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@@ -3,12 +3,11 @@ package mindustry.maps;
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import arc.math.*;
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import arc.math.geom.*;
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import arc.struct.*;
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import arc.util.*;
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import mindustry.ai.*;
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import mindustry.ai.types.*;
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import mindustry.content.*;
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import mindustry.core.*;
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import mindustry.entities.*;
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import mindustry.entities.abilities.*;
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import mindustry.game.*;
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import mindustry.gen.*;
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import mindustry.logic.*;
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@@ -22,7 +21,7 @@ import mindustry.world.blocks.storage.*;
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import static mindustry.Vars.*;
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public class SectorDamage{
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public static final int maxRetWave = 40, maxWavesSimulated = 50;
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public static final int maxRetWave = 50, maxWavesSimulated = 60;
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//direct damage is for testing only
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private static final boolean rubble = true;
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@@ -42,7 +41,7 @@ public class SectorDamage{
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return (int)getDamage(info, maxRetWave, true);
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}
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/** @return calculated capture progress of the enemy if retWave if false, otherwise return the maximum waves survived as int.
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/** @return calculated capture progress of the enemy if retWave is false, otherwise return the maximum waves survived as int.
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* if it survives all the waves, returns maxRetWave. */
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public static float getDamage(SectorInfo info, int wavesPassed, boolean retWave){
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float health = info.sumHealth;
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@@ -60,15 +59,29 @@ public class SectorDamage{
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waveBegin = waveEnd - maxWavesSimulated;
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}
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int groundSpawns = Math.max(spawner.countFlyerSpawns(), 1), airSpawns = Math.max(spawner.countGroundSpawns(), 1);
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for(int i = waveBegin; i <= waveEnd; i++){
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float enemyDps = 0f, enemyHealth = 0f;
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for(SpawnGroup group : state.rules.spawns){
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//calculate the amount of spawn points used
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//if there's a spawn position override, there is only one potential place they spawn
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//assume that all overridden positions are valid, should always be true in properly designed campaign maps
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int spawnCount = group.spawn != -1 ? 1 : group.type.flying ? airSpawns : groundSpawns;
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float healthMult = 1f + Mathf.clamp(group.type.armor / 20f);
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StatusEffect effect = (group.effect == null ? StatusEffects.none : group.effect);
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int spawned = group.getSpawned(i) * spawnCount;
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if(spawned <= 0) continue;
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enemyHealth += spawned * (group.getShield(i) + group.type.health * effect.healthMultiplier * healthMult);
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enemyDps += spawned * group.type.dpsEstimate * effect.damageMultiplier;
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}
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float efficiency = health / info.sumHealth;
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float dps = info.sumDps * efficiency;
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float rps = info.sumRps * efficiency;
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float enemyDps = info.waveDpsBase + info.waveDpsSlope * (i);
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float enemyHealth = info.waveHealthBase + info.waveHealthSlope * (i);
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if(info.bossWave == i){
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enemyDps += info.bossDps;
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enemyHealth += info.bossHealth;
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@@ -320,13 +333,9 @@ public class SectorDamage{
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if(unit.team == state.rules.defaultTeam){
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sumHealth += unit.health*healthMult + unit.shield;
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sumDps += unit.type.dpsEstimate;
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if(Structs.find(unit.abilities, a -> a instanceof RepairFieldAbility) instanceof RepairFieldAbility h){
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sumRps += h.amount / h.reload * 60f;
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}
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sumRps += unit.type.weapons.sumf(w -> w.shotsPerSec() * (w.bullet.healPercent * 60f + w.bullet.healAmount));
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if(unit.canBuild()){
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//assume it rebuilds 1 block with 'standard' build cost (20) and health (50) every 2 seconds
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sumRps += unit.type.buildSpeed * (60f / 20f) * (1f / 2f) * 50f;
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sumRps += unit.type.weapons.sumf(w -> w.shotsPerSec() * (w.bullet.healPercent/100f * 20f + w.bullet.healAmount));
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if(unit.controller() instanceof CommandAI ai && ai.command == UnitCommand.rebuildCommand){
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sumRps += unit.type.buildSpeed * 20f;
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}
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}else{
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float bossMult = unit.isBoss() ? 3f : 1f;
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@@ -335,41 +344,11 @@ public class SectorDamage{
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}
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}
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//calculate DPS and health for the next few waves and store in list
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var reg = new LinearRegression();
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SpawnGroup bossGroup = null;
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Seq<Vec2> waveDps = new Seq<>(), waveHealth = new Seq<>();
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int groundSpawns = Math.max(spawner.countFlyerSpawns(), 1), airSpawns = Math.max(spawner.countGroundSpawns(), 1);
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//TODO storing all this is dumb when you can just calculate it exactly from the rules...
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for(int wave = state.wave; wave < state.wave + 10; wave ++){
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float sumWaveDps = 0f, sumWaveHealth = 0f;
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for(SpawnGroup group : state.rules.spawns){
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//calculate the amount of spawn points used
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//if there's a spawn position override, there is only one potential place they spawn
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//assume that all overridden positions are valid, should always be true in properly designed campaign maps
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int spawnCount = group.spawn != -1 ? 1 : group.type.flying ? airSpawns : groundSpawns;
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float healthMult = 1f + Mathf.clamp(group.type.armor / 20f);
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StatusEffect effect = (group.effect == null ? StatusEffects.none : group.effect);
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int spawned = group.getSpawned(wave) * spawnCount;
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//save the boss group
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if(group.effect == StatusEffects.boss){
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bossGroup = group;
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continue;
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}
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if(spawned <= 0) continue;
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sumWaveHealth += spawned * (group.getShield(wave) + group.type.health * effect.healthMultiplier * healthMult);
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sumWaveDps += spawned * group.type.dpsEstimate * effect.damageMultiplier;
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}
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waveDps.add(new Vec2(wave, sumWaveDps));
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waveHealth.add(new Vec2(wave, sumWaveHealth));
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}
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SpawnGroup bossGroup = state.rules.spawns.find(s -> s.effect == StatusEffects.boss);
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if(bossGroup != null){
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float bossMult = 1.2f;
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//calculate first boss appearaance
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//calculate first boss appearance
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for(int wave = state.wave; wave < state.wave + 60; wave++){
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int spawned = bossGroup.getSpawned(wave - 1);
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if(spawned > 0){
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@@ -382,15 +361,6 @@ public class SectorDamage{
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}
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}
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//calculate linear regression of the wave data and store it
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reg.calculate(waveHealth);
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info.waveHealthBase = reg.intercept;
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info.waveHealthSlope = reg.slope;
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reg.calculate(waveDps);
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info.waveDpsBase = reg.intercept;
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info.waveDpsSlope = reg.slope;
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info.sumHealth = sumHealth * 0.9f;
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info.sumDps = sumDps;
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info.sumRps = sumRps;
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