Beispiel #1
0
bool CalcColumns (SItemTableCtx &Ctx, CXMLElement *pCmdLine)
	{
	int i;

	Ctx.Cols.DeleteAll();

	//	Generate a list of columns to display

	Ctx.Cols.Insert(FIELD_LEVEL);
	Ctx.Cols.Insert(FIELD_TYPE);
	Ctx.Cols.Insert(FIELD_FREQUENCY);
	Ctx.Cols.Insert(FIELD_NAME);

	//	Add fields as columns

	for (i = 0; i < pCmdLine->GetAttributeCount(); i++)
		{
		CString sAttrib = pCmdLine->GetAttributeName(i);

		if (!IsMainCommandParam(sAttrib)
				&& !strEquals(sAttrib, BY_ATTRIBUTE_ATTRIB)
				&& !strEquals(sAttrib, BY_SHIP_CLASS_ATTRIB)
				&& !strEquals(sAttrib, BY_SHIP_CLASS_USAGE_ATTRIB)
				&& !strEquals(sAttrib, CONSTLIT("itemtable")))
			{
			CString sValue = pCmdLine->GetAttribute(i);
				
			if (!strEquals(sValue, CONSTLIT("true")))
				Ctx.Cols.Insert(strPatternSubst(CONSTLIT("%s:%s"), sAttrib, sValue));
			else
				Ctx.Cols.Insert(sAttrib);
			}
		}

	//	If we need to output total count, then load the table

	if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT))
		{
		if (LoadDesignTypeStats(&Ctx.TotalCount) != NOERROR)
			return false;
		}

	return true;
	}
void GenerateEncounterCount (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i, j, k, l;

	//	Options

	int iSystemSample = pCmdLine->GetAttributeIntegerBounded(CONSTLIT("count"), 1, -1, 1);
	bool bLogo = !pCmdLine->GetAttributeBool(CONSTLIT("noLogo"));
	bool bAll = pCmdLine->GetAttributeBool(CONSTLIT("all"));

	//	Additional columns

	TArray<CString> Cols;
	for (i = 0; i < pCmdLine->GetAttributeCount(); i++)
		{
		CString sAttrib = pCmdLine->GetAttributeName(i);

		if (!IsMainCommandParam(sAttrib)
				&& !strEquals(sAttrib, CONSTLIT("count"))
				&& !strEquals(sAttrib, CONSTLIT("encountercount")))
			{
			CString sValue = pCmdLine->GetAttribute(i);
			
			if (!strEquals(sValue, CONSTLIT("true")))
				Cols.Insert(strPatternSubst(CONSTLIT("%s:%s"), sAttrib, sValue));
			else
				Cols.Insert(sAttrib);
			}
		}

	//	Generate systems for multiple games

	TSortMap<CString, SNodeDesc> NodeTable;

	for (i = 0; i < iSystemSample; i++)
		{
		if (bLogo)
			printf("pass %d...\n", i+1);

		//	Initialize the game

		CString sError;
		if (Universe.InitGame(0, &sError) != NOERROR)
			{
			printf("%s\n", sError.GetASCIIZPointer());
			return;
			}

		for (j = 0; j < Universe.GetTopologyNodeCount(); j++)
			{
			CTopologyNode *pNode = Universe.GetTopologyNode(j);
			if (pNode->IsEndGame())
				continue;

			//	Create the system

			CSystem *pSystem;
			if (Universe.CreateStarSystem(pNode, &pSystem) != NOERROR)
				{
				printf("ERROR: Unable to create star system.\n");
				return;
				}

			//	Create a sort string for this system

			CString sSort = strPatternSubst(CONSTLIT("%02d-%s"), pSystem->GetLevel(), pNode->GetID());

			//	Get the table

			bool bNew;
			SNodeDesc *pResult = NodeTable.SetAt(sSort, &bNew);
			if (bNew)
				{
				pResult->iLevel = pNode->GetLevel();
				pResult->sNodeID = pNode->GetID();
				}

			//	Accumulate data

			AddSystemData(pSystem, bAll, pResult);

			//	Done with old system

			Universe.DestroySystem(pSystem);
			}

		Universe.Reinit();
		}

	//	Header

	printf("Level\tNode\tSystemType\tCategory\tSovereign\tEncounter\tCount");
	for (i = 0; i < Cols.GetCount(); i++)
		printf("\t%s", Cols[i].GetASCIIZPointer());
	printf("\n");

	//	Output all rows

	for (i = 0; i < NodeTable.GetCount(); i++)
		{
		for (j = 0; j < NodeTable[i].Table.GetCount(); j++)
			{
			CCountTable &Encounters = NodeTable[i].Table[j];

			for (k = 0; k < Encounters.GetCount(); k++)
				{
				int iCount = Encounters[k] / iSystemSample;
				int iCountFrac = 1000 * (Encounters[k] % iSystemSample) / iSystemSample;
				CStationType *pEncounterType = Universe.FindStationType(Encounters.GetKey(k));
				if (pEncounterType == NULL)
					continue;

				CSovereign *pSovereign = pEncounterType->GetControllingSovereign();
				CString sSovereign = (pSovereign ? pSovereign->GetTypeName() : CONSTLIT("(Unknown)"));

				printf("%d\t%s\t0x%08x\t%s\t%s\t%s\t%d.%03d",
						NodeTable[i].iLevel,
						NodeTable[i].sNodeID.GetASCIIZPointer(),
						NodeTable[i].Table.GetKey(j),
						pEncounterType->GetDataField(CONSTLIT("category")).GetASCIIZPointer(),
						sSovereign.GetASCIIZPointer(),
						pEncounterType->GetName().GetASCIIZPointer(),
						iCount,
						iCountFrac);

				for (l = 0; l < Cols.GetCount(); l++)
					{
					CString sValue = pEncounterType->GetDataField(Cols[l]);
					printf("\t%s", sValue.GetASCIIZPointer());
					}

				printf("\n");
				}
			}
		}
	}
Beispiel #3
0
void GenerateShipTable (CUniverse &Universe, CXMLElement *pCmdLine, CIDTable &EntityTable)
	{
	int i, j;

	//	Some options

	bool bAllClasses = (pCmdLine->GetAttributeBool(CONSTLIT("allClasses")) || pCmdLine->GetAttributeBool(CONSTLIT("all")));

	//	Get the criteria from the command line. Always append 's' because we
	//	want ship classes.

	CString sCriteria = strPatternSubst(CONSTLIT("%s s"), pCmdLine->GetAttribute(CONSTLIT("criteria")));
	CDesignTypeCriteria Criteria;
	if (CDesignTypeCriteria::ParseCriteria(sCriteria, &Criteria) != NOERROR)
		{
		printf("ERROR: Unable to parse criteria.\n");
		return;
		}

	//	Generate a list of columns to display

	TArray<CString> Cols;
	Cols.Insert(FIELD_LEVEL);
	Cols.Insert(FIELD_NAME);

	for (i = 0; i < pCmdLine->GetAttributeCount(); i++)
		{
		CString sAttrib = pCmdLine->GetAttributeName(i);

		if (strEquals(sAttrib, FIELD_BALANCE))
			{
			Cols.Insert(CONSTLIT("balanceType"));
			Cols.Insert(CONSTLIT("combatStrength"));
			Cols.Insert(CONSTLIT("damage"));
			Cols.Insert(CONSTLIT("defenseStrength"));
			}
		else if (!IsMainCommandParam(sAttrib)
				&& !strEquals(sAttrib, CONSTLIT("shiptable")))
			{
			CString sValue = pCmdLine->GetAttribute(i);
			
			if (!strEquals(sValue, CONSTLIT("true")))
				Cols.Insert(strPatternSubst(CONSTLIT("%s:%s"), sAttrib, sValue));
			else
				Cols.Insert(sAttrib);
			}
		}

	//	Output the header

	for (j = 0; j < Cols.GetCount(); j++)
		{
		if (j != 0)
			printf("\t");

		printf(Cols[j].GetASCIIZPointer());
		}

	printf("\n");

	//	Generate a table

	CSymbolTable Table(FALSE, TRUE);

	//	Loop over all items that match and add them to
	//	a sorted table.

	for (i = 0; i < Universe.GetShipClassCount(); i++)
		{
		CShipClass *pClass = Universe.GetShipClass(i);

		//	Only include generic classes unless otherwise specified

		if (!bAllClasses && !pClass->HasLiteralAttribute(CONSTLIT("genericClass")))
			continue;

		if (!pClass->MatchesCriteria(Criteria))
			continue;

		//	Figure out the sort order

		char szBuffer[1024];
		wsprintf(szBuffer, "%04d%s%d", 
				pClass->GetLevel(),
				pClass->GetNounPhrase(0).GetASCIIZPointer(),
				pClass->GetUNID());
		Table.AddEntry(CString(szBuffer), (CObject *)pClass);
		}

	//	Output table

	for (i = 0; i < Table.GetCount(); i++)
		{
		CShipClass *pClass = (CShipClass *)Table.GetValue(i);

		//	Output each row

		for (j = 0; j < Cols.GetCount(); j++)
			{
			if (j != 0)
				printf("\t");

			const CString &sField = Cols[j];
			CString sValue;

			if (strEquals(sField, FIELD_ENTITY))
				{
				CString *pValue;
				if (EntityTable.Lookup(pClass->GetUNID(), (CObject **)&pValue) == NOERROR)
					sValue = *pValue;
				else
					sValue = CONSTLIT("?");
				}
			else
				sValue = pClass->GetDataField(sField);

			if (strEquals(sField, FIELD_MANEUVER) 
					|| strEquals(sField, FIELD_THRUST_TO_WEIGHT))
				printf("%.1f", strToInt(sValue, 0, NULL) / 1000.0);
			else if (strEquals(sField, FIELD_SCORE_CALC))
				printf("%d", pClass->CalcScore());
			else
				printf(sValue.GetASCIIZPointer());
			}

		printf("\n");
		}

	printf("\n");
	}
Beispiel #4
0
void GenerateEncounterTable (CUniverse &Universe, CXMLElement *pCmdLine, CIDTable &EntityTable)
	{
	ALERROR error;
	int i, j;

	//	Get the criteria from the command line. Always append 't' because we
	//	want station types.

	CString sCriteria = strPatternSubst(CONSTLIT("%s t"), pCmdLine->GetAttribute(CRITERIA_ATTRIB));

	//	Parse it

	CDesignTypeCriteria Criteria;
	if (CDesignTypeCriteria::ParseCriteria(sCriteria, &Criteria) != NOERROR)
		{
		printf("ERROR: Unable to parse criteria.\n");
		return;
		}

	bool bAll = pCmdLine->GetAttributeBool(ALL_ATTRIB);
	bool bOnlyNotRandom = pCmdLine->GetAttributeBool(ONLY_NOT_RANDOM_ATTRIB);

	//	Generate a table of all matching encounters

	CSymbolTable Table(FALSE, TRUE);

	//	Loop over all items for this level and add them to
	//	a sorted table.

	for (i = 0; i < Universe.GetStationTypeCount(); i++)
		{
		CStationType *pType = Universe.GetStationType(i);
		int iLevel = pType->GetLevel();

		//	If we're selecting all types, then do it

		if (bAll)
			;

		//	If we only want non-random types, then skip any random encounters.

		else if (bOnlyNotRandom)
			{
			if (pType->CanBeEncounteredRandomly())
				continue;
			}

		//	Otherwise we skip anything except random encounters.

		else
			{
			if (!pType->CanBeEncounteredRandomly())
				continue;
			}

		//	If we don't match the criteria, then continue

		if (!pType->MatchesCriteria(Criteria))
			continue;

		//	Get the category and name

		CString sCategory = pType->GetDataField(FIELD_CATEGORY);
		CString sName = pType->GetDataField(FIELD_NAME);
		if (*sName.GetASCIIZPointer() == '(')
			sName = strSubString(sName, 1, -1);

		//	Figure out the sort order

		char szBuffer[1024];
		wsprintf(szBuffer, "%02d%s%s%08x", 
				iLevel,
				sCategory.GetASCIIZPointer(), 
				sName.GetASCIIZPointer(),
				pType->GetUNID());
		Table.AddEntry(CString(szBuffer), (CObject *)pType);
		}

	//	Generate a list of columns to display

	TArray<CString> Cols;
	Cols.Insert(FIELD_LEVEL);
	Cols.Insert(FIELD_CATEGORY);
	Cols.Insert(FIELD_NAME);

	for (i = 0; i < pCmdLine->GetAttributeCount(); i++)
		{
		CString sAttrib = pCmdLine->GetAttributeName(i);

		if (!IsMainCommandParam(sAttrib)
				&& !strEquals(sAttrib, ONLY_NOT_RANDOM_ATTRIB)
				&& !strEquals(sAttrib, CONSTLIT("encountertable")))
			{
			CString sValue = pCmdLine->GetAttribute(i);
			
			if (!strEquals(sValue, CONSTLIT("true")))
				Cols.Insert(strPatternSubst(CONSTLIT("%s:%s"), sAttrib, sValue));
			else
				Cols.Insert(sAttrib);
			}
		}

	//	If we need to output total count, then load the table

	CDesignTypeStats TotalCount;
	if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT)
			|| pCmdLine->GetAttributeBool(FIELD_COUNT_DISTRIBUTION))
		{
		if (error = LoadDesignTypeStats(&TotalCount))
			return;
		}

	//	If we've got any entries in the table, output now

	if (Table.GetCount())
		{
		//	Output the header

		for (j = 0; j < Cols.GetCount(); j++)
			{
			if (j != 0)
				printf("\t");

			printf(Cols[j].GetASCIIZPointer());
			}

		printf("\n");

		//	Output each row

		for (i = 0; i < Table.GetCount(); i++)
			{
			CStationType *pType = (CStationType *)Table.GetValue(i);

			for (j = 0; j < Cols.GetCount(); j++)
				{
				if (j != 0)
					printf("\t");

				const CString &sField = Cols[j];

				//	Get the value

				CString sValue;
				if (strEquals(sField, FIELD_ENTITY))
					{
					CString *pValue;
					if (EntityTable.Lookup(pType->GetUNID(), (CObject **)&pValue) == NOERROR)
						sValue = *pValue;
					else
						sValue = CONSTLIT("?");
					}
				else
					sValue = pType->GetDataField(sField);

				//	Format and output

				if (strEquals(sField, FIELD_FIRE_RATE_ADJ))
					printf("%.2f", strToInt(sValue, 0, NULL) / 1000.0);
				else if (strEquals(sField, FIELD_TOTAL_COUNT))
					{
					SDesignTypeInfo *pInfo = TotalCount.GetAt(pType->GetUNID());
					double rCount = (pInfo ? pInfo->rPerGameMeanCount : 0.0);
					printf("%.2f", rCount);
					}
				else if (strEquals(sField, FIELD_COUNT_DISTRIBUTION))
					{
					SDesignTypeInfo *pInfo = TotalCount.GetAt(pType->GetUNID());
					printf("%s", (pInfo ? pInfo->sDistribution : NULL_STR).GetASCIIZPointer());
					}
				else
					printf(sValue.GetASCIIZPointer());
				}

			printf("\n");
			}

		printf("\n");
		}
	else
		printf("No entries match criteria.\n");
	}
Beispiel #5
0
void GenerateTypeTable (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i, j;

	//	Get the criteria from the command line.

	CString sCriteria = pCmdLine->GetAttribute(CRITERIA_ATTRIB);

	//	Parse it

	CDesignTypeCriteria Criteria;
	if (CDesignTypeCriteria::ParseCriteria(sCriteria, &Criteria) != NOERROR)
		{
		printf("ERROR: Unable to parse criteria.\n");
		return;
		}

	//	Generate a table of all matching types

	TSortMap<CString, CDesignType *> Table;

	//	Loop over all items for this level and add them to
	//	a sorted table.

	for (i = 0; i < Universe.GetDesignTypeCount(); i++)
		{
		CDesignType *pType = Universe.GetDesignType(i);
		int iLevel = pType->GetLevel();

		if (!pType->MatchesCriteria(Criteria))
			continue;

		//	Get the name

		CString sName = pType->GetDataField(FIELD_NAME);
		if (*sName.GetASCIIZPointer() == '(')
			sName = strSubString(sName, 1, -1);

		//	Figure out the sort order

		char szBuffer[1024];
		wsprintf(szBuffer, "%02d%s%08x", 
				iLevel,
				sName.GetASCIIZPointer(),
				pType->GetUNID());
		Table.Insert(CString(szBuffer), pType);
		}

	//	Generate a list of columns to display

	TArray<CString> Cols;
	Cols.Insert(FIELD_LEVEL);
	Cols.Insert(FIELD_NAME);

	for (i = 0; i < pCmdLine->GetAttributeCount(); i++)
		{
		CString sAttrib = pCmdLine->GetAttributeName(i);

		if (!IsMainCommandParam(sAttrib)
				&& !strEquals(sAttrib, CONSTLIT("typetable")))
			{
			CString sValue = pCmdLine->GetAttribute(i);
			
			if (!strEquals(sValue, CONSTLIT("true")))
				Cols.Insert(strPatternSubst(CONSTLIT("%s:%s"), sAttrib, sValue));
			else
				Cols.Insert(sAttrib);
			}
		}

	//	If we need to output total count, then load the table

	CDesignTypeStats TotalCount;
	if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT)
			|| pCmdLine->GetAttributeBool(FIELD_COUNT_DISTRIBUTION))
		{
		if (LoadDesignTypeStats(Universe.GetDesignCollection().GetAdventureUNID(), &TotalCount) != NOERROR)
			{
			printf("ERROR: Unable to load type count table.\n");
			return;
			}
		}

	//	If we've got any entries in the table, output now

	if (Table.GetCount())
		{
		//	Output the header

		for (j = 0; j < Cols.GetCount(); j++)
			{
			if (j != 0)
				printf("\t");

			printf(Cols[j].GetASCIIZPointer());
			}

		printf("\n");

		//	Output each row

		CCodeChainCtx CCCtx;
		for (i = 0; i < Table.GetCount(); i++)
			{
			CDesignType *pType = Table[i];

			for (j = 0; j < Cols.GetCount(); j++)
				{
				if (j != 0)
					printf("\t");

				const CString &sField = Cols[j];

				//	Format and output

				if (strEquals(sField, FIELD_TOTAL_COUNT))
					{
					SDesignTypeInfo *pInfo = TotalCount.GetAt(pType->GetUNID());
					double rCount = (pInfo ? pInfo->rPerGameMeanCount : 0.0);
					printf("%.2f", rCount);
					}
				else if (strEquals(sField, FIELD_COUNT_DISTRIBUTION))
					{
					SDesignTypeInfo *pInfo = TotalCount.GetAt(pType->GetUNID());
					printf("%s", (pInfo ? pInfo->sDistribution : NULL_STR).GetASCIIZPointer());
					}
				else
					{
					ICCItem *pResult = pType->GetProperty(CCCtx, sField);
					CString sValue = pResult->Print(&g_pUniverse->GetCC(), PRFLAG_NO_QUOTES | PRFLAG_ENCODE_FOR_DISPLAY);
					pResult->Discard(&g_pUniverse->GetCC());

					printf(sValue.GetASCIIZPointer());
					}
				}

			printf("\n");
			}

		printf("\n");
		}
	else
		printf("No entries match criteria.\n");
	}
Beispiel #6
0
void GenerateEncounterFrequency (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	enum ETypes
		{
		outputFreq,
		outputFillLocations,
		};

	int i, j;

	//	Options

	int iSystemSample = pCmdLine->GetAttributeIntegerBounded(CONSTLIT("count"), 1, -1, 1);
	bool bLogo = !pCmdLine->GetAttributeBool(CONSTLIT("noLogo"));
	bool bAll = pCmdLine->GetAttributeBool(CONSTLIT("all"));

	bool bRawData = pCmdLine->GetAttributeBool(CONSTLIT("rawData"));
	
	ETypes iType;
	if (pCmdLine->GetAttributeBool(CONSTLIT("fillLocations")))
		iType = outputFillLocations;
	else
		iType = outputFreq;

	//	Additional columns

	TArray<CString> Cols;
	for (i = 0; i < pCmdLine->GetAttributeCount(); i++)
		{
		CString sAttrib = pCmdLine->GetAttributeName(i);

		if (!IsMainCommandParam(sAttrib)
				&& !strEquals(sAttrib, CONSTLIT("count"))
				&& !strEquals(sAttrib, CONSTLIT("fillLocations"))
				&& !strEquals(sAttrib, CONSTLIT("rawData"))
				&& !strEquals(sAttrib, CONSTLIT("encounterfreq")))
			{
			CString sValue = pCmdLine->GetAttribute(i);
			
			if (!strEquals(sValue, CONSTLIT("true")))
				Cols.Insert(strPatternSubst(CONSTLIT("%s:%s"), sAttrib, sValue));
			else
				Cols.Insert(sAttrib);
			}
		}

	//	Generate systems for multiple games

	CSystemCreateStats Stats;
	for (i = 0; i < iSystemSample; i++)
		{
		if (bLogo)
			printf("pass %d...\n", i+1);

		//	Initialize the game

		CString sError;
		if (Universe.InitGame(0, &sError) != NOERROR)
			{
			printf("%s\n", sError.GetASCIIZPointer());
			return;
			}

		for (j = 0; j < Universe.GetTopologyNodeCount(); j++)
			{
			CTopologyNode *pNode = Universe.GetTopologyNode(j);
			if (pNode->IsEndGame())
				continue;

			//	Create the system

			CSystem *pSystem;
			if (Universe.CreateStarSystem(pNode, &pSystem, NULL, &Stats) != NOERROR)
				{
				printf("ERROR: Unable to create star system.\n");
				return;
				}

			//	Done with old system

			Universe.DestroySystem(pSystem);
			}

		Universe.Reinit();
		}

	//	Output based on type

	if (iType == outputFreq)
		{
		//	Generate a table for each encounter

		TSortMap<CStationType *, SEncounterFreqEntry> EncounterFreq;
		for (i = 0; i < Stats.GetEncounterTableCount(); i++)
			{
			const CSystemCreateStats::SEncounterTable &Table = Stats.GetEncounterTable(i);

			//	Skip if only planets and asteroids

			if (!Table.bHasStation && !bAll)
				continue;

			//	For each entry in the table, add to the frequency table

			for (j = 0; j < Table.Table.GetCount(); j++)
				{
				CStationType *pEncounterType = Table.Table.GetAt(j);
				int iChance = Table.Table.GetChance(j);

				SEncounterFreqEntry *pEntry = EncounterFreq.SetAt(pEncounterType);
				pEntry->iCount += Table.iCount;
				pEntry->iTotalChance += Table.iCount * iChance;

				if (pEntry->pMaxTable == NULL || iChance > pEntry->iMaxChance)
					{
					pEntry->pMaxTable = &Table;
					pEntry->iMaxChance = iChance;
					}

				if (pEntry->pMinTable == NULL || iChance < pEntry->iMinChance)
					{
					pEntry->pMinTable = &Table;
					pEntry->iMinChance = iChance;
					}
				}
			}

		//	Output encounter frequency distribution

		printf("Level\tCategory\tEncounter\tTotal Chances\tAverage Chance\tMin Chance\tMax Chance");
		for (i = 0; i < Cols.GetCount(); i++)
			printf("\t%s", Cols[i].GetASCIIZPointer());
		printf("\n");

		for (i = 0; i < EncounterFreq.GetCount(); i++)
			{
			CStationType *pEncounterType = EncounterFreq.GetKey(i);
			int iAveWhole = EncounterFreq[i].iTotalChance / EncounterFreq[i].iCount;
			int iAveFrac = 1000 * (EncounterFreq[i].iTotalChance % EncounterFreq[i].iCount) / EncounterFreq[i].iCount;

			printf("%d\t%s\t%s\t%d\t%d.%03d\t%d\t%d",
					pEncounterType->GetLevel(),
					pEncounterType->GetDataField(CONSTLIT("category")).GetASCIIZPointer(),
					pEncounterType->GetName().GetASCIIZPointer(),
					EncounterFreq[i].iCount,
					iAveWhole,
					iAveFrac,
					EncounterFreq[i].iMinChance,
					EncounterFreq[i].iMaxChance);

			for (j = 0; j < Cols.GetCount(); j++)
				{
				CString sValue = pEncounterType->GetDataField(Cols[j]);
				printf("\t%s", sValue.GetASCIIZPointer());
				}

			printf("\n");
			}

		//	Output raw data

		if (bRawData)
			{
			//	Loop over stats and output tables

			for (i = 0; i < Stats.GetEncounterTableCount(); i++)
				{
				const CSystemCreateStats::SEncounterTable &Table = Stats.GetEncounterTable(i);

				//	Skip if only planets and asteroids

				if (!Table.bHasStation && !bAll)
					continue;

				//	Header

				printf("LEVEL %d (%d location%s)\nSystem Type: %08x\nStations: %s\n", 
						Table.iLevel,
						Table.iCount,
						(Table.iCount == 1 ? "" : "s"),
						Table.pSystemType->GetUNID(),
						Table.sStationCriteria.GetASCIIZPointer());

				//	Location attributes

				printf("Location: ");
				for (j = 0; j < Table.LabelAttribs.GetCount(); j++)
					{
					if (j != 0)
						printf(", ");
					printf(Table.LabelAttribs[j].GetASCIIZPointer());
					}
				printf("\n");

				//	Entries

				for (j = 0; j < Table.Table.GetCount(); j++)
					printf("%s\t%d\n", Table.Table.GetAt(j)->GetName().GetASCIIZPointer(), Table.Table.GetChance(j));

				printf("\n");
				}
			}
		}
	else if (iType == outputFillLocations)
		{
		printf("Level\tSystem\tEncounter\tChance\n");

		for (i = 0; i < Stats.GetFillLocationsTableCount(); i++)
			{
			const CSystemCreateStats::SFillLocationsTable &Entry = Stats.GetFillLocationsTable(i);

			for (j = 0; j < Entry.Table.GetCount(); j++)
				{
				int iPercent = (int)(1000.0 * Entry.Table.GetChance(j) / (Metric)Entry.Table.GetTotalChance());

				printf("%d\t%s\t%s\t%d.%d\n",
						Entry.iLevel,
						Entry.sSystemName.GetASCIIZPointer(),
						Entry.Table[j]->GetName().GetASCIIZPointer(), 
						iPercent / 10,
						iPercent % 10);
				}
			}
		}
	}