void AddSystemData (CSystem *pSystem, bool bAll, SNodeDesc *retResult) { int i; // Loop over all objects for (i = 0; i < pSystem->GetObjectCount(); i++) { CStationType *pType; CSpaceObject *pObj = pSystem->GetObject(i); if (pObj == NULL || pObj->IsDestroyed() || (pType = pObj->GetEncounterInfo()) == NULL) continue; // Skip if we're not interested in this encounter if (!bAll && !pType->CanBeEncounteredRandomly()) continue; // Get table CCountTable *pTable = retResult->Table.SetAt(pSystem->GetType()->GetUNID()); // Add to count bool bNew; int *pCount = pTable->SetAt(pType->GetUNID(), &bNew); if (bNew) *pCount = 1; else *pCount += 1; } }
void GenerateEncounterTable (CUniverse &Universe, CXMLElement *pCmdLine) { ALERROR error; int i, j; // Get the criteria from the command line SEncounterCriteria Criteria; ParseEncounterCriteria(pCmdLine->GetAttribute(CRITERIA_ATTRIB), &Criteria); bool bAll = pCmdLine->GetAttributeBool(ALL_ATTRIB); // Generate a table of all matching encounters CSymbolTable Table(FALSE, TRUE); // Loop over all items for this level and add them to // a sorted table. for (i = 0; i < Universe.GetStationTypeCount(); i++) { CStationType *pType = Universe.GetStationType(i); int iLevel = pType->GetLevel(); if (iLevel == 0 && !bAll) continue; // If we don't match the criteria, then continue if (!MatchesEncounterCriteria(Criteria, pType->GetAttributes())) continue; // Get the category and name CString sCategory = pType->GetDataField(FIELD_CATEGORY); CString sName = pType->GetDataField(FIELD_NAME); if (*sName.GetASCIIZPointer() == '(') sName = strSubString(sName, 1, -1); // Figure out the sort order char szBuffer[1024]; wsprintf(szBuffer, "%02d%s%s", pType->GetLevel(), sCategory.GetASCIIZPointer(), sName.GetASCIIZPointer()); Table.AddEntry(CString(szBuffer), (CObject *)pType); } // Generate a list of columns to display CStringArray Cols; Cols.AppendString(FIELD_LEVEL); Cols.AppendString(FIELD_CATEGORY); Cols.AppendString(FIELD_NAME); if (pCmdLine->GetAttributeBool(FIELD_ARMOR_CLASS)) Cols.AppendString(FIELD_ARMOR_CLASS); if (pCmdLine->GetAttributeBool(FIELD_HP)) Cols.AppendString(FIELD_HP); if (pCmdLine->GetAttributeBool(FIELD_FIRE_RATE_ADJ)) Cols.AppendString(FIELD_FIRE_RATE_ADJ); if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT)) Cols.AppendString(FIELD_TOTAL_COUNT); if (pCmdLine->GetAttributeBool(FIELD_CAN_ATTACK)) Cols.AppendString(FIELD_CAN_ATTACK); if (pCmdLine->GetAttributeBool(FIELD_EXPLOSION_TYPE)) Cols.AppendString(FIELD_EXPLOSION_TYPE); // If we need to output total count, then load the table CSymbolTable TotalCount(TRUE, TRUE); if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT)) { if (error = LoadTotalCount(TOTAL_COUNT_FILENAME, TotalCount)) return; } // If we've got any entries in the table, output now if (Table.GetCount()) { // Output the header for (j = 0; j < Cols.GetCount(); j++) { if (j != 0) printf("\t"); printf(Cols.GetStringValue(j).GetASCIIZPointer()); } printf("\n"); // Output each row for (i = 0; i < Table.GetCount(); i++) { CStationType *pType = (CStationType *)Table.GetValue(i); for (j = 0; j < Cols.GetCount(); j++) { if (j != 0) printf("\t"); CString sField = Cols.GetStringValue(j); CString sValue = pType->GetDataField(sField); if (strEquals(sField, FIELD_FIRE_RATE_ADJ)) printf("%.2f", strToInt(sValue, 0, NULL) / 1000.0); else if (strEquals(sField, FIELD_TOTAL_COUNT)) { double rCount = 0.0; CString sKey = strFromInt(pType->GetUNID(), FALSE); EntryInfo *pEntry; if (TotalCount.Lookup(sKey, (CObject **)&pEntry) == NOERROR) rCount = pEntry->rTotalCount; printf("%.2f", rCount); } else printf(sValue.GetASCIIZPointer()); } printf("\n"); } printf("\n"); } else printf("No entries match criteria.\n"); }
void RunEncounterSim (CUniverse &Universe, CXMLElement *pCmdLine) { int iRuns = pCmdLine->GetAttributeIntegerBounded(COUNT_ATTRIB, 1, -1, DEFAULT_RUN_COUNT); int iTimeOut = DEFAULT_TIME_OUT; // Get the station criteria CString sCriteria = strPatternSubst(CONSTLIT("%s t"), pCmdLine->GetAttribute(DEFENDERS_ATTRIB)); CDesignTypeCriteria DefenderCriteria; if (CDesignTypeCriteria::ParseCriteria(sCriteria, &DefenderCriteria) != NOERROR) { printf("ERROR: Unable to parse defenders criteria.\n"); return; } bool bAll = pCmdLine->GetAttributeBool(CONSTLIT("all")); // Get the criteria from the command line. Always append 's' because we // want ship classes. sCriteria = strPatternSubst(CONSTLIT("%s s"), pCmdLine->GetAttribute(ATTACKERS_ATTRIB)); CDesignTypeCriteria AttackerCriteria; if (CDesignTypeCriteria::ParseCriteria(sCriteria, &AttackerCriteria) != NOERROR) { printf("ERROR: Unable to parse attackers criteria.\n"); return; } // Create a viewer, if desired CSimViewer Viewer; if (pCmdLine->GetAttributeBool(VIEWER_ATTRIB)) Viewer.Create(); // Print headers printf("Encounter\tLevel"); int iAttacker; for (iAttacker = 0; iAttacker < Universe.GetShipClassCount(); iAttacker++) { CShipClass *pAttackerClass = Universe.GetShipClass(iAttacker); if (!pAttackerClass->MatchesCriteria(AttackerCriteria)) continue; printf("\t%s", pAttackerClass->GetName().GetASCIIZPointer()); } printf("\n"); // Loop over all defenders int iDefender; for (iDefender = 0; iDefender < Universe.GetStationTypeCount(); iDefender++) { CStationType *pDefenderType = Universe.GetStationType(iDefender); if (!bAll && pDefenderType->GetLevel() == 0) continue; if (!pDefenderType->MatchesCriteria(DefenderCriteria)) continue; // Compute an enemy of the station CSovereign *pAttackerSovereign = GetAttackerSovereign(Universe, pDefenderType); if (pAttackerSovereign == NULL) { printf("ERROR: Unable to find enemy sovereign of encounter: %s [%x].\n", pDefenderType->GetNounPhrase().GetASCIIZPointer(), pDefenderType->GetUNID()); return; } printf("%s [%x]\t%d", pDefenderType->GetNounPhrase().GetASCIIZPointer(), pDefenderType->GetUNID(), pDefenderType->GetLevel()); // Loop over all attackers for (iAttacker = 0; iAttacker < Universe.GetShipClassCount(); iAttacker++) { CShipClass *pAttackerClass = Universe.GetShipClass(iAttacker); if (!pAttackerClass->MatchesCriteria(AttackerCriteria)) continue; // Do several runs so we can get some statistical data int iAttackerSurvived = 0; int iRun; for (iRun = 0; iRun < iRuns; iRun++) { EResults iResult = RunEncounter(Universe, Viewer, pDefenderType, pAttackerClass, pAttackerSovereign); if (iResult == resultError) return; // Did the attacker survive? if (iResult != resultAttackerDestroyed) iAttackerSurvived++; } // Output results for this attacker int iSurvivability = 100 * iAttackerSurvived / iRuns; printf("\t%d%%", iSurvivability); } printf("\n"); } Viewer.Destroy(); }
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 GenerateEncounterTable (CUniverse &Universe, CXMLElement *pCmdLine) { ALERROR error; int i, j; // Get the criteria from the command line. Always append 't' because we // want station types. CString sCriteria = strPatternSubst(CONSTLIT("%s t"), pCmdLine->GetAttribute(CRITERIA_ATTRIB)); // Parse it CDesignTypeCriteria Criteria; if (CDesignTypeCriteria::ParseCriteria(sCriteria, &Criteria) != NOERROR) { printf("ERROR: Unable to parse criteria.\n"); return; } bool bAll = pCmdLine->GetAttributeBool(ALL_ATTRIB); // Generate a table of all matching encounters CSymbolTable Table(FALSE, TRUE); // Loop over all items for this level and add them to // a sorted table. for (i = 0; i < Universe.GetStationTypeCount(); i++) { CStationType *pType = Universe.GetStationType(i); int iLevel = pType->GetLevel(); if (iLevel == 0 && !bAll) continue; // If we don't match the criteria, then continue if (!pType->MatchesCriteria(Criteria)) continue; // Get the category and name CString sCategory = pType->GetDataField(FIELD_CATEGORY); CString sName = pType->GetDataField(FIELD_NAME); if (*sName.GetASCIIZPointer() == '(') sName = strSubString(sName, 1, -1); // Figure out the sort order char szBuffer[1024]; wsprintf(szBuffer, "%02d%s%s", pType->GetLevel(), sCategory.GetASCIIZPointer(), sName.GetASCIIZPointer()); Table.AddEntry(CString(szBuffer), (CObject *)pType); } // Generate a list of columns to display TArray<CString> Cols; Cols.Insert(FIELD_LEVEL); Cols.Insert(FIELD_CATEGORY); Cols.Insert(FIELD_NAME); for (i = 0; i < pCmdLine->GetAttributeCount(); i++) { CString sAttrib = pCmdLine->GetAttributeName(i); if (!strEquals(sAttrib, CONSTLIT("all")) && !strEquals(sAttrib, CONSTLIT("criteria")) && !strEquals(sAttrib, CONSTLIT("encountertable")) && !strEquals(sAttrib, CONSTLIT("nologo"))) { CString sValue = pCmdLine->GetAttribute(i); if (!strEquals(sValue, CONSTLIT("true"))) Cols.Insert(strPatternSubst(CONSTLIT("%s:%s"), sAttrib, sValue)); else Cols.Insert(sAttrib); } } #if 0 if (pCmdLine->GetAttributeBool(FIELD_ARMOR_CLASS)) Cols.Insert(FIELD_ARMOR_CLASS); if (pCmdLine->GetAttributeBool(FIELD_HP)) Cols.Insert(FIELD_HP); if (pCmdLine->GetAttributeBool(FIELD_FIRE_RATE_ADJ)) Cols.Insert(FIELD_FIRE_RATE_ADJ); if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT)) Cols.Insert(FIELD_TOTAL_COUNT); if (pCmdLine->GetAttributeBool(FIELD_CAN_ATTACK)) Cols.Insert(FIELD_CAN_ATTACK); if (pCmdLine->GetAttributeBool(FIELD_EXPLOSION_TYPE)) Cols.Insert(FIELD_EXPLOSION_TYPE); #endif // If we need to output total count, then load the table CSymbolTable TotalCount(TRUE, TRUE); if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT)) { if (error = LoadTotalCount(TOTAL_COUNT_FILENAME, TotalCount)) return; } // If we've got any entries in the table, output now if (Table.GetCount()) { // Output the header for (j = 0; j < Cols.GetCount(); j++) { if (j != 0) printf("\t"); printf(Cols[j].GetASCIIZPointer()); } printf("\n"); // Output each row for (i = 0; i < Table.GetCount(); i++) { CStationType *pType = (CStationType *)Table.GetValue(i); for (j = 0; j < Cols.GetCount(); j++) { if (j != 0) printf("\t"); const CString &sField = Cols[j]; CString sValue = pType->GetDataField(sField); if (strEquals(sField, FIELD_FIRE_RATE_ADJ)) printf("%.2f", strToInt(sValue, 0, NULL) / 1000.0); else if (strEquals(sField, FIELD_TOTAL_COUNT)) { double rCount = 0.0; CString sKey = strFromInt(pType->GetUNID(), false); EntryInfo *pEntry; if (TotalCount.Lookup(sKey, (CObject **)&pEntry) == NOERROR) rCount = pEntry->rTotalCount; printf("%.2f", rCount); } else printf(sValue.GetASCIIZPointer()); } printf("\n"); } printf("\n"); } else printf("No entries match criteria.\n"); }
void GenerateEncounterTable (CUniverse &Universe, CXMLElement *pCmdLine, CIDTable &EntityTable) { ALERROR error; int i, j; // Get the criteria from the command line. Always append 't' because we // want station types. CString sCriteria = strPatternSubst(CONSTLIT("%s t"), pCmdLine->GetAttribute(CRITERIA_ATTRIB)); // Parse it CDesignTypeCriteria Criteria; if (CDesignTypeCriteria::ParseCriteria(sCriteria, &Criteria) != NOERROR) { printf("ERROR: Unable to parse criteria.\n"); return; } bool bAll = pCmdLine->GetAttributeBool(ALL_ATTRIB); bool bOnlyNotRandom = pCmdLine->GetAttributeBool(ONLY_NOT_RANDOM_ATTRIB); // Generate a table of all matching encounters CSymbolTable Table(FALSE, TRUE); // Loop over all items for this level and add them to // a sorted table. for (i = 0; i < Universe.GetStationTypeCount(); i++) { CStationType *pType = Universe.GetStationType(i); int iLevel = pType->GetLevel(); // If we're selecting all types, then do it if (bAll) ; // If we only want non-random types, then skip any random encounters. else if (bOnlyNotRandom) { if (pType->CanBeEncounteredRandomly()) continue; } // Otherwise we skip anything except random encounters. else { if (!pType->CanBeEncounteredRandomly()) continue; } // If we don't match the criteria, then continue if (!pType->MatchesCriteria(Criteria)) continue; // Get the category and name CString sCategory = pType->GetDataField(FIELD_CATEGORY); CString sName = pType->GetDataField(FIELD_NAME); if (*sName.GetASCIIZPointer() == '(') sName = strSubString(sName, 1, -1); // Figure out the sort order char szBuffer[1024]; wsprintf(szBuffer, "%02d%s%s%08x", iLevel, sCategory.GetASCIIZPointer(), sName.GetASCIIZPointer(), pType->GetUNID()); Table.AddEntry(CString(szBuffer), (CObject *)pType); } // Generate a list of columns to display TArray<CString> Cols; Cols.Insert(FIELD_LEVEL); Cols.Insert(FIELD_CATEGORY); Cols.Insert(FIELD_NAME); for (i = 0; i < pCmdLine->GetAttributeCount(); i++) { CString sAttrib = pCmdLine->GetAttributeName(i); if (!IsMainCommandParam(sAttrib) && !strEquals(sAttrib, ONLY_NOT_RANDOM_ATTRIB) && !strEquals(sAttrib, CONSTLIT("encountertable"))) { CString sValue = pCmdLine->GetAttribute(i); if (!strEquals(sValue, CONSTLIT("true"))) Cols.Insert(strPatternSubst(CONSTLIT("%s:%s"), sAttrib, sValue)); else Cols.Insert(sAttrib); } } // If we need to output total count, then load the table CDesignTypeStats TotalCount; if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT) || pCmdLine->GetAttributeBool(FIELD_COUNT_DISTRIBUTION)) { if (error = LoadDesignTypeStats(&TotalCount)) return; } // If we've got any entries in the table, output now if (Table.GetCount()) { // Output the header for (j = 0; j < Cols.GetCount(); j++) { if (j != 0) printf("\t"); printf(Cols[j].GetASCIIZPointer()); } printf("\n"); // Output each row for (i = 0; i < Table.GetCount(); i++) { CStationType *pType = (CStationType *)Table.GetValue(i); for (j = 0; j < Cols.GetCount(); j++) { if (j != 0) printf("\t"); const CString &sField = Cols[j]; // Get the value CString sValue; if (strEquals(sField, FIELD_ENTITY)) { CString *pValue; if (EntityTable.Lookup(pType->GetUNID(), (CObject **)&pValue) == NOERROR) sValue = *pValue; else sValue = CONSTLIT("?"); } else sValue = pType->GetDataField(sField); // Format and output if (strEquals(sField, FIELD_FIRE_RATE_ADJ)) printf("%.2f", strToInt(sValue, 0, NULL) / 1000.0); else if (strEquals(sField, FIELD_TOTAL_COUNT)) { SDesignTypeInfo *pInfo = TotalCount.GetAt(pType->GetUNID()); double rCount = (pInfo ? pInfo->rPerGameMeanCount : 0.0); printf("%.2f", rCount); } else if (strEquals(sField, FIELD_COUNT_DISTRIBUTION)) { SDesignTypeInfo *pInfo = TotalCount.GetAt(pType->GetUNID()); printf("%s", (pInfo ? pInfo->sDistribution : NULL_STR).GetASCIIZPointer()); } else printf(sValue.GetASCIIZPointer()); } printf("\n"); } printf("\n"); } else printf("No entries match criteria.\n"); }