Esempio n. 1
0
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");
	}
Esempio n. 2
0
void GenerateTopology (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i, j, k;

	int iCount = pCmdLine->GetAttributeIntegerBounded(COUNT_SWITCH, 1, -1, 1);

	STopologyStats Stats;

	for (k = 0; k < iCount; k++)
		{
		if (iCount > 1)
			printf("sample %d", k+1);

		TSortMap<CString, SNodeInfo> NodeData;
		TSortMap<CString, int> AttribCount;

		//	Initialize the topology

		CString sError;
		Universe.GetFirstTopologyNode();

		//	Loop over all nodes

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

			SNodeInfo *pNewNode = NodeData.Insert(pNode->GetID());
			pNewNode->sID = pNode->GetID();
			pNewNode->sName = pNode->GetSystemName();
			pNewNode->dwSystemUNID = pNode->GetSystemDescUNID();
			pNewNode->sAttribs = pNode->GetAttributes();

			//	Add the attributes in this node to the list of 
			//	attributes for this try.

			TArray<CString> Attribs;
			ParseAttributes(pNewNode->sAttribs, &Attribs);
			for (j = 0; j < Attribs.GetCount(); j++)
				{
				int *pCount = AttribCount.GetAt(Attribs[j]);
				if (pCount == NULL)
					{
					pCount = AttribCount.Insert(Attribs[j]);
					*pCount = 0;
					}

				*pCount = (*pCount) + 1;
				}
			}

		//	Compute topology stats
		//	Add the node count for this try

		Stats.NodeCount.Insert(NodeData.GetCount());

		//	Loop over all attributes that we know about. If one doesn't
		//	exist in this try, then we set its min to 0

		if (k > 0)
			{
			for (i = 0; i < Stats.Attribs.GetCount(); i++)
				{
				if (AttribCount.GetAt(Stats.Attribs.GetKey(i)) == NULL)
					Stats.Attribs[i].SetMin(0);
				}
			}

		//	Loop over all attributes in this try and add them to the stats

		SStat *pAttribStat;
		for (i = 0; i < AttribCount.GetCount(); i++)
			{
			//	If we have some attributes that no other try had, then
			//	that means that the minimum value is 0.

			if (pAttribStat = Stats.Attribs.GetAt(AttribCount.GetKey(i)))
				pAttribStat->Insert(AttribCount[i]);
			else
				{
				pAttribStat = Stats.Attribs.Insert(AttribCount.GetKey(i));
				pAttribStat->Insert(AttribCount[i]);
				if (k > 0)
					pAttribStat->SetMin(0);
				}
			}

		//	Output all the nodes

		if (iCount == 1)
			{
			printf("Node\tSystemType\tName\tStargates\tAttributes\n");
			for (i = 0; i < NodeData.GetCount(); i++)
				{
				SNodeInfo *pNode = &NodeData.GetValue(i);
				printf("%s\t%08x\t%s\t%d\t%s\n",
						pNode->sID.GetASCIIZPointer(),
						pNode->dwSystemUNID,
						pNode->sName.GetASCIIZPointer(),
						pNode->Stargates.GetCount(),
						pNode->sAttribs.GetASCIIZPointer());
				}
			}
		else
			{
			Universe.Reinit();
			printf("\n");
			}
		}

	//	Output stats

	if (iCount > 0)
		{
		printf("\n");
		printf("STATS\n\n");
		Stats.NodeCount.Print(CONSTLIT("Nodes"), iCount, Stats.NodeCount.GetAverage(iCount));
		printf("\n");

		printf("ATTRIBS\n\n");
		for (i = 0; i < Stats.Attribs.GetCount(); i++)
			Stats.Attribs[i].Print(Stats.Attribs.GetKey(i), iCount, Stats.NodeCount.GetAverage(iCount));
		printf("\n");
		}
	}