EscortDisplay::Icon::Icon(const Ship &ship, bool isHere) : sprite(ship.GetSprite().GetSprite()), isHere(isHere && !ship.IsDisabled()), stackSize(1), cost(ship.Cost()), system((!isHere && ship.GetSystem()) ? ship.GetSystem()->Name() : ""), low{ship.Shields(), ship.Hull(), ship.Energy(), ship.Heat(), ship.Fuel()}, high(low) { }
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; }