コード例 #1
0
// Get the value of a ship, along with all its outfits.
int64_t Depreciation::Value(const Ship &ship, int day) const
{
	int64_t value = Value(&ship, day);
	for(const auto &it : ship.Outfits())
		value += Value(it.first, day, it.second);
	return value;
}
コード例 #2
0
// Add a ship, and all its outfits, to the depreciation record.
void Depreciation::Buy(const Ship &ship, int day, Depreciation *source)
{
	// First, add records for all outfits the ship is carrying.
	for(const auto &it : ship.Outfits())
		for(int i = 0; i < it.second; ++i)
			Buy(it.first, day, source);
	
	// Then, check the base day for the ship chassis itself.
	const Ship *base = GameData::Ships().Get(ship.ModelName());
	if(source)
	{
		// Check if the source has any instances of this ship.
		auto it = source->ships.find(base);
		if(it != source->ships.end() && !it->second.empty())
		{
			day = source->Sell(it->second);
			if(it->second.empty())
				source->ships.erase(it);
		}
		else if(isStock)
		{
			// If we're a planet buying from the player, and the player has no
			// record of how old this ship is, it's fully depreciated.
			day -= MAX_AGE;
		}
	}
	
	// Increment our count for this ship on this day.
	++ships[base][day];
}
コード例 #3
0
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;
}
コード例 #4
0
// 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;
}
コード例 #5
0
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;
}