void AddSystemData (CSystem *pSystem, bool bAll, SNodeDesc *retResult) { int i; // Loop over all objects for (i = 0; i < pSystem->GetObjectCount(); i++) { CStationType *pType; CSpaceObject *pObj = pSystem->GetObject(i); if (pObj == NULL || pObj->IsDestroyed() || (pType = pObj->GetEncounterInfo()) == NULL) continue; // Skip if we're not interested in this encounter if (!bAll && !pType->CanBeEncounteredRandomly()) continue; // Get table CCountTable *pTable = retResult->Table.SetAt(pSystem->GetType()->GetUNID()); // Add to count bool bNew; int *pCount = pTable->SetAt(pType->GetUNID(), &bNew); if (bNew) *pCount = 1; else *pCount += 1; } }
ALERROR CUniverse::InitLevelEncounterTables (void) // InitLevelEncounterTables // // Initializes the m_LevelEncounterTables array based on the encounter // tables of all the stations for each level. { m_LevelEncounterTables.RemoveAll(); for (int i = 1; i <= MAX_ITEM_LEVEL; i++) { CStructArray *pTable = new CStructArray(sizeof(SLevelEncounter), 8); for (int j = 0; j < GetStationTypeCount(); j++) { CStationType *pType = GetStationType(j); // Figure out the frequency of an encounter from this station based // on the frequency of the station at this level and the frequency // of encounters for this station. int iEncounterFreq = pType->GetEncounterFrequency(); int iStationFreq = pType->GetFrequencyByLevel(i); int iFreq = iEncounterFreq * iStationFreq / ftCommon; // Add to the table if (iFreq > 0) { pTable->ExpandArray(pTable->GetCount(), 1); SLevelEncounter *pEntry = (SLevelEncounter *)pTable->GetStruct(pTable->GetCount()-1); pEntry->iWeight = iFreq; pEntry->pBaseSovereign = pType->GetSovereign(); pEntry->pTable = pType->GetEncountersTable(); } } m_LevelEncounterTables.AppendObject(pTable, NULL); } return NOERROR; }
CStation::CStation( CStationType& stationType ) : CComponent( stationType ) /*CComponent( reinterpret_cast<CComponentType&>( stationType ) )*/ { // Initialize the station's number (in the context of its station type) number = stationType.getNoOfComponents() + 1; // Initialize attributes initialize(); // Add the station to simulation when created and connected to simulation TfpAddStationToSimulation fpAddStationToSimulation = getStationType().getAddStationToSimulation(); if( fpAddStationToSimulation != NULL ) (*fpAddStationToSimulation)( this ); }
void OutputTradingStrategy (SItemTypeInfo &ItemInfo) { int i; // Loop over all sellers and get the best price. CStationType *pBestSeller = NULL; int iBestSellerPrice; for (i = 0; i < ItemInfo.SoldAt.GetCount(); i++) { SStationTradeInfo &Info = ItemInfo.SoldAt[i]; if (pBestSeller == NULL || Info.iMinPrice < iBestSellerPrice) { pBestSeller = Info.pStation; iBestSellerPrice = Info.iMinPrice; } } // Now get the best buyer's price CStationType *pBestBuyer = NULL; int iBestBuyerPrice; for (i = 0; i < ItemInfo.BoughtBy.GetCount(); i++) { SStationTradeInfo &Info = ItemInfo.BoughtBy[i]; if (pBestBuyer == NULL || Info.iMaxPrice > iBestBuyerPrice) { pBestBuyer = Info.pStation; iBestBuyerPrice = Info.iMaxPrice; } } // Output if (pBestSeller == NULL && pBestBuyer == NULL) ; else if (pBestSeller == NULL) printf("%s\t\t\t%s\t%d\t0.0%%\n", ItemInfo.pItem->GetNounPhrase(nounActual).GetASCIIZPointer(), pBestBuyer->GetNounPhrase().GetASCIIZPointer(), iBestBuyerPrice); else if (pBestBuyer == NULL) printf("%s\t%s\t%d\t\t\t0.0%%\n", ItemInfo.pItem->GetNounPhrase(nounActual).GetASCIIZPointer(), pBestSeller->GetNounPhrase().GetASCIIZPointer(), iBestSellerPrice); else printf("%s\t%s\t%d\t%s\t%d\t%2.2f%%\n", ItemInfo.pItem->GetNounPhrase(nounActual).GetASCIIZPointer(), pBestSeller->GetNounPhrase().GetASCIIZPointer(), iBestSellerPrice, pBestBuyer->GetNounPhrase().GetASCIIZPointer(), iBestBuyerPrice, 100.0 * (double)(iBestBuyerPrice - iBestSellerPrice) / (double)iBestSellerPrice); }
void GenerateEncounterTable (CUniverse &Universe, CXMLElement *pCmdLine) { ALERROR error; int i, j; // Get the criteria from the command line SEncounterCriteria Criteria; ParseEncounterCriteria(pCmdLine->GetAttribute(CRITERIA_ATTRIB), &Criteria); bool bAll = pCmdLine->GetAttributeBool(ALL_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 (iLevel == 0 && !bAll) continue; // If we don't match the criteria, then continue if (!MatchesEncounterCriteria(Criteria, pType->GetAttributes())) 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", pType->GetLevel(), sCategory.GetASCIIZPointer(), sName.GetASCIIZPointer()); Table.AddEntry(CString(szBuffer), (CObject *)pType); } // Generate a list of columns to display CStringArray Cols; Cols.AppendString(FIELD_LEVEL); Cols.AppendString(FIELD_CATEGORY); Cols.AppendString(FIELD_NAME); if (pCmdLine->GetAttributeBool(FIELD_ARMOR_CLASS)) Cols.AppendString(FIELD_ARMOR_CLASS); if (pCmdLine->GetAttributeBool(FIELD_HP)) Cols.AppendString(FIELD_HP); if (pCmdLine->GetAttributeBool(FIELD_FIRE_RATE_ADJ)) Cols.AppendString(FIELD_FIRE_RATE_ADJ); if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT)) Cols.AppendString(FIELD_TOTAL_COUNT); if (pCmdLine->GetAttributeBool(FIELD_CAN_ATTACK)) Cols.AppendString(FIELD_CAN_ATTACK); if (pCmdLine->GetAttributeBool(FIELD_EXPLOSION_TYPE)) Cols.AppendString(FIELD_EXPLOSION_TYPE); // If we need to output total count, then load the table CSymbolTable TotalCount(TRUE, TRUE); if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT)) { if (error = LoadTotalCount(TOTAL_COUNT_FILENAME, 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.GetStringValue(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"); CString sField = Cols.GetStringValue(j); CString sValue = pType->GetDataField(sField); if (strEquals(sField, FIELD_FIRE_RATE_ADJ)) printf("%.2f", strToInt(sValue, 0, NULL) / 1000.0); else if (strEquals(sField, FIELD_TOTAL_COUNT)) { double rCount = 0.0; CString sKey = strFromInt(pType->GetUNID(), FALSE); EntryInfo *pEntry; if (TotalCount.Lookup(sKey, (CObject **)&pEntry) == NOERROR) rCount = pEntry->rTotalCount; printf("%.2f", rCount); } else printf(sValue.GetASCIIZPointer()); } printf("\n"); } printf("\n"); } else printf("No entries match criteria.\n"); }
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"); } } } }
void RunEncounterSim (CUniverse &Universe, CXMLElement *pCmdLine) { int iRuns = pCmdLine->GetAttributeIntegerBounded(COUNT_ATTRIB, 1, -1, DEFAULT_RUN_COUNT); int iTimeOut = DEFAULT_TIME_OUT; // Get the station criteria CString sCriteria = strPatternSubst(CONSTLIT("%s t"), pCmdLine->GetAttribute(DEFENDERS_ATTRIB)); CDesignTypeCriteria DefenderCriteria; if (CDesignTypeCriteria::ParseCriteria(sCriteria, &DefenderCriteria) != NOERROR) { printf("ERROR: Unable to parse defenders criteria.\n"); return; } bool bAll = pCmdLine->GetAttributeBool(CONSTLIT("all")); // Get the criteria from the command line. Always append 's' because we // want ship classes. sCriteria = strPatternSubst(CONSTLIT("%s s"), pCmdLine->GetAttribute(ATTACKERS_ATTRIB)); CDesignTypeCriteria AttackerCriteria; if (CDesignTypeCriteria::ParseCriteria(sCriteria, &AttackerCriteria) != NOERROR) { printf("ERROR: Unable to parse attackers criteria.\n"); return; } // Create a viewer, if desired CSimViewer Viewer; if (pCmdLine->GetAttributeBool(VIEWER_ATTRIB)) Viewer.Create(); // Print headers printf("Encounter\tLevel"); int iAttacker; for (iAttacker = 0; iAttacker < Universe.GetShipClassCount(); iAttacker++) { CShipClass *pAttackerClass = Universe.GetShipClass(iAttacker); if (!pAttackerClass->MatchesCriteria(AttackerCriteria)) continue; printf("\t%s", pAttackerClass->GetName().GetASCIIZPointer()); } printf("\n"); // Loop over all defenders int iDefender; for (iDefender = 0; iDefender < Universe.GetStationTypeCount(); iDefender++) { CStationType *pDefenderType = Universe.GetStationType(iDefender); if (!bAll && pDefenderType->GetLevel() == 0) continue; if (!pDefenderType->MatchesCriteria(DefenderCriteria)) continue; // Compute an enemy of the station CSovereign *pAttackerSovereign = GetAttackerSovereign(Universe, pDefenderType); if (pAttackerSovereign == NULL) { printf("ERROR: Unable to find enemy sovereign of encounter: %s [%x].\n", pDefenderType->GetNounPhrase().GetASCIIZPointer(), pDefenderType->GetUNID()); return; } printf("%s [%x]\t%d", pDefenderType->GetNounPhrase().GetASCIIZPointer(), pDefenderType->GetUNID(), pDefenderType->GetLevel()); // Loop over all attackers for (iAttacker = 0; iAttacker < Universe.GetShipClassCount(); iAttacker++) { CShipClass *pAttackerClass = Universe.GetShipClass(iAttacker); if (!pAttackerClass->MatchesCriteria(AttackerCriteria)) continue; // Do several runs so we can get some statistical data int iAttackerSurvived = 0; int iRun; for (iRun = 0; iRun < iRuns; iRun++) { EResults iResult = RunEncounter(Universe, Viewer, pDefenderType, pAttackerClass, pAttackerSovereign); if (iResult == resultError) return; // Did the attacker survive? if (iResult != resultAttackerDestroyed) iAttackerSurvived++; } // Output results for this attacker int iSurvivability = 100 * iAttackerSurvived / iRuns; printf("\t%d%%", iSurvivability); } printf("\n"); } Viewer.Destroy(); }
void GenerateSimTables (CUniverse &Universe, CXMLElement *pCmdLine) { ALERROR error; int i, j; int iSystemSample = pCmdLine->GetAttributeInteger(CONSTLIT("count")); if (iSystemSample == 0) iSystemSample = DEFAULT_SYSTEM_SAMPLE; // Generate systems for multiple games CSymbolTable AllSystems(TRUE, TRUE); for (i = 0; i < iSystemSample; i++) { printf("sample %d...\n", i+1); CTopologyNode *pNode = Universe.GetFirstTopologyNode(); while (true) { // Create the system CSystem *pSystem; if (error = Universe.CreateStarSystem(pNode, &pSystem)) { printf("ERROR: Unable to create star system.\n"); return; } // Find this system in the table. SystemInfo *pSystemEntry; if (error = AllSystems.Lookup(pNode->GetSystemName(), (CObject **)&pSystemEntry)) { pSystemEntry = new SystemInfo; pSystemEntry->sName = pNode->GetSystemName(); pSystemEntry->iLevel = pNode->GetLevel(); pSystemEntry->dwSystemType = pNode->GetSystemDescUNID(); pSystemEntry->iCount = 1; AllSystems.AddEntry(pSystemEntry->sName, pSystemEntry); } else pSystemEntry->iCount++; // Add the encounters to the appropriate tables for (j = 0; j < pSystem->GetObjectCount(); j++) { CSpaceObject *pObj = pSystem->GetObject(j); if (pObj) { // Add this encounter to the table CStationType *pType; if (pType = pObj->GetEncounterInfo()) { CString sKey = strFromInt(pType->GetUNID(), false); // See if we have this type in the table StationInfo *pEntry; if (error = pSystemEntry->Stations.Lookup(sKey, (CObject **)&pEntry)) { pEntry = new StationInfo; pEntry->pType = pType; pEntry->iSystemCount = 0; pEntry->iTotalCount = 1; pSystemEntry->Stations.AddEntry(sKey, pEntry); } else pEntry->iTotalCount++; } // Enumerate the items in this object CItemListManipulator ItemList(pObj->GetItemList()); ItemList.ResetCursor(); while (ItemList.MoveCursorForward()) { const CItem &Item(ItemList.GetItemAtCursor()); if (!Item.IsInstalled() && !Item.IsDamaged()) { CString sKey = strFromInt(Item.GetType()->GetUNID(), false); // Find the item type in the table ItemInfo *pEntry; if (error = pSystemEntry->Items.Lookup(sKey, (CObject **)&pEntry)) { pEntry = new ItemInfo; pEntry->pType = Item.GetType(); pEntry->iTotalCount = Item.GetCount(); pSystemEntry->Items.AddEntry(sKey, pEntry); } else pEntry->iTotalCount += Item.GetCount(); } } } } // Get the next node CString sEntryPoint; pNode = pSystem->GetStargateDestination(CONSTLIT("Outbound"), &sEntryPoint); if (pNode == NULL || pNode->IsEndGame()) break; // Done with old system Universe.DestroySystem(pSystem); } Universe.Reinit(); } // Output if (error = OutputItemTable(AllSystems, iSystemSample)) return; if (error = OutputEncounterTable(AllSystems, iSystemSample)) return; // Create a table with the sum of all items for the game printf("Total count statistic computed.\n"); }
void GenerateEncounterTable (CUniverse &Universe, CXMLElement *pCmdLine) { 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); // 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 (iLevel == 0 && !bAll) 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", pType->GetLevel(), sCategory.GetASCIIZPointer(), sName.GetASCIIZPointer()); 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 (!strEquals(sAttrib, CONSTLIT("all")) && !strEquals(sAttrib, CONSTLIT("criteria")) && !strEquals(sAttrib, CONSTLIT("encountertable")) && !strEquals(sAttrib, CONSTLIT("nologo"))) { CString sValue = pCmdLine->GetAttribute(i); if (!strEquals(sValue, CONSTLIT("true"))) Cols.Insert(strPatternSubst(CONSTLIT("%s:%s"), sAttrib, sValue)); else Cols.Insert(sAttrib); } } #if 0 if (pCmdLine->GetAttributeBool(FIELD_ARMOR_CLASS)) Cols.Insert(FIELD_ARMOR_CLASS); if (pCmdLine->GetAttributeBool(FIELD_HP)) Cols.Insert(FIELD_HP); if (pCmdLine->GetAttributeBool(FIELD_FIRE_RATE_ADJ)) Cols.Insert(FIELD_FIRE_RATE_ADJ); if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT)) Cols.Insert(FIELD_TOTAL_COUNT); if (pCmdLine->GetAttributeBool(FIELD_CAN_ATTACK)) Cols.Insert(FIELD_CAN_ATTACK); if (pCmdLine->GetAttributeBool(FIELD_EXPLOSION_TYPE)) Cols.Insert(FIELD_EXPLOSION_TYPE); #endif // If we need to output total count, then load the table CSymbolTable TotalCount(TRUE, TRUE); if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT)) { if (error = LoadTotalCount(TOTAL_COUNT_FILENAME, 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]; CString sValue = pType->GetDataField(sField); if (strEquals(sField, FIELD_FIRE_RATE_ADJ)) printf("%.2f", strToInt(sValue, 0, NULL) / 1000.0); else if (strEquals(sField, FIELD_TOTAL_COUNT)) { double rCount = 0.0; CString sKey = strFromInt(pType->GetUNID(), false); EntryInfo *pEntry; if (TotalCount.Lookup(sKey, (CObject **)&pEntry) == NOERROR) rCount = pEntry->rTotalCount; printf("%.2f", rCount); } else printf(sValue.GetASCIIZPointer()); } printf("\n"); } printf("\n"); } else printf("No entries match criteria.\n"); }
void CPlayerGameStats::GenerateGameStats (CGameStats &Stats, CSpaceObject *pPlayerShip, bool bGameOver) const // GenerateGameStats // // Generates a stats for everything we track { int j; CShip *pShip = (pPlayerShip ? pPlayerShip->AsShip() : NULL); if (pShip == NULL) return; CPlayerShipController *pPlayer = (CPlayerShipController *)pShip->GetController(); if (pPlayer == NULL) return; CSovereign *pPlayerSovereign = g_pUniverse->FindSovereign(g_PlayerSovereignUNID); if (pPlayerSovereign == NULL) return; // Base stats Stats.Insert(CONSTLIT("Genome"), strCapitalize(GetGenomeName(pPlayer->GetPlayerGenome()))); Stats.Insert(CONSTLIT("Score"), strFormatInteger(CalcEndGameScore(), -1, FORMAT_THOUSAND_SEPARATOR | FORMAT_UNSIGNED)); Stats.Insert(CONSTLIT("Ship class"), pShip->GetNounPhrase(0)); CTimeSpan Time = GetPlayTime(); if (!Time.IsBlank()) Stats.Insert(CONSTLIT("Time played"), Time.Format(NULL_STR)); #ifdef REAL_TIME Time = GetGameTime(); if (!Time.IsBlank()) Stats.Insert(CONSTLIT("Time elapsed in game"), Time.Format(NULL_STR)); #endif // Some combat stats CString sDestroyed = GetStat(ENEMY_SHIPS_DESTROYED_STAT); if (!sDestroyed.IsBlank()) Stats.Insert(CONSTLIT("Enemy ships destroyed"), sDestroyed, CONSTLIT("combat")); sDestroyed = GetStat(FRIENDLY_SHIPS_DESTROYED_STAT); if (!sDestroyed.IsBlank()) Stats.Insert(CONSTLIT("Friendly ships destroyed"), sDestroyed, CONSTLIT("combat")); sDestroyed = GetStat(ENEMY_STATIONS_DESTROYED_STAT); if (!sDestroyed.IsBlank()) Stats.Insert(CONSTLIT("Enemy stations destroyed"), sDestroyed, CONSTLIT("combat")); sDestroyed = GetStat(FRIENDLY_STATIONS_DESTROYED_STAT); if (!sDestroyed.IsBlank()) Stats.Insert(CONSTLIT("Friendly stations destroyed"), sDestroyed, CONSTLIT("combat")); // Add stat for every station destroyed CStatCounterArray CounterArray; CMapIterator i; m_StationStats.Reset(i); while (m_StationStats.HasMore(i)) { SStationTypeStats *pStats; DWORD dwUNID = m_StationStats.GetNext(i, &pStats); CStationType *pType = g_pUniverse->FindStationType(dwUNID); if (pType == NULL) continue; CString sName = pType->GetNounPhrase(0); CString sSort = strPatternSubst(CONSTLIT("%03d%s"), 100 - pType->GetLevel(), sName); if (pType->GetSovereign()->IsEnemy(pPlayerSovereign)) CounterArray.Insert(sName, pStats->iDestroyed, CONSTLIT("Enemy stations destroyed"), sSort); else CounterArray.Insert(sName, pStats->iDestroyed, CONSTLIT("Friendly stations destroyed"), sSort); } CounterArray.GenerateGameStats(Stats); // Add stat for every ship class destroyed CounterArray.DeleteAll(); m_ShipStats.Reset(i); while (m_ShipStats.HasMore(i)) { SShipClassStats *pStats; DWORD dwUNID = m_ShipStats.GetNext(i, &pStats); CShipClass *pClass = g_pUniverse->FindShipClass(dwUNID); if (pClass == NULL) continue; CString sName = pClass->GetNounPhrase(0); CString sSort = strPatternSubst(CONSTLIT("%09d%s"), 100000000 - pClass->GetScore(), sName); if (pStats->iEnemyDestroyed > 0) CounterArray.Insert(sName, pStats->iEnemyDestroyed, CONSTLIT("Enemy ships destroyed"), sSort); if (pStats->iFriendDestroyed > 0) CounterArray.Insert(sName, pStats->iFriendDestroyed, CONSTLIT("Friendly ships destroyed"), sSort); } CounterArray.GenerateGameStats(Stats); // Add stat for every weapon fired m_ItemStats.Reset(i); while (m_ItemStats.HasMore(i)) { SItemTypeStats *pStats; DWORD dwUNID = m_ItemStats.GetNext(i, &pStats); CItemType *pItemType = g_pUniverse->FindItemType(dwUNID); if (pItemType == NULL) continue; CString sName = pItemType->GetNounPhrase(nounShort); CString sSort = strPatternSubst(CONSTLIT("%03d%s"), 100 - pItemType->GetLevel(), sName); // Installed items if (pStats->dwFirstInstalled != INVALID_TIME) Stats.Insert(sName, NULL_STR, CONSTLIT("Items installed"), sSort); if (pStats->iCountFired > 0) Stats.Insert(sName, strFormatInteger(pStats->iCountFired, -1, FORMAT_THOUSAND_SEPARATOR | FORMAT_UNSIGNED), CONSTLIT("Weapons fired"), sSort); } // Stats for player equipment (but only if the game is done) if (bGameOver) { TSortMap<CString, CItem> InstalledItems; // First we generate a sorted list of installed items // (We do this in case there are multiple of the same device/armor so that // we can coalesce them together into a single line). CItemListManipulator ItemList(pShip->GetItemList()); ItemList.ResetCursor(); while (ItemList.MoveCursorForward()) { const CItem &Item(ItemList.GetItemAtCursor()); if (Item.IsInstalled()) { CString sEnhancement = Item.GetEnhancedDesc(pShip); CString sItemName = Item.GetNounPhrase(nounActual | nounCountOnly | nounShort); CString sLine = (sEnhancement.IsBlank() ? sItemName : strPatternSubst(CONSTLIT("%s [%s]"), sItemName, sEnhancement)); bool bInserted; CItem *pEntry = InstalledItems.SetAt(sLine, &bInserted); if (bInserted) { *pEntry = Item; pEntry->SetCount(1); } else pEntry->SetCount(pEntry->GetCount() + 1); } } // Now add all the installed items to the stats for (j = 0; j < InstalledItems.GetCount(); j++) { // Redo the line now that we know the proper count CString sEnhancement = InstalledItems[j].GetEnhancedDesc(pShip); CString sItemName = InstalledItems[j].GetNounPhrase(nounActual | nounCountOnly); CString sLine = (sEnhancement.IsBlank() ? sItemName : strPatternSubst(CONSTLIT("%s [%s]"), sItemName, sEnhancement)); // Compute the sort order int iOrder; switch (InstalledItems[j].GetType()->GetCategory()) { case itemcatWeapon: iOrder = 0; break; case itemcatLauncher: iOrder = 1; break; case itemcatShields: iOrder = 2; break; case itemcatArmor: iOrder = 3; break; case itemcatReactor: iOrder = 4; break; case itemcatDrive: iOrder = 5; break; default: iOrder = 6; break; } CString sSort = strPatternSubst(CONSTLIT("%d%03d%s"), iOrder, 100 - InstalledItems[j].GetType()->GetLevel(), sLine); Stats.Insert(sLine, NULL_STR, CONSTLIT("Final equipment"), sSort); } // Add the remaining items ItemList.ResetCursor(); while (ItemList.MoveCursorForward()) { const CItem &Item(ItemList.GetItemAtCursor()); if (!Item.IsInstalled()) { CString sEnhancement = Item.GetEnhancedDesc(pShip); CString sItemName = Item.GetNounPhrase(nounActual | nounCountOnly); CString sLine = (sEnhancement.IsBlank() ? sItemName : strPatternSubst(CONSTLIT("%s [%s]"), sItemName, sEnhancement)); CString sSort = strPatternSubst(CONSTLIT("%03d%s"), 100 - Item.GetType()->GetLevel(), sLine); Stats.Insert(sLine, NULL_STR, CONSTLIT("Final items"), sSort); } } } }
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); }
void InitStationTypeImage (SEntryDesc &Entry, CStationType *pStationType) { struct SSatImageDesc { const CObjectImageArray *pImage; CCompositeImageSelector Selector; int xOffset; int yOffset; }; int i; SSelectorInitCtx InitCtx; pStationType->SetImageSelector(InitCtx, &Entry.Selector); const CObjectImageArray *pMainImage = &pStationType->GetImage(Entry.Selector, CCompositeImageModifiers()); // If we have no satellites, then we can just return the single station // image. CXMLElement *pSatellites = pStationType->GetSatellitesDesc(); if (pSatellites == NULL) { Entry.pImage = pMainImage; return; } // Figure out the extents of the image RECT rcMainImage = pMainImage->GetImageRect(); RECT rcBounds; rcBounds.left = -(RectWidth(rcMainImage) / 2); rcBounds.top = -(RectHeight(rcMainImage) / 2); rcBounds.right = rcBounds.left + RectWidth(rcMainImage); rcBounds.bottom = rcBounds.top + RectHeight(rcMainImage); // Loop over all satellites and get metrics TArray<SSatImageDesc> SatImages; for (i = 0; i < pSatellites->GetContentElementCount(); i++) { CXMLElement *pSatDesc = pSatellites->GetContentElement(i); if (!pSatDesc->FindAttribute(SEGMENT_ATTRIB) || !strEquals(STATION_TAG, pSatDesc->GetTag())) continue; // Get the type of the satellite CStationType *pSatType = g_pUniverse->FindStationType(pSatDesc->GetAttributeInteger(TYPE_ATTRIB)); if (pSatType == NULL) continue; // Prepare the image for the satellite SSatImageDesc *pSatImage = SatImages.Insert(); pSatType->SetImageSelector(InitCtx, &pSatImage->Selector); // If we have an image variant, then set it int iVariant; if (pSatDesc->FindAttributeInteger(IMAGE_VARIANT_ATTRIB, &iVariant)) { IImageEntry *pRoot = pSatType->GetImage().GetRoot(); DWORD dwID = (pRoot ? pRoot->GetID() : DEFAULT_SELECTOR_ID); pSatImage->Selector.DeleteAll(); pSatImage->Selector.AddVariant(dwID, iVariant); } pSatImage->pImage = &pSatType->GetImage(pSatImage->Selector, CCompositeImageModifiers()); // Now get the offset pSatImage->xOffset = pSatDesc->GetAttributeInteger(X_OFFSET_ATTRIB); pSatImage->yOffset = pSatDesc->GetAttributeInteger(Y_OFFSET_ATTRIB); // Compute the satellite rect RECT rcSatImage = pSatImage->pImage->GetImageRect(); RECT rcSatBounds; rcSatBounds.left = pSatImage->xOffset - (RectWidth(rcSatImage) / 2); rcSatBounds.top = -pSatImage->yOffset - (RectHeight(rcSatImage) / 2); rcSatBounds.right = rcSatBounds.left + RectWidth(rcSatImage); rcSatBounds.bottom = rcSatBounds.top + RectHeight(rcSatImage); // Increase the size of the bounds rcBounds.left = Min(rcBounds.left, rcSatBounds.left); rcBounds.right = Max(rcBounds.right, rcSatBounds.right); rcBounds.top = Min(rcBounds.top, rcSatBounds.top); rcBounds.bottom = Max(rcBounds.bottom, rcSatBounds.bottom); } // If no segments, then we just return the basic image if (SatImages.GetCount() == 0) { Entry.pImage = pMainImage; return; } // Create an image that will hold the composite CG32bitImage *pCompositeImage = new CG32bitImage; pCompositeImage->Create(RectWidth(rcBounds), RectHeight(rcBounds), CG32bitImage::alpha8, CG32bitPixel::Null()); int xCenter = -rcBounds.left; int yCenter = -rcBounds.top; // Paint the main image pMainImage->PaintImage(*pCompositeImage, xCenter, yCenter, 0, Entry.iRotation, true); // Paint all the satellites for (i = 0; i < SatImages.GetCount(); i++) SatImages[i].pImage->PaintImage(*pCompositeImage, xCenter + SatImages[i].xOffset, yCenter - SatImages[i].yOffset, 0, 0, true); // Now create the proper image array RECT rcResult; rcResult.left = 0; rcResult.top = 0; rcResult.right = RectWidth(rcBounds); rcResult.bottom = RectHeight(rcBounds); int xOffset = (RectWidth(rcBounds) / 2) - xCenter; int yOffset = (RectHeight(rcBounds) / 2) - yCenter; Entry.pCompositeImageArray = new CObjectImageArray; Entry.pCompositeImageArray->Init(pCompositeImage, rcResult, 0, 0, true, xOffset, yOffset); // Done Entry.pImage = Entry.pCompositeImageArray; }
void GenerateStationFrequencyTable (CUniverse &Universe, CXMLElement *pCmdLine) { int i, j; printf("STATION FREQUENCY TABLE\n\n"); // Figure out which columns to show TArray<CString> Cols; Cols.Insert(CONSTLIT("Level")); Cols.Insert(CONSTLIT("Freq")); Cols.Insert(CONSTLIT("Name")); Cols.Insert(CONSTLIT("Type")); Cols.Insert(CONSTLIT("Environment")); // Print the header for (i = 0; i < Cols.GetCount(); i++) { if (i != 0) printf("\t"); printf("%s", (LPSTR)Cols[i]); } printf("\n"); // For all levels, 1-25 int iLevel; for (iLevel = 1; iLevel <= MAX_ITEM_LEVEL; iLevel++) { CSymbolTable Sort(FALSE, TRUE); // Find all stations for this level and add them to // a sorting table for (i = 0; i < Universe.GetStationTypeCount(); i++) { CStationType *pType = Universe.GetStationType(i); if (pType->GetFrequencyByLevel(iLevel) > 0) { char szBuffer[256]; wsprintf(szBuffer, "%02d %s", ftCommon - pType->GetFrequencyByLevel(iLevel), pType->GetName().GetASCIIZPointer()); Sort.AddEntry(CString(szBuffer), (CObject *)pType); } } // Print out the stations for this level if (Sort.GetCount() > 0) { for (i = 0; i < Sort.GetCount(); i++) { CStationType *pType = (CStationType *)Sort.GetValue(i); for (j = 0; j < Cols.GetCount(); j++) { if (j != 0) printf("\t"); if (strEquals(Cols[j], CONSTLIT("Level"))) printf("%d", iLevel); else if (strEquals(Cols[j], CONSTLIT("Freq"))) printf((LPSTR)FrequencyChar(pType->GetFrequencyByLevel(iLevel))); else if (strEquals(Cols[j], CONSTLIT("Name"))) printf((LPSTR)pType->GetName()); else if (strEquals(Cols[j], CONSTLIT("Type"))) { if (pType->HasAttribute(CONSTLIT("enemy"))) printf("Enemy"); else if (pType->HasAttribute(CONSTLIT("debris"))) printf("Debris"); else printf("Friend"); } else if (strEquals(Cols[j], CONSTLIT("Environment"))) { bool bElements = false; if (pType->HasAttribute(CONSTLIT("envAir"))) { if (bElements) printf(", "); printf("envAir"); bElements = true; } if (pType->HasAttribute(CONSTLIT("envEarth"))) { if (bElements) printf(", "); printf("envEarth"); bElements = true; } if (pType->HasAttribute(CONSTLIT("envFire"))) { if (bElements) printf(", "); printf("envFire"); bElements = true; } if (pType->HasAttribute(CONSTLIT("envWater"))) { if (bElements) printf(", "); printf("envWater"); bElements = true; } if (!bElements) printf("None"); } } printf("\n"); } } } }
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"); }
CString CPlayerGameStats::GetStat (const CString &sStat) const // GetStat // // Returns the given stat { if (strEquals(sStat, BEST_ENEMY_SHIPS_DESTROYED_STATS)) { DWORD dwUNID; int iCount = GetBestEnemyShipsDestroyed(&dwUNID); if (iCount == 0) return NULL_STR; return strPatternSubst(CONSTLIT("'(%d %d)"), dwUNID, iCount); } else if (strEquals(sStat, ENEMY_SHIPS_DESTROYED_STAT)) { CMapIterator i; int iCount = 0; m_ShipStats.Reset(i); while (m_ShipStats.HasMore(i)) { SShipClassStats *pStats; DWORD dwUNID = m_ShipStats.GetNext(i, &pStats); iCount += pStats->iEnemyDestroyed; } if (iCount + m_iExtraEnemyShipsDestroyed == 0) return NULL_STR; return ::strFromInt(iCount + m_iExtraEnemyShipsDestroyed); } else if (strEquals(sStat, ENEMY_STATIONS_DESTROYED_STAT)) { CSovereign *pPlayerSovereign = g_pUniverse->FindSovereign(g_PlayerSovereignUNID); if (pPlayerSovereign == NULL) return NULL_STR; CMapIterator i; int iCount = 0; m_StationStats.Reset(i); while (m_StationStats.HasMore(i)) { SStationTypeStats *pStats; DWORD dwUNID = m_StationStats.GetNext(i, &pStats); CStationType *pType = g_pUniverse->FindStationType(dwUNID); if (pType == NULL) continue; if (pType->GetSovereign()->IsEnemy(pPlayerSovereign)) iCount += pStats->iDestroyed; } if (iCount == 0) return NULL_STR; return ::strFromInt(iCount); } else if (strEquals(sStat, FRIENDLY_SHIPS_DESTROYED_STAT)) { CMapIterator i; int iCount = 0; m_ShipStats.Reset(i); while (m_ShipStats.HasMore(i)) { SShipClassStats *pStats; DWORD dwUNID = m_ShipStats.GetNext(i, &pStats); iCount += pStats->iFriendDestroyed; } if (iCount == 0) return NULL_STR; return ::strFromInt(iCount); } else if (strEquals(sStat, FRIENDLY_STATIONS_DESTROYED_STAT)) { CSovereign *pPlayerSovereign = g_pUniverse->FindSovereign(g_PlayerSovereignUNID); if (pPlayerSovereign == NULL) return NULL_STR; CMapIterator i; int iCount = 0; m_StationStats.Reset(i); while (m_StationStats.HasMore(i)) { SStationTypeStats *pStats; DWORD dwUNID = m_StationStats.GetNext(i, &pStats); CStationType *pType = g_pUniverse->FindStationType(dwUNID); if (pType == NULL) continue; if (!pType->GetSovereign()->IsEnemy(pPlayerSovereign)) iCount += pStats->iDestroyed; } if (iCount == 0) return NULL_STR; return ::strFromInt(iCount); } else if (strEquals(sStat, RESURRECT_COUNT_STAT)) return ::strFromInt(m_iResurrectCount); else if (strEquals(sStat, SCORE_STAT)) return ::strFromInt(m_iScore); else if (strEquals(sStat, SYSTEM_DATA_STAT)) { CMemoryWriteStream Output; if (Output.Create() != NOERROR) return NIL_VALUE; Output.Write("'(", 2); CMapIterator i; m_SystemStats.Reset(i); while (m_SystemStats.HasMore(i)) { SSystemStats *pStats; const CString &sNodeID = m_SystemStats.GetNext(i, &pStats); Output.Write("(", 1); Output.Write(sNodeID.GetASCIIZPointer(), sNodeID.GetLength()); Output.Write(" ", 1); WriteTimeValue(Output, pStats->dwFirstEntered); Output.Write(" ", 1); WriteTimeValue(Output, pStats->dwLastEntered); Output.Write(" ", 1); WriteTimeValue(Output, pStats->dwLastLeft); Output.Write(" ", 1); WriteTimeValue(Output, pStats->dwTotalTime); Output.Write(") ", 2); } Output.Write(")", 1); return CString(Output.GetPointer(), Output.GetLength()); } else if (strEquals(sStat, SYSTEMS_VISITED_STAT)) { CMapIterator i; int iCount = 0; m_SystemStats.Reset(i); while (m_SystemStats.HasMore(i)) { SSystemStats *pStats; const CString &sNodeID = m_SystemStats.GetNext(i, &pStats); if (pStats->dwLastEntered != INVALID_TIME) iCount++; } return ::strFromInt(iCount + m_iExtraSystemsVisited); } else return NULL_STR; }
void CSystemCreateStats::AddFillLocationsTable (CSystem *pSystem, const TProbabilityTable<int> &LocationTable, const CString &sStationCriteria) // AddFillLocationsTable // // Adds stats about <FillLocations> { int i, j; if (LocationTable.GetCount() == 0) return; SFillLocationsTable *pEntry = m_FillLocationsTables.Insert(); pEntry->iLevel = pSystem->GetLevel(); pEntry->sSystemName = pSystem->GetName(); pEntry->pSystemType = pSystem->GetType(); pEntry->sStationCriteria = sStationCriteria; // Parse station criteria if we've got it. // NOTE: For now we only do enemies. CString sEnemyStationCriteria = strPatternSubst(CONSTLIT("%s,%s"), sStationCriteria, CONSTLIT("*enemy")); CAttributeCriteria StationCriteria; StationCriteria.Parse(sEnemyStationCriteria, 0); // Start by generating a base probability for all station encounters // relative to the system. TProbabilityTable<CStationType *> BaseProb; for (i = 0; i < g_pUniverse->GetStationTypeCount(); i++) { CStationType *pType = g_pUniverse->GetStationType(i); int iBaseChance = StationCriteria.AdjStationWeight(pType, ((1000 / ftCommon) * pType->GetFrequencyForSystem(pSystem))); if (iBaseChance > 0) { CAttributeCriteria LocationCriteria; LocationCriteria.Parse(pType->GetLocationCriteria(), 0); // Average out our chance of ending up at one of the given locations. int iTotal = 0; for (j = 0; j < LocationTable.GetCount(); j++) { int iLocID = LocationTable[j]; CLocationDef *pLoc = pSystem->GetLocation(iLocID); iTotal += LocationCriteria.AdjLocationWeight(pSystem, pLoc); } int iAverageChance = iTotal / LocationTable.GetCount(); // Now adjust the base chance int iChance = iBaseChance * iAverageChance / 1000; if (iChance <= 0) continue; // Add it to our table. pEntry->Table.Insert(pType, iChance); } } }
void CompileTradeData (CSpaceObject *pObj, SStationData *retAllStations, SItemData *retAllItems) { int i; CDesignType *pType = pObj->GetType(); CStationType *pStationType = CStationType::AsType(pType); if (pStationType == NULL || pStationType->GetTradingDesc() == NULL) return; // All prices in default currency (credits) CEconomyType *pCurrency = CEconomyType::AsType(g_pUniverse->FindDesignType(DEFAULT_ECONOMY_UNID)); // Get the entry bool bNew; SStationTypeInfo *pStationInfo = retAllStations->SetAt(pStationType, &bNew); if (bNew) pStationInfo->pType = pStationType; // Loop over all item types and see if that station buys or sells. for (i = 0; i < g_pUniverse->GetItemTypeCount(); i++) { CItemType *pItemType = g_pUniverse->GetItemType(i); CItem AnItem(pItemType, 1); SItemTypeInfo *pItemInfo = NULL; // See if the stations buys this int iBuyPrice = (int)pCurrency->Exchange(pObj->GetDefaultEconomy(), pObj->GetBuyPrice(AnItem, CTradingDesc::FLAG_NO_DONATION)); if (iBuyPrice > 0) { // Add an entry for the station type recording that we buy this // item type at the given price. SItemTradeInfo *pItemEntry = pStationInfo->Buys.SetAt(pItemType, &bNew); if (bNew) pItemEntry->pItem = pItemType; pItemEntry->Records.Insert(iBuyPrice); // Add an entry for the item type recording that this station type // buys the given item. pItemInfo = retAllItems->SetAt(pItemType, &bNew); if (bNew) pItemInfo->pItem = pItemType; SStationTradeInfo *pStationEntry = pItemInfo->BoughtBy.SetAt(pStationType, &bNew); if (bNew) pStationEntry->pStation = pStationType; pStationEntry->Records.Insert(iBuyPrice); } // See if the station sells this int iSellPrice = (int)pCurrency->Exchange(pObj->GetDefaultEconomy(), pObj->GetSellPrice(AnItem, 0)); if (iSellPrice > 0) { // Add an entry for the station type recording that we sell this // item type at the given price. SItemTradeInfo *pItemEntry = pStationInfo->Sells.SetAt(pItemType, &bNew); if (bNew) pItemEntry->pItem = pItemType; pItemEntry->Records.Insert(iSellPrice); // Add an entry for the item type recording that this station type // buys the given item. if (pItemInfo == NULL) { pItemInfo = retAllItems->SetAt(pItemType, &bNew); if (bNew) pItemInfo->pItem = pItemType; } SStationTradeInfo *pStationEntry = pItemInfo->SoldAt.SetAt(pStationType, &bNew); if (bNew) pStationEntry->pStation = pStationType; pStationEntry->Records.Insert(iSellPrice); } } }
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); } } } }