Exemplo n.º 1
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;
}
Exemplo n.º 2
0
// 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());
	}
}