderPlug me;
// Static property to access the BuilderPlug
public static BuilderPlug Me { get { return me; } }
// This plugin relies on some functionality that wasn't there in older versions
public override int MinimumRevision { get { return 1310; } }
List<string> categories;
// This event is called when the plugin is initialized
public override void OnInitialize()
{
base.OnInitialize();
// This binds the methods in this class that have the BeginAction
// and EndAction attributes with their actions. Without this, the
// attributes are useless. Note that in classes derived from EditMode
// this is not needed, because they are bound automatically when the
// editing mode is engaged.
General.Actions.BindMethods(this);
// menusform = new MenusForm();
// TODO: Add DB2 version check so that old DB2 versions won't crash
// General.ErrorLogger.Add(ErrorType.Error, "zomg!");
// Keep a static reference
me = this;
}
// This is called when the plugin is terminated
public override void Dispose()
{
base.Dispose();
// This must be called to remove bound methods for actions.
General.Actions.UnbindMethods(this);
}
public override void OnMapOpenEnd()
{
configisvalid = LoadSettings();
if (difficultyanalyzer == null)
{
difficultyanalyzer = new DifficultyAnalyzer();
docker = new Docker("difficultyanalyzerdocker", "Difficulty Analyzer", difficultyanalyzer);
General.Interface.AddDocker(docker);
}
if (configisvalid)
{
difficultyanalyzer.Setup(skilltypes);
difficultyanalyzer.UpdateGameModes(gamemodes);
}
difficultyanalyzer.ShowUI(configisvalid);
AnalyzeDifficulty();
}
public override void OnMapNewEnd()
{
OnMapOpenEnd();
}
public override void OnMapCloseBegin()
{
// If we have a Tag Explorer panel, remove it
if (difficultyanalyzer != null)
{
General.Interface.RemoveDocker(docker);
docker = null;
difficultyanalyzer.Dispose();
difficultyanalyzer = null;
}
}
public override void OnUndoCreated()
{
AnalyzeDifficulty();
}
public override void OnPasteEnd(PasteOptions options)
{
AnalyzeDifficulty();
}
public override void OnUndoEnd()
{
AnalyzeDifficulty();
}
public override void OnRedoEnd()
{
AnalyzeDifficulty();
}
public override void OnActionEnd(CodeImp.DoomBuilder.Actions.Action action)
{
string[] monitoractions = {
"builder_visualedit",
"builder_classicedit",
"builder_deleteitem",
"builder_classicselect",
"builder_clearselection",
"buildermodes_classicpasteproperties"
};
if(monitoractions.Contains(action.Name))
AnalyzeDifficulty();
}
#region ================== Actions
[BeginAction("difficultyanalyzer")]
public void AnalyzeDifficulty()
{
Dictionary<int, Dictionary<int, int>> thingcount = new Dictionary<int, Dictionary<int, int>>();
List<Thing> things;
string[] difficultyflags = new string[] { "1", "2", "4" };
if (docker == null || configisvalid == false)
return;
if (General.Map.Map.SelectedSectorsCount > 0)
{
things = new List<Thing>();
foreach (Thing t in General.Map.Map.Things)
if (t.Sector != null && t.Sector.Selected)
things.Add(t);
}
else
{
things = General.Map.Map.Things.ToList();
}
Total difficultyratio = new Total("Difficulty ratio", skilltypes.Count);
totals = new List<Total>();
totals.Add(new Total("Health", skilltypes.Count));
totals.Add(new Total("Armor", skilltypes.Count));
totals.Add(new Total("Enemy hitpoints", skilltypes.Count));
foreach (AmmunitionType at in ammunitiontypes)
totals.Add(new Total(at.title, skilltypes.Count));
foreach (Thing t in things)
{
// if (t == comparething) continue;
if (!config.SettingExists("things." + t.Type.ToString())) continue;
if (!thingcount.ContainsKey(t.Type))
thingcount.Add(t.Type, new Dictionary<int, int>());
foreach (KeyValuePair<int, SkillType> kvp in skilltypes)
{
if (!thingcount[t.Type].ContainsKey(kvp.Key))
thingcount[t.Type].Add(kvp.Key, 0);
if (GetGameModeByTitle(analyzegamemodetitle).ThingFlagsMatch(t, kvp.Key))
{
thingcount[t.Type][kvp.Key]++;
totals[TotalsIndexHealth].skill[kvp.Key] += config.ReadSetting(string.Format("things.{0}.health", t.Type), 0);
totals[TotalsIndexArmor].skill[kvp.Key] += config.ReadSetting(string.Format("things.{0}.armor", t.Type), 0);
totals[TotalsIndexEnemyHitpoints].skill[kvp.Key] += config.ReadSetting(string.Format("things.{0}.hitpoints", t.Type), 0);
for (int i = 0; i < ammunitiontypes.Count; i++)
totals[TotalsIndexAmmunition + i].skill[kvp.Key] += config.ReadSetting(string.Format("things.{0}.{1}", t.Type, ammunitiontypes[i].name), 0) * kvp.Value.ammomulti;
}
}
}
foreach (KeyValuePair<int, SkillType> kvp in skilltypes)
{
double maxdamage = 0.0f;
for (int i = 0; i < ammunitiontypes.Count; i++)
maxdamage += totals[TotalsIndexAmmunition + i].skill[kvp.Key] * ammunitiontypes[i].dpu / (100.0f / difficultyanalyzer.PlayerAccuracy);
difficultyratio.skill[kvp.Key] = maxdamage > 0.0f ? (float)Math.Round(totals[TotalsIndexEnemyHitpoints].skill[kvp.Key] / maxdamage, 3, MidpointRounding.AwayFromZero) : 0.0f;
}
totals.Add(difficultyratio);
difficultyanalyzer.UpdateTable(config, thingcount, totals);
}
#endregion
#region ================== Methods
// Use the same settings as the BuilderModes plugin
private bool LoadSettings()
{
Assembly asm = Assembly.GetExecutingAssembly();
bool foundconfig = false;
// Make configuration
config = new Configuration();
categories = new List<string>();
// Find a resource named UDMF.cfg
string[] resnames = asm.GetManifestResourceNames();
foreach(string rn in resnames)
{
// Found it?
if(rn.EndsWith(string.Format("game_{0}.cfg", General.Map.Config.BaseGame.ToLower()), StringComparison.InvariantCultureIgnoreCase))
{
// Get a stream from the resource
Stream cfg = asm.GetManifestResourceStream(rn);
StreamReader cfgreader = new StreamReader(cfg, Encoding.ASCII);
// Load configuration from stream
config.InputConfiguration(cfgreader.ReadToEnd(), true);
foundconfig = true;
break;
}
}
if (!foundconfig)
return false;
// Auto-detect map format based on configuration
foundconfig = false;
IDictionary mapformats = config.ReadSetting("mapformats", new Hashtable());
foreach (DictionaryEntry m in mapformats)
{
string cfgidentifier = config.ReadSetting(string.Format("mapformats.{0}.cfgidentifier", m.Key.ToString()), "");
Debug.WriteLine("##### " + cfgidentifier);
Match result = Regex.Match(General.Map.Config.EngineName, cfgidentifier);
if (result.Success)
{
mapformat = m.Key.ToString();
Debug.WriteLine("##### detected format: " + mapformat);
foundconfig = true;
break;
}
}
if (!foundconfig)
return false;
// Load game modes
gamemodes = new List<GameMode>();
IDictionary modes = config.ReadSetting(string.Format("mapformats.{0}.gamemodes", mapformat), new Hashtable());
foreach (DictionaryEntry m in modes)
{
Debug.WriteLine(string.Format("Game mode: {0}", m.Key.ToString()));
gamemodes.Add(new GameMode(config, string.Format("mapformats.{0}.gamemodes.{1}", mapformat, m.Key.ToString())));
}
// Load skill types
skilltypes = new Dictionary<int, SkillType>();
IDictionary types = config.ReadSetting("skills", new Hashtable());
foreach (DictionaryEntry t in types)
{
if (!((ListDictionary)t.Value).Contains("name") || !((ListDictionary)t.Value).Contains("flag"))
continue;
string name = config.ReadSetting(string.Format("skills.{0}.name", t.Key), "undefined");
string shortname = config.ReadSetting(string.Format("skills.{0}.shortname", t.Key), "");
float ammomulti = config.ReadSetting(string.Format("skills.{0}.ammomulti", t.Key), 1.0f);
string flag = config.ReadSetting(string.Format("skills.{0}.flag", t.Key), "");
skilltypes.Add(Int32.Parse(t.Key.ToString()), new SkillType(name, shortname, ammomulti, flag));
}
// Load ammunition types
ammunitiontypes = new List<AmmunitionType>();
types = config.ReadSetting("ammunition", new Hashtable());
foreach (DictionaryEntry t in types)
{
if (!((ListDictionary)t.Value).Contains("title") || !((ListDictionary)t.Value).Contains("dpu"))
continue;
string title = ((ListDictionary)t.Value)["title"].ToString();
int dpu = int.Parse(((ListDictionary)t.Value)["dpu"].ToString());
ammunitiontypes.Add(new AmmunitionType(t.Key.ToString(), title, dpu));
}
// Load things
foreach (ThingCategory tc in General.Map.Data.ThingCategories)
{
foreach (ThingTypeInfo tti in tc.Things)
{
if(config.SettingExists("things." + tti.Index.ToString()))
// if (config.Root.Contains("things." + tti.Index.ToString()))
{
config.WriteSetting("things." + tti.Index.ToString() + ".name", tti.Title);
config.WriteSetting("things." + tti.Index.ToString() + ".category", tti.Category.Title);
if (!categories.Contains(tti.Category.Title))
categories.Add(tti.Category.Title);
}
}
}
return true;
}
private GameMode GetGameModeByTitle(string title)
{
foreach (GameMode gm in gamemodes)
if (gm.Title == title)
return gm;
return null;
}
#endregion
}
}