Beispiel #1
0
void GenerateImageChart (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i;

	enum OrderTypes
		{
		orderSmallest = 1,
		orderLargest = 2,
		orderName = 3,
		orderLevel = 4,
		orderSovereign = 5,
		orderManufacturer = 6,
		};

	//	Item criteria

	bool bHasItemCriteria;
	CString sCriteria;
	CItemCriteria ItemCriteria;
	if (bHasItemCriteria = pCmdLine->FindAttribute(CONSTLIT("itemCriteria"), &sCriteria))
		CItem::ParseCriteria(sCriteria, &ItemCriteria);
	else
		CItem::InitCriteriaAll(&ItemCriteria);

	//	Get the criteria from the command line.

	CDesignTypeCriteria Criteria;
	if (pCmdLine->FindAttribute(CONSTLIT("criteria"), &sCriteria))
		{
		if (CDesignTypeCriteria::ParseCriteria(sCriteria, &Criteria) != NOERROR)
			{
			printf("ERROR: Unable to parse criteria.\n");
			return;
			}
		}
	else if (bHasItemCriteria)
		{
		if (CDesignTypeCriteria::ParseCriteria(CONSTLIT("i"), &Criteria) != NOERROR)
			{
			printf("ERROR: Unable to parse criteria.\n");
			return;
			}
		}
	else
		{
		printf("ERROR: Expected criteria.\n");
		return;
		}

	bool bAll = pCmdLine->GetAttributeBool(CONSTLIT("all"));

	//	Options

	bool bTextBoxesOnly = pCmdLine->GetAttributeBool(CONSTLIT("textBoxesOnly"));
	bool bFieldUNID = pCmdLine->GetAttributeBool(CONSTLIT("unid"));

	//	Figure out what order we want

	CString sOrder = pCmdLine->GetAttribute(CONSTLIT("sort"));
	int iOrder;
	if (strEquals(sOrder, CONSTLIT("smallest")))
		iOrder = orderSmallest;
	else if (strEquals(sOrder, CONSTLIT("largest")))
		iOrder = orderLargest;
	else if (strEquals(sOrder, CONSTLIT("level")))
		iOrder = orderLevel;
	else if (strEquals(sOrder, CONSTLIT("sovereign")))
		iOrder = orderSovereign;
	else if (strEquals(sOrder, CONSTLIT("manufacturer")))
		iOrder = orderManufacturer;
	else
		iOrder = orderName;

	bool b3DGrid = pCmdLine->GetAttributeBool(CONSTLIT("3DGrid"));
	bool bDockingPorts = pCmdLine->GetAttributeBool(CONSTLIT("portPos"));
	bool bDevicePos = pCmdLine->GetAttributeBool(CONSTLIT("devicePos"));

	//	Image size

	int cxDesiredWidth;
	if (pCmdLine->FindAttributeInteger(CONSTLIT("width"), &cxDesiredWidth))
		cxDesiredWidth = Max(512, cxDesiredWidth);
	else
		cxDesiredWidth = 1280;

	//	Spacing

	int cxSpacing = pCmdLine->GetAttributeInteger(CONSTLIT("xSpacing"));
	int cxExtraMargin = pCmdLine->GetAttributeInteger(CONSTLIT("xMargin"));
	int cxImageMargin = 2 * pCmdLine->GetAttributeInteger(CONSTLIT("xImageMargin"));

	//	Font for text

	CString sTypeface;
	int iSize;
	bool bBold;
	bool bItalic;

	if (!CG16bitFont::ParseFontDesc(pCmdLine->GetAttribute(CONSTLIT("font")),
			&sTypeface,
			&iSize,
			&bBold,
			&bItalic))
		{
		sTypeface = CONSTLIT("Arial");
		iSize = 10;
		bBold = false;
		bItalic = false;
		}

	CG16bitFont NameFont;
	NameFont.Create(sTypeface, -PointsToPixels(iSize), bBold, bItalic);
	CG32bitPixel rgbNameColor = CG32bitPixel(255, 255, 255);

	//	Rotation

	int iRotation = pCmdLine->GetAttributeInteger(CONSTLIT("rotation"));

	//	Output file

	CString sFilespec = pCmdLine->GetAttribute(CONSTLIT("output"));
	if (!sFilespec.IsBlank())
		sFilespec = pathAddExtensionIfNecessary(sFilespec, CONSTLIT(".bmp"));

	//	Generate a sorted table of types

	TSortMap<CString, SEntryDesc> Table;
	for (i = 0; i < Universe.GetDesignTypeCount(); i++)
		{
		CDesignType *pType = Universe.GetDesignType(i);
		SEntryDesc NewEntry;

		//	Make sure we match the criteria

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

		//	Figure stuff stuff out based on the specific design type

		switch (pType->GetType())
			{
			case designItemType:
				{
				CItemType *pItemType = CItemType::AsType(pType);
				CItem Item(pItemType, 1);

				//	Skip if not in item criteria

				if (!Item.MatchesCriteria(ItemCriteria))
					continue;

				//	Skip virtual classes

				if (pItemType->IsVirtual())
					continue;

				//	Initialize the entry

				NewEntry.pType = pType;
				NewEntry.sName = pItemType->GetNounPhrase(0);
				NewEntry.pImage = &pItemType->GetImage();
				NewEntry.iSize = RectWidth(NewEntry.pImage->GetImageRect());
				break;
				}

			case designShipClass:
				{
				CShipClass *pClass = CShipClass::AsType(pType);

				//	Skip non-generic classess

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

				//	Initialize the entry

				NewEntry.pType = pType;
				NewEntry.sName = pClass->GetNounPhrase(0);
				NewEntry.iSize = RectWidth(pClass->GetImage().GetImageRect());
				NewEntry.pImage = &pClass->GetImage();
				NewEntry.iRotation = pClass->Angle2Direction(iRotation);
				NewEntry.sSovereignName = (pClass->GetDefaultSovereign() ? pClass->GetDefaultSovereign()->GetTypeNounPhrase() : NULL_STR);
				break;
				}

			case designStationType:
				{
				CStationType *pStationType = CStationType::AsType(pType);

				//	Skip generic classes

				if (!bAll && !pStationType->HasLiteralAttribute(CONSTLIT("generic")))
					continue;

				NewEntry.pType = pType;
				NewEntry.sName = pStationType->GetNounPhrase(0);
				NewEntry.iSize = pStationType->GetSize();
				NewEntry.sSovereignName = (pStationType->GetSovereign() ? pStationType->GetSovereign()->GetTypeNounPhrase() : NULL_STR);

				InitStationTypeImage(NewEntry, pStationType);

				break;
				}

			default:
				//	Don't know how to handle this type
				continue;
				break;
			}

		//	Adjust name

		if (bFieldUNID)
			NewEntry.sName = strPatternSubst(CONSTLIT("%s (%x)"), NewEntry.sName, NewEntry.pType->GetUNID());

		//	Compute the sort key

		char szBuffer[1024];
		switch (iOrder)
			{
			case orderLargest:
				wsprintf(szBuffer, "%09d%s%x",
						1000000 - NewEntry.iSize,
						NewEntry.sName.GetASCIIZPointer(),
						pType->GetUNID());
				break;

			case orderLevel:
				wsprintf(szBuffer, "%09d%s%x",
						pType->GetLevel(),
						NewEntry.sName.GetASCIIZPointer(),
						pType->GetUNID());
				break;

			case orderSmallest:
				wsprintf(szBuffer, "%09d%s%x",
						NewEntry.iSize,
						NewEntry.sName.GetASCIIZPointer(),
						pType->GetUNID());
				break;

			case orderSovereign:
				wsprintf(szBuffer, "%s|%s|%x", NewEntry.sSovereignName.GetASCIIZPointer(), NewEntry.sName.GetASCIIZPointer(), pType->GetUNID());
				NewEntry.sCategorize = NewEntry.sSovereignName;
				break;

			case orderManufacturer:
				{
				CString sManufacturer = NewEntry.pType->GetPropertyString(CONSTLIT("manufacturer"));
				wsprintf(szBuffer, "%s|%s|%x", sManufacturer.GetASCIIZPointer(), NewEntry.sName.GetASCIIZPointer(), pType->GetUNID());
				NewEntry.sCategorize = sManufacturer;
				break;
				}

			default:
				wsprintf(szBuffer, "%s%x", NewEntry.sName.GetASCIIZPointer(), pType->GetUNID());
				break;
			}

		//	Add to list

		Table.Insert(CString(szBuffer), NewEntry);
		}

	//	Allocate an arranger that tracks where to paint each world.

	CImageArranger Arranger;

	//	Settings for the overall arrangement

	CImageArranger::SArrangeDesc Desc;
	Desc.cxDesiredWidth = Max(512, cxDesiredWidth - (2 * (cxSpacing + cxExtraMargin)));
	Desc.cxSpacing = cxSpacing;
	Desc.cxExtraMargin = cxExtraMargin;
	Desc.pHeader = &NameFont;

	//	Generate a table of cells for the arranger

	TArray<CCompositeImageSelector> Selectors;
	Selectors.InsertEmpty(Table.GetCount());

	CString sLastCategory;
	TArray<CImageArranger::SCellDesc> Cells;
	for (i = 0; i < Table.GetCount(); i++)
		{
		SEntryDesc &Entry = Table[i];

		CImageArranger::SCellDesc *pNewCell = Cells.Insert();
		pNewCell->cxWidth = (Entry.pImage ? RectWidth(Entry.pImage->GetImageRect()) : 0) + cxImageMargin;
		pNewCell->cyHeight = (Entry.pImage ? RectHeight(Entry.pImage->GetImageRect()) : 0) + cxImageMargin;
		pNewCell->sText = Entry.sName;

		if (!strEquals(sLastCategory, Entry.sCategorize))
			{
			sLastCategory = Entry.sCategorize;
			pNewCell->bStartNewRow = true;
			}
		}

	//	Arrange

	Arranger.ArrangeByRow(Desc, Cells);

	//	Create a large image

	CG32bitImage Output;
	int cxWidth = Max(cxDesiredWidth, Arranger.GetWidth());
	int cyHeight = Arranger.GetHeight();
	Output.Create(cxWidth, cyHeight);
	printf("Creating %dx%d image.\n", cxWidth, cyHeight);

	//	Paint the images

	for (i = 0; i < Table.GetCount(); i++)
		{
		SEntryDesc &Entry = Table[i];

		int x = Arranger.GetX(i);
		int y = Arranger.GetY(i);

		//	Paint

		if (x != -1)
			{
			int xCenter = x + (Arranger.GetWidth(i) / 2);
			int yCenter = y + (Arranger.GetHeight(i) / 2);

			int xOffset;
			int yOffset;
			Entry.pImage->GetImageOffset(0, Entry.iRotation, &xOffset, &yOffset);
			int cxImage = RectWidth(Entry.pImage->GetImageRect());
			int cyImage = RectHeight(Entry.pImage->GetImageRect());

			//	Paint image

			if (!bTextBoxesOnly && Entry.pImage)
				{
				Entry.pImage->PaintImageUL(Output,
						x + (Arranger.GetWidth(i) - cxImage) / 2,
						y + (Arranger.GetHeight(i) - cyImage) / 2,
						0,
						Entry.iRotation);
				}

			//	Paint type specific stuff

			switch (Entry.pType->GetType())
				{
				case designStationType:
					{
					CStationType *pStationType = CStationType::AsType(Entry.pType);
                    int xStationCenter = xCenter - xOffset;
                    int yStationCenter = yCenter - yOffset;

					if (bDockingPorts)
						pStationType->PaintDockPortPositions(Output, xStationCenter, yStationCenter);

					if (bDevicePos)
						pStationType->PaintDevicePositions(Output, xStationCenter, yStationCenter);

                    //  If we have docking or device positions, mark the center of the station

                    if (bDockingPorts || bDevicePos)
                        {
                        const int LINE_HALF_LENGTH = 24;
                        const CG32bitPixel RGB_CENTER_CROSS(255, 255, 0);
                        Output.DrawLine(xStationCenter - LINE_HALF_LENGTH, yStationCenter, xStationCenter + LINE_HALF_LENGTH, yStationCenter, 1, RGB_CENTER_CROSS);
                        Output.DrawLine(xStationCenter, yStationCenter - LINE_HALF_LENGTH, xStationCenter, yStationCenter + LINE_HALF_LENGTH, 1, RGB_CENTER_CROSS);
                        }
					break;
					}
				}

			//	Paint the 3D grid, if necessary

			if (b3DGrid)
				{
				int iScale = Entry.pImage->GetImageViewportSize();
				Metric rMaxRadius = g_KlicksPerPixel * cxImage * 0.5;
				const Metric rGridSize = LIGHT_SECOND;

				Metric rRadius;
				for (rRadius = rGridSize; rRadius <= rMaxRadius; rRadius += rGridSize)
					{
					int iRadius = (int)((rRadius / g_KlicksPerPixel) + 0.5);
					const int iGridAngle = 8;
					int iPrevAngle = 0;
					int iAngle;
					for (iAngle = iGridAngle; iAngle <= 360; iAngle += iGridAngle)
						{
						int xFrom, yFrom;
						C3DConversion::CalcCoord(iScale, iPrevAngle, iRadius, 0, &xFrom, &yFrom);

						int xTo, yTo;
						C3DConversion::CalcCoord(iScale, iAngle, iRadius, 0, &xTo, &yTo);

						Output.DrawLine(xFrom + xCenter, yFrom + yCenter, xTo + xCenter, yTo + yCenter, 1, CG32bitPixel(255, 255, 0));

						iPrevAngle = iAngle;
						}
					}
				}

			//	Paint name

			int xText = Arranger.GetTextX(i);
			int yText = Arranger.GetTextY(i);
			if (xText != -1)
				{
				if (bTextBoxesOnly)
					Output.Fill(xText, yText, Arranger.GetTextWidth(i), Arranger.GetTextHeight(i), 0xffff);

				if (!bTextBoxesOnly)
					{
					Output.FillColumn(xCenter,
							y + Arranger.GetHeight(i),
							yText - (y + Arranger.GetHeight(i)),
							rgbNameColor);

					NameFont.DrawText(Output,
							xText,
							yText,
							rgbNameColor,
							Entry.sName);
					}
				}
			}
		}

	//	Write to file or clipboard

	OutputImage(Output, sFilespec);
	}
Beispiel #2
0
void GenerateTypeIslands (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i, j;

	bool bExcludeImages = true;

	printf("TYPE ISLANDS\n");
	printf("------------\n\n");

	//	Make a list of default types

#if 0
	g_DefaultTypes.SetAt(0x00001001, true);	//	independent sovereign
	g_DefaultTypes.SetAt(0x00001002, true);	//	Commonwealth sovereign
	g_DefaultTypes.SetAt(0x00001003, true);	//	independent sovereign
	g_DefaultTypes.SetAt(0x00001007, true);	//	ares sovereign
	g_DefaultTypes.SetAt(0x0000100c, true);	//	sung slavers sovereign
	g_DefaultTypes.SetAt(0x0000100f, true);	//	auton sovereign
	g_DefaultTypes.SetAt(0x00001011, true);	//	corporate hierarchy
	g_DefaultTypes.SetAt(0x00004027, true);	//	container of frozen supplies
	g_DefaultTypes.SetAt(0x0000402c, true);	//	pteracnium ore
	g_DefaultTypes.SetAt(0x000040ae, true);	//	helium3 reactor assembly
	g_DefaultTypes.SetAt(0x000040af, true);	//	pteracnium fuel
	g_DefaultTypes.SetAt(0x000040ca, true);	//	lancer cannon
	g_DefaultTypes.SetAt(0x000040e2, true);	//	worldship armor
	g_DefaultTypes.SetAt(0x00004100, true);	//	xenotite ore
	g_DefaultTypes.SetAt(0x00004109, true);	//	SN2500 reactor
	g_DefaultTypes.SetAt(0x00004167, true);	//	tetramite ore
	g_DefaultTypes.SetAt(0x00005004, true);	//	wreck ejecta
	g_DefaultTypes.SetAt(0x0000500c, true);	//	blast explosion 2
	g_DefaultTypes.SetAt(0x0000500d, true);	//	blast explosion 3
	g_DefaultTypes.SetAt(0x0000500e, true);	//	blast explosion 4
	g_DefaultTypes.SetAt(0x0000500f, true);	//	thermo explosion 1
	g_DefaultTypes.SetAt(0x00005011, true);	//	thermo explosion 3
	g_DefaultTypes.SetAt(0x00005012, true);	//	thermo explosion 4
	g_DefaultTypes.SetAt(0x00009004, true);	//	shield effect
	g_DefaultTypes.SetAt(0x00009007, true);	//	explosion effect
	g_DefaultTypes.SetAt(0x0000900a, true);	//	fire effect
	g_DefaultTypes.SetAt(0x0000A003, true);	//	dsAbandonedStation
	g_DefaultTypes.SetAt(0x0000a017, true);	//	dock screen?

	g_DefaultTypes.SetAt(0x001a200c, true);	//	wreck of the CSC Europa
	g_DefaultTypes.SetAt(0x001a200e, true);	//	sandstorm wreck
	g_DefaultTypes.SetAt(0x001c1002, true);	//	ares sect in Heretic
	g_DefaultTypes.SetAt(0x08020102, true);	//	huari empire sovereign
	g_DefaultTypes.SetAt(0x08040140, true);	//	gaian processor station
#endif

	//	Create a reverse index of all type dependencies

	ReverseIndexMap ReverseIndex;
	for (i = 0; i < Universe.GetDesignTypeCount(); i++)
		{
		CDesignType *pType = Universe.GetDesignType(i);

		//	Get the list of UNIDs that this type uses

		TSortMap<DWORD, bool> TypesUsed;
		pType->AddTypesUsed(&TypesUsed);
		for (j = 0; j < TypesUsed.GetCount(); j++)
			{
			CDesignType *pRequired = Universe.FindDesignType(TypesUsed.GetKey(j));
			if (pRequired == NULL)
				continue;

			//	Add to reverse index

			TArray<DWORD> *pList = ReverseIndex.SetAt(pRequired->GetUNID());
			pList->Insert(pType->GetUNID());
			}
		}

	//	We create a list of islands. In each island, all the types refer to
	//	each other and don't refer to types on any other island.

	TArray<IslandMap> AllIslands;

	//	Loop over all types and add them to an island.

	for (i = 0; i < Universe.GetDesignTypeCount(); i++)
		{
		CDesignType *pType = Universe.GetDesignType(i);

		//	Exclude images

		if (bExcludeImages && pType->GetType() == designImage)
			continue;

		if (pType->GetType() == designShipTable)
			continue;

		//	Exclude default types

		if (g_DefaultTypes.Find(pType->GetUNID()))
			continue;

		//	If this type is already on one of the islands, then we skip it.

#if 0
		bool bFound = false;
		for (j = 0; j < AllIslands.GetCount(); j++)
			if (AllIslands[j].Find(pType->GetUNID()))
				{
				bFound = true;
				break;
				}

		if (bFound)
			continue;
#endif 

		//	Since this type is not on any island, we add start a new island and
		//	add all related types to it.

		IslandMap *pIsland = AllIslands.Insert();
		AddTypeToIsland(Universe, ReverseIndex, pIsland, pType);

		//	Print

		printf("ISLAND %s\n", (char *)GetTypeDesc(pType));

		for (j = 0; j < pIsland->GetCount(); j++)
			{
			CDesignType *pType = Universe.FindDesignType(pIsland->GetKey(j));
			if (pType == NULL)
				continue;

			printf("%s\n", (char *)GetTypeDesc(pType));
			}

		printf("\n");
		}
	}
Beispiel #3
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 #4
0
void GenerateTypeDependencies (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i, j;

	bool bRecursive = pCmdLine->GetAttributeBool(CONSTLIT("recursive"));
	bool bReverse = pCmdLine->GetAttributeBool(CONSTLIT("reverse"));

	//	Create a reverse index of all type dependencies

	TSortMap<DWORD, TArray<DWORD> > ReverseIndex;

	//	Types and what they use

	if (!bReverse)
		{
		printf("TYPES AND WHAT THEY USE\n");
		printf("-----------------------\n\n");
		}

	for (i = 0; i < Universe.GetDesignTypeCount(); i++)
		{
		CDesignType *pType = Universe.GetDesignType(i);

		if (!bReverse)
			printf("%s\n", (char *)GetTypeDesc(pType));

		//	Get the list of UNIDs that this type uses

		TSortMap<DWORD, bool> TypesUsed;
		if (bRecursive)
			AddTypesUsedRecursive(Universe, pType->GetUNID(), &TypesUsed);
		else
			pType->AddTypesUsed(&TypesUsed);

		//	Output the list

		for (j = 0; j < TypesUsed.GetCount(); j++)
			{
			CDesignType *pRequired = Universe.FindDesignType(TypesUsed.GetKey(j));
			if (pRequired == NULL)
				continue;

			if (!bReverse)
				printf("\t%s\n", (char *)GetTypeDesc(pRequired));

			//	Add to reverse index

			TArray<DWORD> *pList = ReverseIndex.SetAt(pRequired->GetUNID());
			pList->Insert(pType->GetUNID());
			}
		}

	//	Types and what depends on them

	if (bReverse)
		{
		printf("\nTYPES AND WHAT USES THEM\n");
		printf(  "------------------------\n\n");

		for (i = 0; i < ReverseIndex.GetCount(); i++)
			{
			CDesignType *pType = Universe.FindDesignType(ReverseIndex.GetKey(i));
			if (pType == NULL)
				continue;

			printf("%s\n", (char *)GetTypeDesc(pType));

			TArray<DWORD> &List = ReverseIndex.GetValue(i);
			for (j = 0; j < List.GetCount(); j++)
				{
				CDesignType *pRequiredBy = Universe.FindDesignType(List[j]);
				if (pRequiredBy)
					printf("\t%s\n", (char *)GetTypeDesc(pRequiredBy));
				}
			}
		}
	}
Beispiel #5
0
void GenerateSimTables (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j, k;

	int iSystemSample = pCmdLine->GetAttributeInteger(CONSTLIT("count"));
	if (iSystemSample == 0)
		iSystemSample = DEFAULT_SYSTEM_SAMPLE;

	//	Keep track of stats for each type

	TSortMap<DWORD, STypeStats> AllStats;
	for (i = 0; i < iSystemSample; i++)
		{
		TSortMap<DWORD, STypeInfo> AllTypes;

		printf("sample %d...\n", i+1);

		//	Initialize the game

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

		//	Loop over all nodes

		for (j = 0; j < Universe.GetTopologyNodeCount(); j++)
			{
			CTopologyNode *pNode = Universe.GetTopologyNode(j);

			//	Skip end game nodes

			if (pNode->IsEndGame())
				continue;

			//	Create the system

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

			//	Accumulate

			AccumulateSystem(pNode, pSystem, AllTypes);

			//	Done with old system

			Universe.DestroySystem(pSystem);
			}

		//	Now accumulate all stats

		for (j = 0; j < Universe.GetDesignTypeCount(); j++)
			{
			CDesignType *pType = Universe.GetDesignType(j);
			STypeStats *pStats = AllStats.SetAt(pType->GetUNID());

			STypeInfo *pTypeInfo = AllTypes.GetAt(pType->GetUNID());
			if (pTypeInfo)
				{
				pStats->PerGame.Insert(pTypeInfo->iTotalCount);

				for (k = 0; k < MAX_TECH_LEVEL; k++)
					pStats->PerLevel[k].Insert(pTypeInfo->PerLevel[k]);
				}
			else
				{
				pStats->PerGame.Insert(0);

				for (k = 0; k < MAX_TECH_LEVEL; k++)
					pStats->PerLevel[k].Insert(0);
				}
			}

		Universe.Reinit();
		}

	//	Output

	if (error = OutputTypeTable(AllStats, iSystemSample))
		return;

	//	Create a table with the sum of all items for the game

	printf("Total count statistic computed.\n");
	}