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 GenerateSnapshot (CUniverse &Universe, CXMLElement *pCmdLine) { ALERROR error; int i; // Get some parameters int iInitialUpdateTime = 10; int iUpdateTime = pCmdLine->GetAttributeInteger(CONSTLIT("wait")); // Criteria CString sNode = pCmdLine->GetAttribute(CONSTLIT("node")); CString sCriteria = pCmdLine->GetAttribute(CONSTLIT("criteria")); // Output int cxWidth; int cyHeight; if (pCmdLine->FindAttributeInteger(CONSTLIT("size"), &cxWidth)) { cyHeight = cxWidth; } else { cxWidth = 1024; cyHeight = 1024; } // Paint flags DWORD dwPaintFlags = 0; if (pCmdLine->GetAttributeBool(CONSTLIT("noStars"))) dwPaintFlags |= CSystem::VWP_NO_STAR_FIELD; // Output file CString sFilespec = pCmdLine->GetAttribute(CONSTLIT("output")); if (!sFilespec.IsBlank()) sFilespec = pathAddExtensionIfNecessary(sFilespec, CONSTLIT(".bmp")); // Update context SSystemUpdateCtx Ctx; Ctx.bForceEventFiring = true; Ctx.bForcePainted = true; // Loop over all systems until we find what we're looking for int iLoops = 20; int iNodeIndex = 0; CTopologyNode *pNode = Universe.GetTopologyNode(iNodeIndex); while (true) { // Create the system CSystem *pSystem; if (error = Universe.CreateStarSystem(pNode, &pSystem)) { printf("ERROR: Unable to create star system.\n"); return; } // If this is the node we want, then search CSpaceObject *pTarget; if (sNode.IsBlank() || strEquals(sNode, pNode->GetID())) { printf("Searching %s...\n", pNode->GetSystemName().GetASCIIZPointer()); // Set the POV CSpaceObject *pPOV = pSystem->GetObject(0); Universe.SetPOV(pPOV); pSystem->SetPOVLRS(pPOV); // Prepare system Universe.UpdateExtended(); Universe.GarbageCollectLibraryBitmaps(); // Update for a while for (i = 0; i < iInitialUpdateTime; i++) Universe.Update(Ctx); // Compose the criteria CSpaceObject::Criteria Criteria; CSpaceObject::ParseCriteria(pPOV, sCriteria, &Criteria); // Get the list of all objects in the system that match the criteria CSpaceObject::SCriteriaMatchCtx Ctx(Criteria); TArray<CSpaceObject *> Results; for (i = 0; i < pSystem->GetObjectCount(); i++) { CSpaceObject *pObj = pSystem->GetObject(i); if (pObj && pObj->MatchesCriteria(Ctx, Criteria)) Results.Insert(pObj); } // Pick the appropriate object from the list if (Results.GetCount() == 0) pTarget = NULL; else if (Criteria.bNearestOnly || Criteria.bFarthestOnly) pTarget = Ctx.pBestObj; else pTarget = Results[mathRandom(0, Results.GetCount() - 1)]; } else pTarget = NULL; // If we found the target, then output if (pTarget) { // If we found the target, take a snapshot printf("Found %s.\n", pTarget->GetNounPhrase(0).GetASCIIZPointer()); // Wait a bit for (i = 0; i < iUpdateTime; i++) { if ((i % 100) == 99) printf("."); Universe.Update(Ctx); } if (iUpdateTime >= 99) printf("\n"); // Paint CG16bitImage Output; Output.CreateBlank(cxWidth, cyHeight, false); RECT rcViewport; rcViewport.left = 0; rcViewport.top = 0; rcViewport.right = cxWidth; rcViewport.bottom = cyHeight; pSystem->PaintViewport(Output, rcViewport, pTarget, dwPaintFlags); // Write to file if (!sFilespec.IsBlank()) { CFileWriteStream OutputFile(sFilespec); if (OutputFile.Create() != NOERROR) { printf("ERROR: Unable to create '%s'\n", sFilespec.GetASCIIZPointer()); return; } Output.WriteToWindowsBMP(&OutputFile); OutputFile.Close(); printf("%s\n", sFilespec.GetASCIIZPointer()); } // Otherwise, clipboard else { if (error = Output.CopyToClipboard()) { printf("ERROR: Unable to copy image to clipboard.\n"); return; } printf("Image copied to clipboard.\n"); } // Done break; } // Done with old system Universe.DestroySystem(pSystem); // Loop to the next node do { iNodeIndex = ((iNodeIndex + 1) % Universe.GetTopologyNodeCount()); pNode = Universe.GetTopologyNode(iNodeIndex); } while (pNode == NULL || pNode->IsEndGame()); // If we're back to the first node again, restart if (iNodeIndex == 0) { if (--iLoops > 0) { Universe.Reinit(); iNodeIndex = 0; pNode = Universe.GetTopologyNode(iNodeIndex); } else { printf("ERROR: Specified target could not be found.\n"); return; } } } }
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 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"); }
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 GenerateSnapshot (CUniverse &Universe, CXMLElement *pCmdLine) { ALERROR error; int i; // Get some parameters int iInitialUpdateTime = pCmdLine->GetAttributeIntegerBounded(CONSTLIT("initialUpdate"), 0, -1, 10); int iUpdateTime = pCmdLine->GetAttributeInteger(CONSTLIT("wait")); bool bObjOnly = pCmdLine->GetAttributeBool(CONSTLIT("objOnly")); // Criteria CString sNode = pCmdLine->GetAttribute(CONSTLIT("node")); CString sCriteria = pCmdLine->GetAttribute(CONSTLIT("criteria")); // Number of snapshots int iTotalCount = pCmdLine->GetAttributeIntegerBounded(CONSTLIT("count"), 1, -1, 1); // Output int cxWidth; int cyHeight; if (pCmdLine->FindAttributeInteger(CONSTLIT("size"), &cxWidth)) { cyHeight = cxWidth; } else { cxWidth = 1024; cyHeight = 1024; } // Paint flags DWORD dwPaintFlags = 0; if (pCmdLine->GetAttributeBool(CONSTLIT("noStars"))) dwPaintFlags |= CSystem::VWP_NO_STAR_FIELD; // Output file CString sFilespec = pCmdLine->GetAttribute(CONSTLIT("output")); if (!sFilespec.IsBlank()) sFilespec = pathStripExtension(sFilespec); // Output image CG32bitImage Output; Output.Create(cxWidth, cyHeight); // Update context SSystemUpdateCtx Ctx; Ctx.bForceEventFiring = true; Ctx.bForcePainted = true; RECT rcViewport; rcViewport.left = 0; rcViewport.top = 0; rcViewport.right = cxWidth; rcViewport.bottom = cyHeight; // Loop over all systems until we find what we're looking for int iLoops = 20; int iNodeIndex = 0; int iSnapshotIndex = 0; CTopologyNode *pNode = Universe.GetTopologyNode(iNodeIndex); while (true) { // Create the system CSystem *pSystem; if (error = Universe.CreateStarSystem(pNode, &pSystem)) { printf("ERROR: Unable to create star system.\n"); return; } // If this is the node we want, then search CSpaceObject *pTarget; if (sNode.IsBlank() || strEquals(sNode, pNode->GetID())) { printf("Searching %s...\n", pNode->GetSystemName().GetASCIIZPointer()); // Set the POV CSpaceObject *pPOV = pSystem->GetObject(0); Universe.SetPOV(pPOV); pSystem->SetPOVLRS(pPOV); // Prepare system Universe.UpdateExtended(); Universe.GarbageCollectLibraryBitmaps(); // Update for a while for (i = 0; i < iInitialUpdateTime; i++) { Universe.Update(Ctx); Universe.PaintPOV(Output, rcViewport, 0); } // Compose the criteria CSpaceObject::Criteria Criteria; CSpaceObject::ParseCriteria(pPOV, sCriteria, &Criteria); // Get the list of all objects in the system that match the criteria CSpaceObject::SCriteriaMatchCtx Ctx(Criteria); TArray<CSpaceObject *> Results; for (i = 0; i < pSystem->GetObjectCount(); i++) { CSpaceObject *pObj = pSystem->GetObject(i); if (pObj && pObj->MatchesCriteria(Ctx, Criteria)) Results.Insert(pObj); } // Pick the appropriate object from the list if (Results.GetCount() == 0) pTarget = NULL; else if (Criteria.bNearestOnly || Criteria.bFarthestOnly) pTarget = Ctx.pBestObj; else pTarget = Results[mathRandom(0, Results.GetCount() - 1)]; } else pTarget = NULL; // If we found the target, then output if (pTarget) { Universe.SetPOV(pTarget); // Wait a bit // // NOTE: After we update, pTarget could be invalid (i.e., destroyed) // so we can't use it again. CString sTargetName = pTarget->GetNounPhrase(0); for (i = 0; i < iUpdateTime; i++) { if ((i % 100) == 99) printf("."); Universe.Update(Ctx); Universe.PaintPOV(Output, rcViewport, 0); } if (iUpdateTime >= 99) printf("\n"); // Paint if (bObjOnly) { SViewportPaintCtx Ctx; Ctx.pObj = Universe.GetPOV(); Ctx.XForm = ViewportTransform(Universe.GetPOV()->GetPos(), g_KlicksPerPixel, cxWidth / 2, cyHeight / 2); Ctx.XFormRel = Ctx.XForm; Ctx.fNoRecon = true; Ctx.fNoDockedShips = true; Ctx.fNoSelection = true; Ctx.fNoStarfield = true; CSpaceObject *pPOV = pSystem->GetObject(0); CSpaceObject::Criteria Criteria; CSpaceObject::ParseCriteria(pPOV, sCriteria, &Criteria); // Paint all objects that match the criteria CSpaceObject::SCriteriaMatchCtx CriteriaCtx(Criteria); for (i = 0; i < pSystem->GetObjectCount(); i++) { CSpaceObject *pObj = pSystem->GetObject(i); if (pObj && pObj->MatchesCriteria(CriteriaCtx, Criteria)) { Ctx.pObj = pObj; int xObj; int yObj; Ctx.XForm.Transform(pObj->GetPos(), &xObj, &yObj); pObj->Paint(Output, xObj, yObj, Ctx); } } } else { Universe.PaintPOV(Output, rcViewport, 0); } // Write to file if (!sFilespec.IsBlank()) { CString sBmpFilespec; if (iTotalCount > 100) sBmpFilespec = pathAddExtensionIfNecessary(strPatternSubst(CONSTLIT("%s%03d"), sFilespec, iSnapshotIndex + 1), CONSTLIT(".bmp")); else if (iTotalCount > 1) sBmpFilespec = pathAddExtensionIfNecessary(strPatternSubst(CONSTLIT("%s%02d"), sFilespec, iSnapshotIndex + 1), CONSTLIT(".bmp")); else sBmpFilespec = pathAddExtensionIfNecessary(sFilespec, CONSTLIT(".bmp")); CFileWriteStream OutputFile(sBmpFilespec); if (OutputFile.Create() != NOERROR) { printf("ERROR: Unable to create '%s'\n", sBmpFilespec.GetASCIIZPointer()); return; } Output.WriteToWindowsBMP(&OutputFile); OutputFile.Close(); printf("Found %s: Saved to %s\n", sTargetName.GetASCIIZPointer(), sBmpFilespec.GetASCIIZPointer()); } // Otherwise, clipboard else { if (error = Output.CopyToClipboard()) { printf("ERROR: Unable to copy image to clipboard.\n"); return; } printf("Found %s: Copied to clipboard.\n", sTargetName.GetASCIIZPointer()); } // Reset maximum loops iLoops = 20; // Done iSnapshotIndex++; if (iSnapshotIndex >= iTotalCount) break; } // Done with old system Universe.DestroySystem(pSystem); // Loop to the next node do { iNodeIndex = ((iNodeIndex + 1) % Universe.GetTopologyNodeCount()); pNode = Universe.GetTopologyNode(iNodeIndex); } while (pNode == NULL || pNode->IsEndGame()); // If we're back to the first node again, restart if (iNodeIndex == 0) { if (--iLoops > 0) { // Reinitialize Universe.Reinit(); CString sError; if (Universe.InitGame(0, &sError) != NOERROR) { printf("ERROR: %s\n", sError.GetASCIIZPointer()); return; } iNodeIndex = 0; pNode = Universe.GetTopologyNode(iNodeIndex); } else { printf("ERROR: Specified target could not be found.\n"); return; } } } }
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"); } }
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"); }
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); } } } }
void DoSmokeTest (CUniverse &Universe, CXMLElement *pCmdLine) { ALERROR error; int i, j; int iSystemSample = pCmdLine->GetAttributeInteger(CONSTLIT("count")); if (iSystemSample == 0) iSystemSample = DEFAULT_SYSTEM_SAMPLE; int iSystemUpdateTime = 100; // Generate systems for multiple games CSymbolTable AllSystems(TRUE, TRUE); for (i = 0; i < iSystemSample; i++) { printf("sample %d", 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; } // Set the POV CSpaceObject *pPOV = pSystem->GetObject(0); Universe.SetPOV(pPOV); pSystem->SetPOVLRS(pPOV); // Prepare system Universe.UpdateExtended(); Universe.GarbageCollectLibraryBitmaps(); Universe.LoadLibraryBitmaps(); // Update for a while for (j = 0; j < iSystemUpdateTime; j++) Universe.Update(g_SecondsPerUpdate, true); // 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); printf("."); } Universe.Reinit(); printf("\n"); } // Done printf("Test successful.\n"); }