コード例 #1
0
ファイル: ShipDesign.cpp プロジェクト: Ablu/freeorion
//// TEMPORARY
float ShipDesign::Defense() const {
    // accumulate defense from defensive parts in design.
    double total_defense = 0.0;
    const PartTypeManager& part_manager = GetPartTypeManager();
    std::vector<std::string> all_parts = Parts();
    for (std::vector<std::string>::const_iterator it = all_parts.begin(); it != all_parts.end(); ++it) {
        const PartType* part = part_manager.GetPartType(*it);
        if (part && (part->Class() == PC_SHIELD || part->Class() == PC_ARMOUR))
            total_defense += boost::get<float>(part->Stats());
    }
    return total_defense;
}
コード例 #2
0
ファイル: ShipDesign.cpp プロジェクト: TeoTwawki/freeorion
float ShipDesign::AdjustedAttack(float shield) const {
    // total damage against a target with the given shield.
    // accumulate attack stat from all weapon parts in design
    const PartTypeManager& manager = GetPartTypeManager();

    float total_attack = 0.0f;
    std::vector<std::string> all_parts = Parts();
    for (std::vector<std::string>::const_iterator it = all_parts.begin(); it != all_parts.end(); ++it) {
        const PartType* part = manager.GetPartType(*it);
        if (part && (part->Class() == PC_SHORT_RANGE || part->Class() == PC_POINT_DEFENSE ||
                     part->Class() == PC_MISSILES    || part->Class() == PC_FIGHTERS))
        { total_attack += std::max(0.0f, static_cast<float>(part->Capacity()) - shield); }
    }
    return total_attack;
}
コード例 #3
0
ファイル: ShipDesign.cpp プロジェクト: Ablu/freeorion
float ShipDesign::Attack() const {
    // accumulate attack stat from all weapon parts in design
    const PartTypeManager& manager = GetPartTypeManager();

    float total_attack = 0.0f;
    std::vector<std::string> all_parts = Parts();
    for (std::vector<std::string>::const_iterator it = all_parts.begin(); it != all_parts.end(); ++it) {
        const PartType* part = manager.GetPartType(*it);
        if (part) {
            if (part->Class() == PC_SHORT_RANGE || part->Class() == PC_POINT_DEFENSE)
                total_attack += boost::get<DirectFireStats>(part->Stats()).m_damage;
            else if (part->Class() == PC_MISSILES)
                total_attack += boost::get<LRStats>(part->Stats()).m_damage;
            else if (part->Class() == PC_FIGHTERS)
                total_attack += boost::get<FighterStats>(part->Stats()).m_anti_ship_damage;
        }
    }
    return total_attack;
}
コード例 #4
0
void IApp::StartBackgroundParsing() {
    const auto& rdir = GetResourceDir();

    GetBuildingTypeManager().SetBuildingTypes(Pending::StartParsing(parse::buildings, rdir / "scripting/buildings"));
    GetEncyclopedia().SetArticles(Pending::StartParsing(parse::encyclopedia_articles, rdir / "scripting/encyclopedia"));
    GetFieldTypeManager().SetFieldTypes(Pending::StartParsing(parse::fields, rdir / "scripting/fields"));
    GetSpecialsManager().SetSpecialsTypes(Pending::StartParsing(parse::specials, rdir / "scripting/specials"));
    GetSpeciesManager().SetSpeciesTypes(Pending::StartParsing(parse::species, rdir / "scripting/species"));
    GetPartTypeManager().SetPartTypes(Pending::StartParsing(parse::ship_parts, rdir / "scripting/ship_parts"));
    GetHullTypeManager().SetHullTypes(Pending::StartParsing(parse::ship_hulls, rdir / "scripting/ship_hulls"));
    GetPredefinedShipDesignManager().SetShipDesignTypes(
        Pending::StartParsing(parse::ship_designs, rdir / "scripting/ship_designs"));
    GetPredefinedShipDesignManager().SetMonsterDesignTypes(
        Pending::StartParsing(parse::ship_designs, rdir / "scripting/monster_designs"));
    GetGameRules().Add(Pending::StartParsing(parse::game_rules, rdir / "scripting/game_rules.focs.txt"));
    GetTechManager().SetTechs(Pending::StartParsing(parse::techs<TechManager::TechParseTuple>, rdir / "scripting/techs"));

    InitEmpireColors(rdir / "empire_colors.xml");
}
コード例 #5
0
ファイル: ShipDesign.cpp プロジェクト: Ablu/freeorion
bool ShipDesign::ValidDesign(const std::string& hull, const std::vector<std::string>& parts) {
    // ensure hull type exists and has exactly enough slots for passed parts
    const HullType* hull_type = GetHullTypeManager().GetHullType(hull);
    if (!hull_type) {
        Logger().debugStream() << "ShipDesign::ValidDesign: hull not found: " << hull;
        return false;
    }

    unsigned int size = parts.size();
    if (size > hull_type->NumSlots()) {
        Logger().debugStream() << "ShipDesign::ValidDesign: given " << size << " parts for hull with " << hull_type->NumSlots() << " slots";
        return false;
    }

    const std::vector<HullType::Slot>& slots = hull_type->Slots();

    // ensure all passed parts can be mounted in slots of type they were passed for
    const PartTypeManager& part_manager = GetPartTypeManager();
    for (unsigned int i = 0; i < size; ++i) {
        const std::string& part_name = parts[i];
        if (part_name.empty())
            continue;   // if part slot is empty, ignore - doesn't invalidate design

        const PartType* part = part_manager.GetPartType(part_name);
        if (!part) {
            Logger().debugStream() << "ShipDesign::ValidDesign: part not found: " << part_name;
            return false;
        }

        // verify part can mount in indicated slot
        ShipSlotType slot_type = slots[i].type;
        if (!(part->CanMountInSlotType(slot_type))) {
            Logger().debugStream() << "ShipDesign::ValidDesign: part " << part_name << " can't be mounted in " << boost::lexical_cast<std::string>(slot_type) << " slot";
            return false;
        }
    }

    return true;
}
コード例 #6
0
ファイル: ShipDesign.cpp プロジェクト: Ablu/freeorion
const PartType* GetPartType(const std::string& name)
{ return GetPartTypeManager().GetPartType(name); }