void GenerateStationPlaceSim (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j, k;
	CSovereign *pPlayer = Universe.FindSovereign(g_PlayerSovereignUNID);

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

	//	Generate systems for multiple games

	CSymbolTable AllSystems(TRUE, TRUE);
	for (i = 0; i < iSystemSample; i++)
		{
		if (bLogo)
			printf("pass %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.

			SPSimSystemInfo *pSystemEntry;
			if (error = AllSystems.Lookup(pNode->GetSystemName(), (CObject **)&pSystemEntry))
				{
				pSystemEntry = new SPSimSystemInfo;
				pSystemEntry->sName = pNode->GetSystemName();
				pSystemEntry->iLevel = pNode->GetLevel();
				pSystemEntry->dwSystemType = pNode->GetSystemTypeUNID();
				pSystemEntry->iCount = 1;

				for (j = 0; j < DIST_BUCKET_COUNT; j++)
					pSystemEntry->iEnemies[j] = 0;

				AllSystems.AddEntry(pSystemEntry->sName, pSystemEntry);
				}
			else
				pSystemEntry->iCount++;

			//	For all active stations in the system, count the number of enemy stations
			//	within certain distance buckets

			for (j = 0; j < pSystem->GetObjectCount(); j++)
				{
				CSpaceObject *pObj = pSystem->GetObject(j);

				//	Find any objects that are lootable by the player

				if (pObj
						&& pObj->GetCategory() == CSpaceObject::catStation
						&& pObj->CanAttack())
					{
					//	Count to see how many enemy stations are in range

					for (k = 0; k < pSystem->GetObjectCount(); k++)
						{
						CSpaceObject *pEnemy = pSystem->GetObject(k);
						if (pEnemy
								&& pEnemy->GetCategory() == CSpaceObject::catStation
								&& pEnemy->CanAttack()
								&& (pEnemy->IsEnemy(pObj) || pObj->IsEnemy(pEnemy)))
							{
							Metric rDist = pObj->GetDistance(pEnemy);
							int iDist = DistToBucketIndex(rDist);
							if (iDist != -1)
								{
								ASSERT(iDist < DIST_BUCKET_COUNT && iDist >= 0);
								pSystemEntry->iEnemies[iDist]++;

								int iLSDist = (int)((rDist / LIGHT_SECOND) + 0.5);
								if (iLSDist < 30)
									{
									printf("%s: %s (%x) and %s (%x) within %d ls\n",
											pSystem->GetName().GetASCIIZPointer(),
											pObj->GetNounPhrase().GetASCIIZPointer(),
											pObj->GetID(),
											pEnemy->GetNounPhrase().GetASCIIZPointer(),
											pEnemy->GetID(),
											iLSDist);
									}
								}
							}
						}
					}
				}

			//	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();
		}

	if (bLogo)
		printf("FINAL SYSTEM STATISTICS\n\n");

	//	Output total value stats

	printf("Level\tSystem\t<10 ls\t<25 ls\t<50ls\t<100 ls\n");

	int iTotals[DIST_BUCKET_COUNT];
	for (i = 0; i < DIST_BUCKET_COUNT; i++)
		iTotals[i] = 0;

	for (i = 0; i < AllSystems.GetCount(); i++)
		{
		SPSimSystemInfo *pSystemEntry = (SPSimSystemInfo *)AllSystems.GetValue(i);

		printf("%d\t%s",
				pSystemEntry->iLevel,
				pSystemEntry->sName.GetASCIIZPointer());

		for (j = 0; j < DIST_BUCKET_COUNT; j++)
			{
			printf("\t%.2f", (double)pSystemEntry->iEnemies[j] / (double)pSystemEntry->iCount);
			iTotals[j] += pSystemEntry->iEnemies[j];
			}

		printf("\n");
		}

	//	Totals

	printf("\n");
	printf("Within  10 ls: %.2f\n", iTotals[0] / (double)iSystemSample);
	printf("Within  25 ls: %.2f\n", iTotals[1] / (double)iSystemSample);
	printf("Within  50 ls: %.2f\n", iTotals[2] / (double)iSystemSample);
	printf("Within 100 ls: %.2f\n", iTotals[3] / (double)iSystemSample);

	printf("\n");
	}
Exemple #2
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void DoTradeSim (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j;
	CSovereign *pPlayer = Universe.FindSovereign(g_PlayerSovereignUNID);

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

	//	For each station type we keep track of the items that it sells and the
	//	various prices that each instances charges.

	SStationData AllStations;

	//	For each item type we keep track of the stations that sell and/or
	//	buy it.

	SItemData AllItems;

	//	Generate systems for multiple games

	for (i = 0; i < iSystemSample; i++)
		{
		if (bLogo)
			printf("pass %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;
				}

			//	For all active stations in the system, get their trading information

			for (j = 0; j < pSystem->GetObjectCount(); j++)
				{
				CSpaceObject *pObj = pSystem->GetObject(j);

				if (pObj && pObj->GetCategory() == CSpaceObject::catStation)
					CompileTradeData(pObj, &AllStations, &AllItems);
				}

			//	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();
		}

	if (bLogo)
		printf("FINAL STATISTICS\n\n");

	//	Loop over each item and output the best trading strategy

	printf("Item\tSeller\tSell Price\tBuyer\tBuy Price\tProfit\n");
	for (i = 0; i < AllItems.GetCount(); i++)
		{
		ComputeAverages(&AllItems[i]);
		OutputTradingStrategy(AllItems[i]);
		}
	}
void GenerateWeaponEffectChart (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i;

	//	Compute the list of weapons to show, making sure we filter to weapons
	//	and missiles only.

	CItemTypeTable Selection;
	if (!Selection.Filter(pCmdLine->GetAttribute(CRITERIA_ATTRIB))
			|| (Selection.IsAll() && !Selection.Filter(CONSTLIT("wm"))))
		{
		printf("No entries match criteria.\n");
		return;
		}

	Selection.Sort();

	//	Ship to use

	DWORD dwPlatformUNID;
	if (!pCmdLine->FindAttributeInteger(SHIP_UNID_ATTRIB, (int *)&dwPlatformUNID))
		dwPlatformUNID = WEAPON_PLATFORM_UNID;

	//	Compute some metrics

	int iFramesPerItem = 10;
	int cxFrameHorzMargin = 10;
	int cxMaxDistPerTick = (int)(STD_SECONDS_PER_UPDATE * (LIGHT_SECOND / g_KlicksPerPixel));
	int cyFrame = 64;
	int cxFrame = (2 * cxFrameHorzMargin) + (iFramesPerItem * cxMaxDistPerTick);

	int iHitEffectFramesPerItem = 5;
	int cxHitEffect = 128;
	int cyHitEffect = 128;
	
	int cyRowTitle = 20;
	int cyRow = cyRowTitle + Max(ITEM_ICON_HEIGHT, cyFrame * iFramesPerItem);
	int cxRow = ITEM_ICON_WIDTH + cxFrame;

	int iColumns = Max(1, mathSqrt(Selection.GetCount()));
	int iRows = (Selection.GetCount() + (iColumns - 1)) / iColumns;

	int cxImage = cxRow * iColumns;
	int cyImage = cyRow * iRows;

	//	Initialize the output

	COutputChart Output;
	Output.SetContentSize(cxImage, cyImage);
	Output.SetOutputFilespec(pCmdLine->GetAttribute(CONSTLIT("output")));

	//	Initialize fonts

	Output.SetStyleFont(STYLE_TITLE, pCmdLine->GetAttribute(CONSTLIT("font")));
	Output.SetStyleColor(STYLE_TITLE, CG32bitPixel(0xFF, 0xFF, 0xFF));

	//	Prepare the universe

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

	//	Create a target in the center of the system

	CSpaceObject *pStation;
	CStationType *pTargetType = Universe.FindStationType(TARGET_UNID);
	if (pTargetType == NULL 
			|| pSystem->CreateStation(pTargetType, NULL, CVector(), &pStation) != NOERROR)
		{
		printf("ERROR: Unable to create station.\n");
		return;
		}

	//	Create the weapon platform some distance away

	CSovereign *pPlatformSovereign = Universe.FindSovereign(PLAYER_SOVEREIGN_UNID);
	CShip *pPlatform;
	if (pPlatformSovereign == NULL
				|| pSystem->CreateShip(dwPlatformUNID,
					NULL,
					NULL,
					pPlatformSovereign,
					CVector(-5.0 * LIGHT_SECOND, 0.),
					CVector(),
					0,
					NULL,
					NULL,
					&pPlatform) != NOERROR)
		{
		printf("ERROR: Unable to create weapons platform.\n");
		return;
		}

	//	Set the attacker to hold

	IShipController *pController = pPlatform->GetController();
	if (pController == NULL)
		{
		printf("ERROR: No controller for ship.\n");
		return;
		}

	pController->AddOrder(IShipController::orderHold, NULL, IShipController::SData());
	pPlatform->SetControllerEnabled(false);

	//	Install the largest possible reactor on the ship

	CItemType *pReactorType = Universe.FindItemType(REACTOR_UNID);
	if (pReactorType)
		{
		CItem ReactorItem(pReactorType, 1);

		CItemListManipulator ItemList(pPlatform->GetItemList());
		ItemList.AddItem(ReactorItem);
		pPlatform->OnComponentChanged(comCargo);
		pPlatform->ItemsModified();
		pPlatform->InvalidateItemListAddRemove();

		pPlatform->InstallItemAsDevice(ItemList);
		}

	//	Set the POV

	Universe.SetPOV(pStation);
	pSystem->SetPOVLRS(pStation);

	//	Prepare system

	Universe.UpdateExtended();
	Universe.GarbageCollectLibraryBitmaps();
	Universe.StartGame(true);

	//	Output each weapon

	int xOrigin;
	int yOrigin;
	CG32bitImage &Image = Output.GetOutputImage(&xOrigin, &yOrigin);
	const CG16bitFont &TitleFont = Output.GetStyleFont(STYLE_TITLE);
	CG32bitPixel rgbTitleColor = Output.GetStyleColor(STYLE_TITLE);

	for (i = 0; i < Selection.GetCount(); i++)
		{
		CItemType *pType = Selection.GetItemType(i);

		//	Compute the metrics of this row

		int xRow = xOrigin + (i % iColumns) * cxRow;
		int yRow = yOrigin + (i / iColumns) * cyRow;

		//	Paint the weapon title

		Image.Fill(xRow, yRow, cxRow, cyRow, CG32bitPixel(0x40, 0x40, 0x40));
		TitleFont.DrawText(Image, xRow + 8, yRow, rgbTitleColor, pType->GetNounPhrase());

		//	Paint the frames

		PaintWeaponFrames(Image, pType, pPlatform, iFramesPerItem, 
				xRow + ITEM_ICON_WIDTH + cxFrameHorzMargin,
				yRow + cyRowTitle, 
				cxMaxDistPerTick,
				cyFrame);
		}

	//	Done

	Output.Output();
	}