CString ParserCtx::LookupEntity (const CString &sName, bool *retbFound) { CString *pValue = EntityTable.GetAt(sName); if (pValue == NULL) { if (m_pParentCtx) return m_pParentCtx->LookupEntity(sName, retbFound); else if (m_pController) return m_pController->ResolveExternalEntity(sName, retbFound); else { if (retbFound) *retbFound = false; return sName; } } if (retbFound) *retbFound = true; return *pValue; }
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"); }