void MapPanel::DrawTravelPlan() const { Color color(.4, .4, 0., 0.); Ship *ship = player.Flagship(); bool hasHyper = ship ? ship->Attributes().Get("hyperdrive") : false; bool hasJump = ship ? ship->Attributes().Get("jump drive") : false; // Draw your current travel plan. const System *previous = playerSystem; for(int i = player.TravelPlan().size() - 1; i >= 0; --i) { const System *next = player.TravelPlan()[i]; bool hasLink = false; if(hasHyper) hasLink |= (find(previous->Links().begin(), previous->Links().end(), next) != previous->Links().end()); if(hasJump) hasLink |= (find(previous->Neighbors().begin(), previous->Neighbors().end(), next) != previous->Neighbors().end()); if(!hasLink) break; Point from = next->Position() + center; Point to = previous->Position() + center; Point unit = (from - to).Unit() * 7.; from -= unit; to += unit; LineShader::Draw(from, to, 3., color); previous = next; } }
void Projectile::CheckLock(const Ship &target) { double base = hasLock ? 1. : .5; hasLock = false; // For each tracking type, calculate the probability that a lock will be // lost in a given five-second period. Then, since this check is done every // second, test against the fifth root of that probability. if(weapon->Tracking()) hasLock |= Check(weapon->Tracking(), base); // Optical tracking is about 15% for interceptors and 75% for medium warships. if(weapon->OpticalTracking()) { double weight = target.Mass() * target.Mass(); double probability = weapon->OpticalTracking() * weight / (200000. + weight); hasLock |= Check(probability, base); } // Infrared tracking is 10% when heat is zero and 100% when heat is full. if(weapon->InfraredTracking()) { double probability = weapon->InfraredTracking() * min(1., target.Heat() + .1); hasLock |= Check(probability, base); } // Radar tracking depends on whether the target ship has jamming capabilities. // Jamming of 1 is enough to increase your chance of dodging to 50%. if(weapon->RadarTracking()) { double probability = weapon->RadarTracking() / (1. + target.Attributes().Get("radar jamming")); hasLock |= Check(probability, base); } }
void ShipInfoDisplay::UpdateOutfits(const Ship &ship) { outfitLabels.clear(); outfitValues.clear(); outfitsHeight = 0; int outfitsValue = 0; map<string, map<string, int>> listing; for(const auto &it : ship.Outfits()) { listing[it.first->Category()][it.first->Name()] += it.second; outfitsValue += it.first->Cost() * it.second; } for(const auto &cit : listing) { // Pad by 10 pixels before each category. outfitLabels.push_back(string()); outfitValues.push_back(string()); outfitsHeight += 10; outfitLabels.push_back(cit.first + ':'); outfitValues.push_back(string()); outfitsHeight += 20; for(const auto &it : cit.second) { outfitLabels.push_back(it.first); outfitValues.push_back(to_string(it.second)); outfitsHeight += 20; } } // Pad by 10 pixels on the top and bottom. outfitsHeight += 10; saleLabels.clear(); saleValues.clear(); saleHeight = 0; int totalValue = ship.Attributes().Cost(); saleLabels.push_back(string()); saleValues.push_back(string()); saleHeight += 10; saleLabels.push_back("This ship will sell for:"); saleValues.push_back(string()); saleHeight += 20; saleLabels.push_back("empty hull:"); saleValues.push_back(Format::Number(totalValue - outfitsValue) + " credits"); saleHeight += 20; saleLabels.push_back(" + outfits:"); saleValues.push_back(Format::Number(outfitsValue) + " credits"); saleHeight += 20; saleLabels.push_back("= total:"); saleValues.push_back(Format::Number(totalValue) + " credits"); saleHeight += 20; // Pad by 10 pixels on the top and bottom. saleHeight += 10; }
void AI::PrepareForHyperspace(Ship &ship, Command &command) { int type = ship.HyperspaceType(); if(!type) return; Point direction = ship.GetTargetSystem()->Position() - ship.GetSystem()->Position(); if(type == 150) { direction = direction.Unit(); Point normal(-direction.Y(), direction.X()); double deviation = ship.Velocity().Dot(normal); if(fabs(deviation) > ship.Attributes().Get("scram drive")) { // Need to maneuver; not ready to jump if((ship.Facing().Unit().Dot(normal) < 0) == (deviation < 0)) // Thrusting from this angle is counterproductive direction = -deviation * normal; else { command |= Command::FORWARD; // How much correction will be applied to deviation by thrusting // as I turn back toward the jump direction. double turnRateRadians = ship.TurnRate() * TO_RAD; double cos = ship.Facing().Unit().Dot(direction); // integral(t*sin(r*x), angle/r, 0) = t/r * (1 - cos(angle)), so: double correctionWhileTurning = fabs(1 - cos) * ship.Acceleration() / turnRateRadians; // (Note that this will always underestimate because thrust happens before turn) if(fabs(deviation) - correctionWhileTurning > ship.Attributes().Get("scram drive")) // Want to thrust from an even sharper angle direction = -deviation * normal; } } command.SetTurn(TurnToward(ship, direction)); } // If we are moving too fast, point in the right direction. else if(Stop(ship, command, ship.Attributes().Get("jump speed"))) { if(type != 200) command.SetTurn(TurnToward(ship, direction)); } }
void AI::DoCloak(Ship &ship, Command &command, const list<shared_ptr<Ship>> &ships) { if(ship.Attributes().Get("cloak")) { // Never cloak if it will cause you to be stranded. if(ship.Attributes().Get("cloaking fuel") && !ship.Attributes().Get("ramscoop")) { double fuel = ship.Fuel() * ship.Attributes().Get("fuel capacity"); fuel -= ship.Attributes().Get("cloaking fuel"); if(fuel < ship.JumpFuel()) return; } // Otherwise, always cloak if you are in imminent danger. static const double MAX_RANGE = 10000.; double nearestEnemy = MAX_RANGE; for(const auto &other : ships) if(other->GetSystem() == ship.GetSystem() && other->IsTargetable() && other->GetGovernment()->IsEnemy(ship.GetGovernment())) nearestEnemy = min(nearestEnemy, ship.Position().Distance(other->Position())); if(ship.Hull() + ship.Shields() < 1. && nearestEnemy < 2000.) command |= Command::CLOAK; // Also cloak if there are no enemies nearby and cloaking does // not cost you fuel. if(nearestEnemy == MAX_RANGE && !ship.Attributes().Get("cloaking fuel")) command |= Command::CLOAK; } }
// Find out how many of these I can take if I have this amount of cargo // space free. bool BoardingPanel::Plunder::CanTake(const Ship &ship) const { // If there's cargo space for this outfit, you can take it. double mass = UnitMass(); if(ship.Cargo().Free() >= mass) return true; // Otherwise, check if it is ammo for any of your weapons. If so, check if // you can install it as an outfit. if(outfit) for(const auto &it : ship.Outfits()) if(it.first != outfit && it.first->Ammo() == outfit && ship.Attributes().CanAdd(*outfit)) return true; return false; }
void AI::MoveEscort(Ship &ship, Command &command) { const Ship &parent = *ship.GetParent(); bool isStaying = ship.GetPersonality().IsStaying(); // If an escort is out of fuel, they should refuel without waiting for the // "parent" to land (because the parent may not be planning on landing). if(ship.Attributes().Get("fuel capacity") && !ship.JumpsRemaining() && ship.GetSystem()->IsInhabited()) Refuel(ship, command); else if(ship.GetSystem() != parent.GetSystem() && !isStaying) { DistanceMap distance(ship, parent.GetSystem()); const System *system = distance.Route(ship.GetSystem()); ship.SetTargetSystem(system); if(!system || (ship.GetSystem()->IsInhabited() && !system->IsInhabited() && ship.JumpsRemaining() == 1)) Refuel(ship, command); else { PrepareForHyperspace(ship, command); command |= Command::JUMP; } } else if(parent.Commands().Has(Command::LAND) && parent.GetTargetPlanet()) { ship.SetTargetPlanet(parent.GetTargetPlanet()); MoveToPlanet(ship, command); if(parent.IsLanding() || parent.CanLand()) command |= Command::LAND; } else if(parent.Commands().Has(Command::BOARD) && parent.GetTargetShip().get() == &ship) Stop(ship, command); else if(parent.Commands().Has(Command::JUMP) && parent.GetTargetSystem() && !isStaying) { DistanceMap distance(ship, parent.GetTargetSystem()); const System *dest = distance.Route(ship.GetSystem()); ship.SetTargetSystem(dest); if(!dest || (dest != parent.GetTargetSystem() && !dest->IsInhabited() && ship.JumpsRemaining() == 1)) Refuel(ship, command); else { PrepareForHyperspace(ship, command); if(parent.IsEnteringHyperspace() || parent.CheckHyperspace()) command |= Command::JUMP; } } else CircleAround(ship, command, parent); }
void Engine::AddSprites(const Ship &ship) { bool hasFighters = ship.PositionFighters(); double cloak = ship.Cloaking(); bool drawCloaked = (cloak && ship.GetGovernment()->IsPlayer()); if(ship.IsThrusting()) for(const Point &point : ship.EnginePoints()) { Point pos = ship.Facing().Rotate(point) * ship.Zoom() + ship.Position(); // If multiple engines with the same flare are installed, draw up to // three copies of the flare sprite. for(const auto &it : ship.Attributes().FlareSprites()) for(int i = 0; i < it.second && i < 3; ++i) { Body sprite(it.first, pos, ship.Velocity(), ship.Facing()); draw[calcTickTock].Add(sprite, cloak); } } if(hasFighters) for(const Ship::Bay &bay : ship.Bays()) if(bay.side == Ship::Bay::UNDER && bay.ship) { if(drawCloaked) draw[calcTickTock].AddSwizzled(*bay.ship, 7); draw[calcTickTock].Add(*bay.ship, cloak); } if(drawCloaked) draw[calcTickTock].AddSwizzled(ship, 7); draw[calcTickTock].Add(ship, cloak); if(hasFighters) for(const Ship::Bay &bay : ship.Bays()) if(bay.side == Ship::Bay::OVER && bay.ship) { if(drawCloaked) draw[calcTickTock].AddSwizzled(*bay.ship, 7); draw[calcTickTock].Add(*bay.ship, cloak); } }
void MissionAction::Do(PlayerInfo &player, UI *ui, const System *destination) const { bool isOffer = (trigger == "offer"); if(!conversation.IsEmpty()) { ConversationPanel *panel = new ConversationPanel(player, conversation, destination); if(isOffer) panel->SetCallback(&player, &PlayerInfo::MissionCallback); ui->Push(panel); } else if(!dialogText.empty()) { map<string, string> subs; subs["<first>"] = player.FirstName(); subs["<last>"] = player.LastName(); if(player.Flagship()) subs["<ship>"] = player.Flagship()->Name(); string text = Format::Replace(dialogText, subs); if(isOffer) ui->Push(new Dialog(text, player, destination)); else ui->Push(new Dialog(text)); } else if(isOffer && ui) player.MissionCallback(Conversation::ACCEPT); Ship *flagship = player.Flagship(); for(const auto &it : gifts) { int count = it.second; string name = it.first->Name(); if(!count || name.empty()) continue; string message; if(abs(count) == 1) { char c = tolower(name.front()); bool isVowel = (c == 'a' || c == 'e' || c == 'i' || c == 'o' || c == 'u'); message = (isVowel ? "An " : "A ") + name + " was "; } else message = to_string(abs(count)) + " " + name + "s were "; if(count > 0) message += "added to your "; else message += "removed from your "; bool didCargo = false; bool didShip = false; int cargoCount = player.Cargo().Get(it.first); if(count < 0 && cargoCount) { int moved = min(cargoCount, -count); count += moved; player.Cargo().Transfer(it.first, moved); didCargo = true; } while(flagship && count) { int moved = (count > 0) ? 1 : -1; if(flagship->Attributes().CanAdd(*it.first, moved)) { flagship->AddOutfit(it.first, moved); didShip = true; } else break; count -= moved; } if(count > 0) { player.Cargo().Transfer(it.first, -count); didCargo = true; if(count > 0) { string special = "The " + name + (count == 1 ? " was" : "s were"); special += " put in your cargo hold because there is not enough space to install "; special += (count == 1) ? "it" : "them"; special += " in your ship."; ui->Push(new Dialog(special)); } } if(didCargo && didShip) message += "cargo hold and your flagship."; else if(didCargo) message += "cargo hold."; else message += "flagship."; Messages::Add(message); } if(payment) player.Accounts().AddCredits(payment); for(const auto &it : events) player.AddEvent(*GameData::Events().Get(it.first), player.GetDate() + it.second); conditions.Apply(player.Conditions()); }
void MapPanel::DrawTravelPlan() const { Color defaultColor(.5, .4, 0., 0.); Color outOfFlagshipFuelRangeColor(.55, .1, .0, 0.); Color withinFleetFuelRangeColor(.2, .5, .0, 0.); Color wormholeColor(0.5, 0.2, 0.9, 1.); Ship *ship = player.Flagship(); bool hasHyper = ship ? ship->Attributes().Get("hyperdrive") : false; bool hasJump = ship ? ship->Attributes().Get("jump drive") : false; // Find out how much fuel your ship and your escorts use per jump. double flagshipCapacity = 0.; if(ship) flagshipCapacity = ship->Attributes().Get("fuel capacity") * ship->Fuel(); double flagshipJumpFuel = 0.; if(ship) flagshipJumpFuel = hasHyper ? ship->Attributes().Get("scram drive") ? 150. : 100. : 200.; double escortCapacity = 0.; double escortJumpFuel = 1.; bool escortHasJump = false; // Skip your flagship, parked ships, and fighters. for(const shared_ptr<Ship> &it : player.Ships()) if(it.get() != ship && !it->IsParked() && !it->CanBeCarried()) { double capacity = it->Attributes().Get("fuel capacity") * it->Fuel(); double jumpFuel = it->Attributes().Get("hyperdrive") ? it->Attributes().Get("scram drive") ? 150. : 100. : 200.; if(escortJumpFuel < 100. || capacity / jumpFuel < escortCapacity / escortJumpFuel) { escortCapacity = capacity; escortJumpFuel = jumpFuel; escortHasJump = it->Attributes().Get("jump drive"); } } // Draw your current travel plan. if(!playerSystem) return; const System *previous = playerSystem; for(int i = player.TravelPlan().size() - 1; i >= 0; --i) { const System *next = player.TravelPlan()[i]; // Figure out what kind of jump this is, and check if the player is able // to make jumps of that kind. bool isHyper = (find(previous->Links().begin(), previous->Links().end(), next) != previous->Links().end()); bool isJump = isHyper || (find(previous->Neighbors().begin(), previous->Neighbors().end(), next) != previous->Neighbors().end()); bool isWormhole = false; if(!((isHyper && hasHyper) || (isJump && hasJump))) { for(const StellarObject &object : previous->Objects()) isWormhole |= (object.GetPlanet() && object.GetPlanet()->WormholeDestination(previous) == next); if(!isWormhole) break; } Point from = Zoom() * (next->Position() + center); Point to = Zoom() * (previous->Position() + center); Point unit = (from - to).Unit() * 7.; from -= unit; to += unit; if(isWormhole) { // Wormholes cost no fuel to travel through. } else if(!isHyper) { if(!escortHasJump) escortCapacity = 0.; flagshipCapacity -= 200.; escortCapacity -= 200.; } else { flagshipCapacity -= flagshipJumpFuel; escortCapacity -= escortJumpFuel; } Color drawColor = outOfFlagshipFuelRangeColor; if(isWormhole) drawColor = wormholeColor; else if(flagshipCapacity >= 0. && escortCapacity >= 0.) drawColor = withinFleetFuelRangeColor; else if(flagshipCapacity >= 0. || escortCapacity >= 0.) drawColor = defaultColor; LineShader::Draw(from, to, 3., drawColor); previous = next; } }
void AI::MoveIndependent(Ship &ship, Command &command) const { if(ship.Position().Length() >= 10000.) { MoveTo(ship, command, Point(), 40., .8); return; } shared_ptr<const Ship> target = ship.GetTargetShip(); if(target && (ship.GetGovernment()->IsEnemy(target->GetGovernment()) || (ship.IsYours() && target == sharedTarget.lock()))) { bool shouldBoard = ship.Cargo().Free() && ship.GetPersonality().Plunders(); bool hasBoarded = Has(ship, target, ShipEvent::BOARD); if(shouldBoard && target->IsDisabled() && !hasBoarded) { if(ship.IsBoarding()) return; MoveTo(ship, command, target->Position(), 40., .8); command |= Command::BOARD; } else Attack(ship, command, *target); return; } else if(target) { bool cargoScan = ship.Attributes().Get("cargo scan"); bool outfitScan = ship.Attributes().Get("outfit scan"); if((!cargoScan || Has(ship, target, ShipEvent::SCAN_CARGO)) && (!outfitScan || Has(ship, target, ShipEvent::SCAN_OUTFITS))) target.reset(); else { CircleAround(ship, command, *target); if(!ship.GetGovernment()->IsPlayer()) command |= Command::SCAN; } return; } // If this ship is moving independently because it has a target, not because // it has no parent, don't let it make travel plans. if(ship.GetParent() && !ship.GetPersonality().IsStaying()) return; if(!ship.GetTargetSystem() && !ship.GetTargetPlanet() && !ship.GetPersonality().IsStaying()) { int jumps = ship.JumpsRemaining(); // Each destination system has an average priority of 10. // If you only have one jump left, landing should be high priority. int planetWeight = jumps ? (1 + 40 / jumps) : 1; vector<int> systemWeights; int totalWeight = 0; const vector<const System *> &links = ship.Attributes().Get("jump drive") ? ship.GetSystem()->Neighbors() : ship.GetSystem()->Links(); if(jumps) { for(const System *link : links) { // Prefer systems in the direction we're facing. Point direction = link->Position() - ship.GetSystem()->Position(); int weight = static_cast<int>( 11. + 10. * ship.Facing().Unit().Dot(direction.Unit())); systemWeights.push_back(weight); totalWeight += weight; } } int systemTotalWeight = totalWeight; // Anywhere you can land that has a port has the same weight. Ships will // not land anywhere without a port. vector<const StellarObject *> planets; for(const StellarObject &object : ship.GetSystem()->Objects()) if(object.GetPlanet() && object.GetPlanet()->HasSpaceport() && object.GetPlanet()->CanLand(ship)) { planets.push_back(&object); totalWeight += planetWeight; } if(!totalWeight) return; int choice = Random::Int(totalWeight); if(choice < systemTotalWeight) { for(unsigned i = 0; i < systemWeights.size(); ++i) { choice -= systemWeights[i]; if(choice < 0) { ship.SetTargetSystem(links[i]); break; } } } else { choice = (choice - systemTotalWeight) / planetWeight; ship.SetTargetPlanet(planets[choice]); } } if(ship.GetTargetSystem()) { PrepareForHyperspace(ship, command); bool mustWait = false; for(const weak_ptr<const Ship> &escort : ship.GetEscorts()) { shared_ptr<const Ship> locked = escort.lock(); mustWait = locked && locked->CanBeCarried(); } if(!mustWait) command |= Command::JUMP; } else if(ship.GetTargetPlanet()) { MoveToPlanet(ship, command); if(!ship.GetPersonality().IsStaying()) command |= Command::LAND; else if(ship.Position().Distance(ship.GetTargetPlanet()->Position()) < 100.) ship.SetTargetPlanet(nullptr); } else if(ship.GetPersonality().IsStaying() && ship.GetSystem()->Objects().size()) { unsigned i = Random::Int(ship.GetSystem()->Objects().size()); ship.SetTargetPlanet(&ship.GetSystem()->Objects()[i]); } }
// Pick a new target for the given ship. shared_ptr<Ship> AI::FindTarget(const Ship &ship, const list<shared_ptr<Ship>> &ships) const { // If this ship has no government, it has no enemies. shared_ptr<Ship> target; const Government *gov = ship.GetGovernment(); if(!gov) return target; bool isPlayerEscort = ship.IsYours(); if(isPlayerEscort) { shared_ptr<Ship> locked = sharedTarget.lock(); if(locked && locked->GetSystem() == ship.GetSystem() && !locked->IsDisabled()) return locked; } // If this ship is not armed, do not make it fight. double minRange = numeric_limits<double>::infinity(); double maxRange = 0.; for(const Armament::Weapon &weapon : ship.Weapons()) if(weapon.GetOutfit() && !weapon.IsAntiMissile()) { minRange = min(minRange, weapon.GetOutfit()->Range()); maxRange = max(maxRange, weapon.GetOutfit()->Range()); } if(!maxRange) return target; shared_ptr<Ship> oldTarget = ship.GetTargetShip(); if(oldTarget && !oldTarget->IsTargetable()) oldTarget.reset(); shared_ptr<Ship> parentTarget; if(ship.GetParent()) parentTarget = ship.GetParent()->GetTargetShip(); if(parentTarget && !parentTarget->IsTargetable()) parentTarget.reset(); // Find the closest enemy ship (if there is one). If this ship is "heroic," // it will attack any ship in system. Otherwise, if all its weapons have a // range higher than 2000, it will engage ships up to 50% beyond its range. // If a ship has short range weapons and is not heroic, it will engage any // ship that is within 3000 of it. const Personality &person = ship.GetPersonality(); double closest = person.IsHeroic() ? numeric_limits<double>::infinity() : (minRange > 1000.) ? maxRange * 1.5 : 4000.; const System *system = ship.GetSystem(); bool isDisabled = false; for(const auto &it : ships) if(it->GetSystem() == system && it->IsTargetable() && gov->IsEnemy(it->GetGovernment())) { if(person.IsNemesis() && !it->GetGovernment()->IsPlayer()) continue; double range = it->Position().Distance(ship.Position()); // Preferentially focus on your previous target or your parent ship's // target if they are nearby. if(it == oldTarget || it == parentTarget) range -= 500.; // If your personality it to disable ships rather than destroy them, // never target disabled ships. if(it->IsDisabled() && !person.Plunders() && (person.Disables() || (!person.IsNemesis() && it != oldTarget))) continue; if(!person.Plunders()) range += 5000. * it->IsDisabled(); else { bool hasBoarded = Has(ship, it, ShipEvent::BOARD); // Don't plunder unless there are no "live" enemies nearby. range += 2000. * (2 * it->IsDisabled() - !hasBoarded); } // Focus on nearly dead ships. range += 500. * (it->Shields() + it->Hull()); if(range < closest) { closest = range; target = it; isDisabled = it->IsDisabled(); } } bool cargoScan = ship.Attributes().Get("cargo scan"); bool outfitScan = ship.Attributes().Get("outfit scan"); if(!target && (cargoScan || outfitScan) && !isPlayerEscort) { closest = numeric_limits<double>::infinity(); for(const auto &it : ships) if(it->GetSystem() == system && it->GetGovernment() != gov && it->IsTargetable()) { if((cargoScan && !Has(ship, it, ShipEvent::SCAN_CARGO)) || (outfitScan && !Has(ship, it, ShipEvent::SCAN_OUTFITS))) { double range = it->Position().Distance(ship.Position()); if(range < closest) { closest = range; target = it; } } } } // Run away if your target is not disabled and you are badly damaged. if(!isDisabled && (ship.GetPersonality().IsFleeing() || (ship.Shields() + ship.Hull() < 1. && !ship.GetPersonality().IsHeroic()))) target.reset(); return target; }
void AI::MovePlayer(Ship &ship, const PlayerInfo &player, const list<shared_ptr<Ship>> &ships) { Command command; if(player.HasTravelPlan()) { const System *system = player.TravelPlan().back(); ship.SetTargetSystem(system); // Check if there's a particular planet there we want to visit. for(const Mission &mission : player.Missions()) if(mission.Destination() && mission.Destination()->GetSystem() == system) { ship.SetDestination(mission.Destination()); break; } } if(keyDown.Has(Command::NEAREST)) { double closest = numeric_limits<double>::infinity(); int closeState = 0; for(const shared_ptr<Ship> &other : ships) if(other.get() != &ship && other->IsTargetable()) { // Sort ships into one of three priority states: // 0 = friendly, 1 = disabled enemy, 2 = active enemy. int state = other->GetGovernment()->IsEnemy(ship.GetGovernment()); // Do not let "target nearest" select a friendly ship, so that // if the player is repeatedly targeting nearest to, say, target // a bunch of fighters, they won't start firing on friendly // ships as soon as the last one is gone. if((!state && !shift) || other->GetGovernment()->IsPlayer()) continue; state += state * !other->IsDisabled(); double d = other->Position().Distance(ship.Position()); if(state > closeState || (state == closeState && d < closest)) { ship.SetTargetShip(other); closest = d; closeState = state; } } } else if(keyDown.Has(Command::TARGET)) { shared_ptr<const Ship> target = ship.GetTargetShip(); bool selectNext = !target || !target->IsTargetable(); for(const shared_ptr<Ship> &other : ships) { bool isPlayer = other->GetGovernment()->IsPlayer() || other->GetPersonality().IsEscort(); if(other == target) selectNext = true; else if(other.get() != &ship && selectNext && other->IsTargetable() && isPlayer == shift) { ship.SetTargetShip(other); selectNext = false; break; } } if(selectNext) ship.SetTargetShip(shared_ptr<Ship>()); } else if(keyDown.Has(Command::BOARD)) { shared_ptr<const Ship> target = ship.GetTargetShip(); if(!target || !target->IsDisabled() || target->IsDestroyed() || target->GetSystem() != ship.GetSystem()) { double closest = numeric_limits<double>::infinity(); bool foundEnemy = false; bool foundAnything = false; for(const shared_ptr<Ship> &other : ships) if(other->IsTargetable() && other->IsDisabled() && !other->IsDestroyed()) { bool isEnemy = other->GetGovernment()->IsEnemy(ship.GetGovernment()); double d = other->Position().Distance(ship.Position()); if((isEnemy && !foundEnemy) || d < closest) { closest = d; foundEnemy = isEnemy; foundAnything = true; ship.SetTargetShip(other); } } if(!foundAnything) keyDown.Clear(Command::BOARD); } } else if(keyDown.Has(Command::LAND)) { // If the player is right over an uninhabited planet, display a message // explaining why they cannot land there. string message; for(const StellarObject &object : ship.GetSystem()->Objects()) if(!object.GetPlanet() && !object.GetSprite().IsEmpty()) { double distance = ship.Position().Distance(object.Position()); if(distance < object.Radius()) message = object.LandingMessage(); } const StellarObject *target = ship.GetTargetPlanet(); if(target && ship.Position().Distance(target->Position()) < target->Radius()) { // Special case: if there are two planets in system and you have one // selected, then press "land" again, do not toggle to the other if // you are within landing range of the one you have selected. } else if(message.empty() && target) { bool found = false; const StellarObject *next = nullptr; for(const StellarObject &object : ship.GetSystem()->Objects()) if(object.GetPlanet()) { if(found) { next = &object; break; } else if(&object == ship.GetTargetPlanet()) found = true; } if(!next) { for(const StellarObject &object : ship.GetSystem()->Objects()) if(object.GetPlanet()) { next = &object; break; } } ship.SetTargetPlanet(next); if(next->GetPlanet() && !next->GetPlanet()->CanLand()) message = "The authorities on this planet refuse to clear you to land here."; } else if(message.empty()) { double closest = numeric_limits<double>::infinity(); int count = 0; for(const StellarObject &object : ship.GetSystem()->Objects()) if(object.GetPlanet()) { ++count; double distance = ship.Position().Distance(object.Position()); const Planet *planet = object.GetPlanet(); if(planet == ship.GetDestination()) distance = 0.; else if(!planet->HasSpaceport() && !planet->IsWormhole()) distance += 10000.; if(distance < closest) { ship.SetTargetPlanet(&object); closest = distance; } } if(!ship.GetTargetPlanet()) message = "There are no planets in this system that you can land on."; else if(!ship.GetTargetPlanet()->GetPlanet()->CanLand()) message = "The authorities on this planet refuse to clear you to land here."; else if(count > 1) { message = "You can land on more than one planet in this system. Landing on "; if(ship.GetTargetPlanet()->Name().empty()) message += "???."; else message += ship.GetTargetPlanet()->Name() + "."; } } if(!message.empty()) Messages::Add(message); } else if(keyDown.Has(Command::JUMP)) { if(!ship.GetTargetSystem()) { double bestMatch = -2.; const auto &links = (ship.Attributes().Get("jump drive") ? ship.GetSystem()->Neighbors() : ship.GetSystem()->Links()); for(const System *link : links) { Point direction = link->Position() - ship.GetSystem()->Position(); double match = ship.Facing().Unit().Dot(direction.Unit()); if(match > bestMatch) { bestMatch = match; ship.SetTargetSystem(link); } } } } else if(keyDown.Has(Command::SCAN)) command |= Command::SCAN; bool hasGuns = Preferences::Has("Automatic firing") && !ship.IsBoarding() && !(keyStuck | keyHeld).Has(Command::LAND | Command::JUMP | Command::BOARD); if(hasGuns) command |= AutoFire(ship, ships, false); hasGuns |= keyHeld.Has(Command::PRIMARY); if(keyHeld) { if(keyHeld.Has(Command::RIGHT | Command::LEFT)) command.SetTurn(keyHeld.Has(Command::RIGHT) - keyHeld.Has(Command::LEFT)); else if(keyHeld.Has(Command::BACK)) { if(ship.Attributes().Get("reverse thrust")) command |= Command::BACK; else command.SetTurn(TurnBackward(ship)); } if(keyHeld.Has(Command::FORWARD)) command |= Command::FORWARD; if(keyHeld.Has(Command::PRIMARY)) { int index = 0; for(const Armament::Weapon &weapon : ship.Weapons()) { const Outfit *outfit = weapon.GetOutfit(); if(outfit && !outfit->Icon()) { command.SetFire(index); hasGuns |= !weapon.IsTurret(); } ++index; } } if(keyHeld.Has(Command::SECONDARY)) { int index = 0; for(const Armament::Weapon &weapon : ship.Weapons()) { const Outfit *outfit = weapon.GetOutfit(); if(outfit && outfit == player.SelectedWeapon()) command.SetFire(index); ++index; } } if(keyHeld.Has(Command::AFTERBURNER)) command |= Command::AFTERBURNER; if(keyHeld.Has(AutopilotCancelKeys())) keyStuck = keyHeld; } if(hasGuns && Preferences::Has("Automatic aiming") && !command.Turn() && ship.GetTargetShip() && ship.GetTargetShip()->GetSystem() == ship.GetSystem() && !keyStuck.Has(Command::LAND | Command::JUMP | Command::BOARD)) { Point distance = ship.GetTargetShip()->Position() - ship.Position(); if(distance.Unit().Dot(ship.Facing().Unit()) >= .8) command.SetTurn(TurnToward(ship, TargetAim(ship))); } if(ship.IsBoarding()) keyStuck.Clear(); else if(keyStuck.Has(Command::LAND) && ship.GetTargetPlanet()) { if(ship.GetPlanet()) keyStuck.Clear(); else { MoveToPlanet(ship, command); command |= Command::LAND; } } else if(keyStuck.Has(Command::JUMP) && ship.GetTargetSystem()) { if(!ship.Attributes().Get("hyperdrive") && !ship.Attributes().Get("jump drive")) { Messages::Add("You do not have a hyperdrive installed."); keyStuck.Clear(); } else if(!ship.HyperspaceType()) { Messages::Add("You cannot jump to the selected system."); keyStuck.Clear(); } else if(!ship.JumpsRemaining() && !ship.IsEnteringHyperspace()) { Messages::Add("You do not have enough fuel to make a hyperspace jump."); keyStuck.Clear(); } else if(!ship.GetTargetSystem()) keyStuck.Clear(); else { PrepareForHyperspace(ship, command); command |= Command::JUMP; if(keyHeld.Has(Command::JUMP)) command |= Command::WAIT; } } else if(keyStuck.Has(Command::BOARD) && ship.GetTargetShip()) { shared_ptr<const Ship> target = ship.GetTargetShip(); if(!target || !target->IsTargetable() || !target->IsDisabled() || target->IsDestroyed()) keyStuck.Clear(Command::BOARD); else { MoveTo(ship, command, target->Position(), 40., .8); command |= Command::BOARD; } } if(isLaunching) command |= Command::DEPLOY; if(isCloaking) command |= Command::CLOAK; ship.SetCommands(command); }
// Fire whichever of the given ship's weapons can hit a hostile target. Command AI::AutoFire(const Ship &ship, const list<shared_ptr<Ship>> &ships, bool secondary) const { Command command; int index = -1; // Special case: your target is not your enemy. Do not fire, because you do // not want to risk damaging that target. The only time a ship other than // the player will target a friendly ship is if the player has asked a ship // for assistance. shared_ptr<Ship> currentTarget = ship.GetTargetShip(); const Government *gov = ship.GetGovernment(); bool isSharingTarget = ship.IsYours() && currentTarget == sharedTarget.lock(); bool currentIsEnemy = currentTarget && currentTarget->GetGovernment()->IsEnemy(gov) && currentTarget->GetSystem() == ship.GetSystem(); if(currentTarget && !(currentIsEnemy || isSharingTarget)) currentTarget.reset(); // Only fire on disabled targets if you don't want to plunder them. bool spareDisabled = (ship.GetPersonality().Disables() || ship.GetPersonality().Plunders()); // Find the longest range of any of your non-homing weapons. double maxRange = 0.; for(const Armament::Weapon &weapon : ship.Weapons()) if(weapon.IsReady() && !weapon.IsHoming() && (secondary || !weapon.GetOutfit()->Icon())) maxRange = max(maxRange, weapon.GetOutfit()->Range()); // Extend the weapon range slightly to account for velocity differences. maxRange *= 1.5; // Find all enemy ships within range of at least one weapon. vector<shared_ptr<const Ship>> enemies; if(currentTarget) enemies.push_back(currentTarget); for(auto target : ships) if(target->IsTargetable() && gov->IsEnemy(target->GetGovernment()) && target->Velocity().Length() < 20. && target->GetSystem() == ship.GetSystem() && target->Position().Distance(ship.Position()) < maxRange && target != currentTarget) enemies.push_back(target); for(const Armament::Weapon &weapon : ship.Weapons()) { ++index; // Skip weapons that are not ready to fire. Also skip homing weapons if // no target is selected, and secondary weapons if only firing primaries. if(!weapon.IsReady() || (!currentTarget && weapon.IsHoming())) continue; if(!secondary && weapon.GetOutfit()->Icon()) continue; // Special case: if the weapon uses fuel, be careful not to spend so much // fuel that you cannot leave the system if necessary. if(weapon.GetOutfit()->FiringFuel()) { double fuel = ship.Fuel() * ship.Attributes().Get("fuel capacity"); fuel -= weapon.GetOutfit()->FiringFuel(); // If the ship is not ever leaving this system, it does not need to // reserve any fuel. bool isStaying = ship.GetPersonality().IsStaying(); if(!secondary || fuel < (isStaying ? 0. : ship.JumpFuel())) continue; } // Figure out where this weapon will fire from, but add some randomness // depending on how accurate this ship's pilot is. Point start = ship.Position() + ship.Facing().Rotate(weapon.GetPoint()); start += ship.GetPersonality().Confusion(); const Outfit *outfit = weapon.GetOutfit(); double vp = outfit->Velocity(); double lifetime = outfit->TotalLifetime(); if(currentTarget && (weapon.IsHoming() || weapon.IsTurret())) { bool hasBoarded = Has(ship, currentTarget, ShipEvent::BOARD); if(currentTarget->IsDisabled() && spareDisabled && !hasBoarded) continue; Point p = currentTarget->Position() - start; Point v = currentTarget->Velocity() - ship.Velocity(); // By the time this action is performed, the ships will have moved // forward one time step. p += v; if(p.Length() < outfit->BlastRadius()) continue; double steps = Armament::RendevousTime(p, v, vp); if(steps == steps && steps <= lifetime) { command.SetFire(index); continue; } } // Don't fire homing weapons with no target. if(weapon.IsHoming()) continue; for(const shared_ptr<const Ship> &target : enemies) { if(!target->IsTargetable() || target->Velocity().Length() > 20. || target->GetSystem() != ship.GetSystem()) continue; // Don't shoot ships we want to plunder. bool hasBoarded = Has(ship, target, ShipEvent::BOARD); if(target->IsDisabled() && spareDisabled && !hasBoarded) continue; Point p = target->Position() - start; Point v = target->Velocity() - ship.Velocity(); // By the time this action is performed, the ships will have moved // forward one time step. p += v; // Get the vector the weapon will travel along. v = (ship.Facing() + weapon.GetAngle()).Unit() * vp - v; // Extrapolate over the lifetime of the projectile. v *= lifetime; const Mask &mask = target->GetSprite().GetMask(step); if(mask.Collide(-p, v, target->Facing()) < 1.) { command.SetFire(index); break; } } } return command; }
void ShipInfoDisplay::UpdateAttributes(const Ship &ship) { attributeLabels.clear(); attributeValues.clear(); attributesHeight = 10; const Outfit &attributes = ship.Attributes(); attributeLabels.push_back(string()); attributeValues.push_back(string()); attributesHeight += 10; attributeLabels.push_back("cost:"); attributeValues.push_back(Format::Number(ship.Cost())); attributesHeight += 20; attributeLabels.push_back(string()); attributeValues.push_back(string()); attributesHeight += 10; if(attributes.Get("shield generation")) { attributeLabels.push_back("shields charge / max:"); attributeValues.push_back(Format::Number(60. * attributes.Get("shield generation")) + " / " + Format::Number(attributes.Get("shields"))); } else { attributeLabels.push_back("shields:"); attributeValues.push_back(Format::Number(attributes.Get("shields"))); } attributesHeight += 20; if(attributes.Get("hull repair rate")) { attributeLabels.push_back("hull repair / max:"); attributeValues.push_back(Format::Number(60. * attributes.Get("hull repair rate")) + " / " + Format::Number(attributes.Get("hull"))); } else { attributeLabels.push_back("hull:"); attributeValues.push_back(Format::Number(attributes.Get("hull"))); } attributesHeight += 20; double emptyMass = attributes.Get("mass"); attributeLabels.push_back("mass with no cargo:"); attributeValues.push_back(Format::Number(emptyMass)); attributesHeight += 20; attributeLabels.push_back("cargo space:"); attributeValues.push_back(Format::Number(attributes.Get("cargo space"))); attributesHeight += 20; attributeLabels.push_back("required crew / bunks:"); attributeValues.push_back(Format::Number(ship.RequiredCrew()) + " / " + Format::Number(attributes.Get("bunks"))); attributesHeight += 20; attributeLabels.push_back("fuel capacity:"); attributeValues.push_back(Format::Number(attributes.Get("fuel capacity"))); attributesHeight += 20; double fullMass = emptyMass + attributes.Get("cargo space"); attributeLabels.push_back(string()); attributeValues.push_back(string()); attributesHeight += 10; attributeLabels.push_back((emptyMass == fullMass) ? "movement:" : "movement, full / no cargo:"); attributeValues.push_back(string()); attributesHeight += 20; attributeLabels.push_back("max speed:"); attributeValues.push_back(Format::Number(60. * attributes.Get("thrust") / attributes.Get("drag"))); attributesHeight += 20; attributeLabels.push_back("acceleration:"); if(emptyMass == fullMass) attributeValues.push_back(Format::Number(3600. * attributes.Get("thrust") / fullMass)); else attributeValues.push_back(Format::Number(3600. * attributes.Get("thrust") / fullMass) + " / " + Format::Number(3600. * attributes.Get("thrust") / emptyMass)); attributesHeight += 20; attributeLabels.push_back("turning:"); if(emptyMass == fullMass) attributeValues.push_back(Format::Number(60. * attributes.Get("turn") / fullMass)); else attributeValues.push_back(Format::Number(60. * attributes.Get("turn") / fullMass) + " / " + Format::Number(60. * attributes.Get("turn") / emptyMass)); attributesHeight += 20; // Find out how much outfit, engine, and weapon space the chassis has. map<string, double> chassis; static const string names[] = { "outfit space free:", "outfit space", " weapon capacity:", "weapon capacity", " engine capacity:", "engine capacity", "guns ports free:", "gun ports", "turret mounts free:", "turret mounts" }; static const int NAMES = sizeof(names) / sizeof(names[0]); for(int i = 1; i < NAMES; i += 2) chassis[names[i]] = attributes.Get(names[i]); for(const auto &it : ship.Outfits()) for(auto &cit : chassis) cit.second -= it.second * it.first->Get(cit.first); attributeLabels.push_back(string()); attributeValues.push_back(string()); attributesHeight += 10; for(int i = 0; i < NAMES; i += 2) { attributeLabels.push_back(names[i]); attributeValues.push_back(Format::Number(attributes.Get(names[i + 1])) + " / " + Format::Number(chassis[names[i + 1]])); attributesHeight += 20; } if(ship.DroneBaysFree()) { attributeLabels.push_back("drone bays:"); attributeValues.push_back(to_string(ship.DroneBaysFree())); attributesHeight += 20; } if(ship.FighterBaysFree()) { attributeLabels.push_back("fighter bays:"); attributeValues.push_back(to_string(ship.FighterBaysFree())); attributesHeight += 20; } tableLabels.clear(); energyTable.clear(); heatTable.clear(); // Skip a spacer and the table header. attributesHeight += 30; tableLabels.push_back("idle:"); energyTable.push_back(Format::Number(60. * attributes.Get("energy generation"))); heatTable.push_back(Format::Number( 60. * (attributes.Get("heat generation") - attributes.Get("cooling")))); attributesHeight += 20; tableLabels.push_back("moving:"); energyTable.push_back(Format::Number( -60. * (attributes.Get("thrusting energy") + attributes.Get("turning energy")))); heatTable.push_back(Format::Number( 60. * (attributes.Get("thrusting heat") + attributes.Get("turning heat")))); attributesHeight += 20; double firingEnergy = 0.; double firingHeat = 0.; for(const auto &it : ship.Outfits()) if(it.first->IsWeapon() && it.first->Reload()) { firingEnergy += it.second * it.first->FiringEnergy() / it.first->Reload(); firingHeat += it.second * it.first->FiringHeat() / it.first->Reload(); } tableLabels.push_back("firing:"); energyTable.push_back(Format::Number(-60. * firingEnergy)); heatTable.push_back(Format::Number(60. * firingHeat)); attributesHeight += 20; tableLabels.push_back("max:"); energyTable.push_back(Format::Number(attributes.Get("energy capacity"))); heatTable.push_back(Format::Number(60. * emptyMass * .1 * attributes.Get("heat dissipation"))); // Pad by 10 pixels on the top and bottom. attributesHeight += 30; }
void AI::DoSurveillance(Ship &ship, Command &command, const list<shared_ptr<Ship>> &ships) const { const shared_ptr<Ship> &target = ship.GetTargetShip(); if(target && (!target->IsTargetable() || target->GetSystem() != ship.GetSystem())) ship.SetTargetShip(shared_ptr<Ship>()); if(target && ship.GetGovernment()->IsEnemy(target->GetGovernment())) { MoveIndependent(ship, command); command |= AutoFire(ship, ships); return; } bool cargoScan = ship.Attributes().Get("cargo scan"); bool outfitScan = ship.Attributes().Get("outfit scan"); double atmosphereScan = ship.Attributes().Get("atmosphere scan"); bool jumpDrive = ship.Attributes().Get("jump drive"); bool hyperdrive = ship.Attributes().Get("hyperdrive"); // This function is only called for ships that are in the player's system. if(ship.GetTargetSystem()) { PrepareForHyperspace(ship, command); command |= Command::JUMP; command |= Command::DEPLOY; } else if(ship.GetTargetPlanet()) { MoveToPlanet(ship, command); double distance = ship.Position().Distance(ship.GetTargetPlanet()->Position()); if(distance < atmosphereScan && !Random::Int(100)) ship.SetTargetPlanet(nullptr); else command |= Command::LAND; } else if(ship.GetTargetShip() && ship.GetTargetShip()->IsTargetable() && ship.GetTargetShip()->GetSystem() == ship.GetSystem()) { bool mustScanCargo = cargoScan && !Has(ship, target, ShipEvent::SCAN_CARGO); bool mustScanOutfits = outfitScan && !Has(ship, target, ShipEvent::SCAN_OUTFITS); bool isInSystem = (ship.GetSystem() == target->GetSystem() && !target->IsEnteringHyperspace()); if(!isInSystem || (!mustScanCargo && !mustScanOutfits)) ship.SetTargetShip(shared_ptr<Ship>()); else { CircleAround(ship, command, *target); command |= Command::SCAN; } } else { shared_ptr<Ship> newTarget = FindTarget(ship, ships); if(newTarget && ship.GetGovernment()->IsEnemy(newTarget->GetGovernment())) { ship.SetTargetShip(newTarget); return; } vector<shared_ptr<Ship>> targetShips; vector<const StellarObject *> targetPlanets; vector<const System *> targetSystems; if(cargoScan || outfitScan) for(const auto &it : ships) if(it->GetGovernment() != ship.GetGovernment() && it->IsTargetable() && it->GetSystem() == ship.GetSystem()) { if(Has(ship, it, ShipEvent::SCAN_CARGO) && Has(ship, it, ShipEvent::SCAN_OUTFITS)) continue; targetShips.push_back(it); } if(atmosphereScan) for(const StellarObject &object : ship.GetSystem()->Objects()) if(!object.IsStar() && object.Radius() < 130.) targetPlanets.push_back(&object); if(jumpDrive) for(const System *link : ship.GetSystem()->Neighbors()) targetSystems.push_back(link); else if(hyperdrive) for(const System *link : ship.GetSystem()->Links()) targetSystems.push_back(link); unsigned total = targetShips.size() + targetPlanets.size() + targetSystems.size(); if(!total) return; unsigned index = Random::Int(total); if(index < targetShips.size()) ship.SetTargetShip(targetShips[index]); else { index -= targetShips.size(); if(index < targetPlanets.size()) ship.SetTargetPlanet(targetPlanets[index]); else ship.SetTargetSystem(targetSystems[index - targetPlanets.size()]); } } }
// Load the cargo back into your ships. This may require selling excess, in // which case a message will be returned. void PlayerInfo::TakeOff() { shouldLaunch = false; // This can only be done while landed. if(!system || !planet) return; // Jobs are only available when you are landed. availableJobs.clear(); availableMissions.clear(); doneMissions.clear(); soldOutfits.clear(); // Special persons who appeared last time you left the planet, can appear // again. for(const auto &it : GameData::Persons()) it.second.GetShip()->SetSystem(nullptr); // Store the total cargo counts in case we need to adjust cost bases below. map<string, int> originalTotals = cargo.Commodities(); Ship *flagship = Flagship(); bool canRecharge = planet->HasSpaceport() && planet->CanUseServices(); for(const shared_ptr<Ship> &ship : ships) if(!ship->IsParked() && ship->GetSystem() == system && !ship->IsDisabled()) { if(canRecharge) ship->Recharge(); if(ship.get() != flagship) { ship->Cargo().SetBunks(ship->Attributes().Get("bunks") - ship->RequiredCrew()); cargo.TransferAll(&ship->Cargo()); } } if(flagship) { // Load up your flagship last, so that it will have space free for any // plunder that you happen to acquire. flagship->Cargo().SetBunks(flagship->Attributes().Get("bunks") - flagship->RequiredCrew()); cargo.TransferAll(&flagship->Cargo()); } if(cargo.Passengers() && ships.size()) { Ship &flagship = *ships.front(); int extra = min(cargo.Passengers(), flagship.Crew() - flagship.RequiredCrew()); if(extra) { flagship.AddCrew(-extra); Messages::Add("You fired " + to_string(extra) + " crew members to free up bunks for passengers."); flagship.Cargo().SetBunks(flagship.Attributes().Get("bunks") - flagship.Crew()); cargo.TransferAll(&flagship.Cargo()); } } if(ships.size()) { Ship &flagship = *ships.front(); int extra = flagship.Crew() + flagship.Cargo().Passengers() - flagship.Attributes().Get("bunks"); if(extra > 0) { flagship.AddCrew(-extra); Messages::Add("You fired " + to_string(extra) + " crew members because you have no bunks for them."); flagship.Cargo().SetBunks(flagship.Attributes().Get("bunks") - flagship.Crew()); } } // For each fighter and drone you own, try to find a ship that has a bay to // carry it in. Any excess ships will need to be sold. vector<shared_ptr<Ship>> fighters; vector<shared_ptr<Ship>> drones; for(shared_ptr<Ship> &ship : ships) { if(ship->IsParked() || ship->GetSystem() != system || ship->IsDisabled()) continue; bool fit = false; const string &category = ship->Attributes().Category(); if(category == "Fighter") { for(shared_ptr<Ship> &parent : ships) if(parent->GetSystem() == system && !parent->IsParked() && parent->FighterBaysFree()) { parent->AddFighter(ship); fit = true; break; } if(!fit) fighters.push_back(ship); } else if(category == "Drone") { for(shared_ptr<Ship> &parent : ships) if(parent->GetSystem() == system && !parent->IsParked() && parent->DroneBaysFree()) { parent->AddFighter(ship); fit = true; break; } if(!fit) drones.push_back(ship); } } if(!drones.empty() || !fighters.empty()) { // If your fleet contains more fighters or drones than you can carry, // some of them must be sold. ostringstream out; out << "Because none of your ships can carry them, you sold "; if(!fighters.empty() && !drones.empty()) out << fighters.size() << (fighters.size() == 1 ? " fighter and " : " fighters and ") << drones.size() << (drones.size() == 1 ? " drone" : " drones"); else if(fighters.size()) out << fighters.size() << (fighters.size() == 1 ? " fighter" : " fighters"); else out << drones.size() << (drones.size() == 1 ? " drone" : " drones"); int64_t income = 0; for(const shared_ptr<Ship> &ship : fighters) { auto it = find(ships.begin(), ships.end(), ship); if(it != ships.end()) { income += ship->Cost(); ships.erase(it); } } for(const shared_ptr<Ship> &ship : drones) { auto it = find(ships.begin(), ships.end(), ship); if(it != ships.end()) { income += ship->Cost(); ships.erase(it); } } out << ", earning " << income << " credits."; accounts.AddCredits(income); Messages::Add(out.str()); } // By now, all cargo should have been divvied up among your ships. So, any // mission cargo or passengers left behind cannot be carried, and those // missions have failed. vector<const Mission *> missionsToRemove; for(const auto &it : cargo.MissionCargo()) if(it.second) { Messages::Add("Mission \"" + it.first->Name() + "\" failed because you do not have space for the cargo."); missionsToRemove.push_back(it.first); } for(const auto &it : cargo.PassengerList()) if(it.second) { Messages::Add("Mission \"" + it.first->Name() + "\" failed because you do not have enough passenger bunks free."); missionsToRemove.push_back(it.first); } for(const Mission *mission : missionsToRemove) RemoveMission(Mission::FAIL, *mission, nullptr); // Any ordinary cargo left behind can be sold. int64_t sold = cargo.Used(); int64_t income = 0; int64_t totalBasis = 0; if(sold) for(const auto &commodity : cargo.Commodities()) { if(!commodity.second) continue; // Figure out how much income you get for selling this cargo. int64_t value = commodity.second * system->Trade(commodity.first); income += value; int original = originalTotals[commodity.first]; auto it = costBasis.find(commodity.first); if(!original || it == costBasis.end() || !it->second) continue; // Now, figure out how much of that income is profit by calculating // the cost basis for this cargo (which is just the total cost basis // multiplied by the percent of the cargo you are selling). int64_t basis = it->second * commodity.second / original; it->second -= basis; totalBasis += basis; } accounts.AddCredits(income); cargo.Clear(); if(sold) { // Report how much excess cargo was sold, and what profit you earned. ostringstream out; out << "You sold " << sold << " tons of excess cargo for " << income << " credits"; if(totalBasis && totalBasis != income) out << " (for a profit of " << (income - totalBasis) << " credits)."; else out << "."; Messages::Add(out.str()); } }