void OutfitInfoDisplay::UpdateAttributes(const Outfit &outfit)
{
	attributeLabels.clear();
	attributeValues.clear();
	attributesHeight = 20;
	
	map<string, map<string, int>> listing;
	for(const auto &it : outfit.Attributes())
	{
		if(it.first == "outfit space"
				|| it.first == "weapon capacity" || it.first == "engine capacity"
				|| it.first == "gun ports" || it.first == "turret mounts")
			continue;
		
		string value;
		double scale = 1.;
		if(it.first == "thrust" || it.first == "reverse thrust" || it.first == "afterburner thrust")
			scale = 60. * 60.;
		else if(ATTRIBUTES_TO_SCALE.count(it.first))
			scale = 60.;
		
		if(BOOLEAN_ATTRIBUTES.count(it.first)) 
		{
			attributeLabels.push_back("This outfit is " + it.first + ".");
			attributeValues.push_back(" ");
			attributesHeight += 20;
		}
		else
		{
			attributeLabels.push_back(it.first + ':');
			attributeValues.push_back(Format::Number(it.second * scale));
			attributesHeight += 20;
		}
	}
	
	if(!outfit.IsWeapon())
		return;
	
	attributeLabels.push_back(string());
	attributeValues.push_back(string());
	attributesHeight += 10;
	
	if(outfit.Ammo())
	{
		attributeLabels.push_back("ammo:");
		attributeValues.push_back(outfit.Ammo()->Name());
		attributesHeight += 20;
	}
	
	attributeLabels.push_back("range:");
	attributeValues.push_back(Format::Number(outfit.Range()));
	attributesHeight += 20;
	
	if(outfit.ShieldDamage() && outfit.Reload())
	{
		attributeLabels.push_back("shield damage / second:");
		attributeValues.push_back(Format::Number(60. * outfit.ShieldDamage() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.HullDamage() && outfit.Reload())
	{
		attributeLabels.push_back("hull damage / second:");
		attributeValues.push_back(Format::Number(60. * outfit.HullDamage() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.HeatDamage() && outfit.Reload())
	{
		attributeLabels.push_back("heat damage / second:");
		attributeValues.push_back(Format::Number(60. * outfit.HeatDamage() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.IonDamage() && outfit.Reload())
	{
		attributeLabels.push_back("ion damage / second:");
		attributeValues.push_back(Format::Number(6000. * outfit.IonDamage() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.SlowingDamage() && outfit.Reload())
	{
		attributeLabels.push_back("slowing damage / second:");
		attributeValues.push_back(Format::Number(6000. * outfit.SlowingDamage() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.DisruptionDamage() && outfit.Reload())
	{
		attributeLabels.push_back("disruption damage / second:");
		attributeValues.push_back(Format::Number(6000. * outfit.DisruptionDamage() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.FiringEnergy() && outfit.Reload())
	{
		attributeLabels.push_back("firing energy / second:");
		attributeValues.push_back(Format::Number(60. * outfit.FiringEnergy() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.FiringHeat() && outfit.Reload())
	{
		attributeLabels.push_back("firing heat / second:");
		attributeValues.push_back(Format::Number(60. * outfit.FiringHeat() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.FiringFuel() && outfit.Reload())
	{
		attributeLabels.push_back("firing fuel / second:");
		attributeValues.push_back(Format::Number(60. * outfit.FiringFuel() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	bool isContinuous = (outfit.Reload() <= 1);
	attributeLabels.push_back("shots / second:");
	if(isContinuous)
		attributeValues.push_back("continuous");
	else
		attributeValues.push_back(Format::Number(60. / outfit.Reload()));
	attributesHeight += 20;
	
	int homing = outfit.Homing();
	if(homing)
	{
		static const string skill[] = {
			"no",
			"poor",
			"fair",
			"good",
			"excellent"
		};
		attributeLabels.push_back("homing:");
		attributeValues.push_back(skill[max(0, min(4, homing))]);
		attributesHeight += 20;
	}
	static const string percentNames[] = {
		"tracking:",
		"optical tracking:",
		"infrared tracking:",
		"radar tracking:",
		"piercing:"
	};
	double percentValues[] = {
		outfit.Tracking(),
		outfit.OpticalTracking(),
		outfit.InfraredTracking(),
		outfit.RadarTracking(),
		outfit.Piercing()
	};
	for(unsigned i = 0; i < sizeof(percentValues) / sizeof(percentValues[0]); ++i)
		if(percentValues[i])
		{
			int percent = 100. * percentValues[i] + .5;
			attributeLabels.push_back(percentNames[i]);
			attributeValues.push_back(Format::Number(percent) + "%");
			attributesHeight += 20;
		}
	
	attributeLabels.push_back(string());
	attributeValues.push_back(string());
	attributesHeight += 10;
	
	static const string names[] = {
		"shield damage / shot:",
		"hull damage / shot:",
		"heat damage / shot:",
		"ion damage / shot:",
		"slowing damage / shot:",
		"disruption damage / shot:",
		"firing energy / shot:",
		"firing heat / shot:",
		"firing fuel / shot:",
		"inaccuracy:",
		"blast radius:",
		"missile strength:",
		"anti-missile:",
	};
	double values[] = {
		outfit.ShieldDamage(),
		outfit.HullDamage(),
		outfit.HeatDamage(),
		outfit.IonDamage() * 100.,
		outfit.SlowingDamage() * 100.,
		outfit.DisruptionDamage() * 100.,
		outfit.FiringEnergy(),
		outfit.FiringHeat(),
		outfit.FiringFuel(),
		outfit.Inaccuracy(),
		outfit.BlastRadius(),
		static_cast<double>(outfit.MissileStrength()),
		static_cast<double>(outfit.AntiMissile())
	};
	static const int NAMES = sizeof(names) / sizeof(names[0]);
	for(int i = (isContinuous ? 9 : 0); i < NAMES; ++i)
		if(values[i])
		{
			attributeLabels.push_back(names[i]);
			attributeValues.push_back(Format::Number(values[i]));
			attributesHeight += 20;
		}
}
Esempio n. 2
0
void OutfitInfoDisplay::UpdateAttributes(const Outfit &outfit)
{
	attributeLabels.clear();
	attributeValues.clear();
	attributesHeight = 20;
	
	map<string, map<string, int>> listing;
	for(const auto &it : outfit.Attributes())
	{
		if(it.first == "cost" || it.first == "outfit space"
				|| it.first == "weapon capacity" || it.first == "engine capacity"
				|| it.first == "gun ports" || it.first == "turret mounts")
			continue;
		
		attributeLabels.push_back(it.first + ':');
		attributeValues.push_back(Format::Number(it.second));
		attributesHeight += 20;
	}
	
	if(!outfit.IsWeapon())
		return;
	
	attributeLabels.push_back(string());
	attributeValues.push_back(string());
	attributesHeight += 10;
	
	if(outfit.Ammo())
	{
		attributeLabels.push_back("ammo:");
		attributeValues.push_back(outfit.Ammo()->Name());
		attributesHeight += 20;
	}
	
	attributeLabels.push_back("range:");
	attributeValues.push_back(Format::Number(outfit.Range()));
	attributesHeight += 20;
	
	if(outfit.ShieldDamage() && outfit.Reload())
	{
		attributeLabels.push_back("shield damage / second:");
		attributeValues.push_back(Format::Number(60. * outfit.ShieldDamage() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.HullDamage() && outfit.Reload())
	{
		attributeLabels.push_back("hull damage / second:");
		attributeValues.push_back(Format::Number(60. * outfit.HullDamage() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.FiringEnergy() && outfit.Reload())
	{
		attributeLabels.push_back("firing energy / second:");
		attributeValues.push_back(Format::Number(60. * outfit.FiringEnergy() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.Reload() > 1)
	{
		attributeLabels.push_back("shots / second:");
		attributeValues.push_back(Format::Number(60. / outfit.Reload()));
		attributesHeight += 20;
	}
	
	int homing = outfit.Homing();
	if(homing)
	{
		static const string skill[] = {
			"no",
			"poor",
			"fair",
			"good",
			"excellent"
		};
		attributeLabels.push_back("homing:");
		attributeValues.push_back(skill[max(0, min(4, homing))]);
		attributesHeight += 20;
	}
	
	attributeLabels.push_back(string());
	attributeValues.push_back(string());
	attributesHeight += 10;
	
	static const string names[] = {
		"inaccuracy:",
		"firing energy:",
		"firing heat:",
		"blast radius:",
		"missile strength:",
		"anti-missile:",
	};
	double values[] = {
		outfit.Inaccuracy(),
		outfit.FiringEnergy(),
		outfit.FiringHeat(),
		outfit.BlastRadius(),
		static_cast<double>(outfit.MissileStrength()),
		static_cast<double>(outfit.AntiMissile())
	};
	static const int NAMES = sizeof(names) / sizeof(names[0]);
	for(int i = 0; i < NAMES; ++i)
		if(values[i])
		{
			attributeLabels.push_back(names[i]);
			attributeValues.push_back(Format::Number(values[i]));
			attributesHeight += 20;
		}
}