Exemplo n.º 1
0
/*
 * Method: SystemOnly
 *
 * Derive a SystemPath that points to the whole system.
 *
 * > system_path = path:SystemOnly()
 *
 * Return:
 *
 *   system_path - the SystemPath that represents just the system
 *
 * Availability:
 *
 *   alpha 17
 *
 * Status:
 *
 *   stable
 */
static int l_sbodypath_system_only(lua_State *l)
{
	SystemPath *path = LuaObject<SystemPath>::CheckFromLua(1);
	const SystemPath sysOnly(path->SystemOnly());
	LuaObject<SystemPath>::PushToLua(sysOnly);
	return 1;
}
Exemplo n.º 2
0
void Game::CreatePlayer()
{
	// XXX this should probably be in lua somewhere
	// XXX no really, it should. per system hacks? oh my.

	SystemPath startPath = m_space->GetStarSystem()->GetPath();

	if (startPath.IsSameSystem(SystemPath(-2,1,90,0))) {
		// Lave
		m_player.Reset(new Player("cobra3"));
		m_player->m_equipment.Set(Equip::SLOT_ENGINE, 0, Equip::DRIVE_CLASS3);
		m_player->m_equipment.Set(Equip::SLOT_LASER, 0, Equip::PULSECANNON_1MW);
		m_player->m_equipment.Add(Equip::HYDROGEN, 2);
		m_player->m_equipment.Add(Equip::MISSILE_GUIDED);
		m_player->m_equipment.Add(Equip::MISSILE_GUIDED);
		m_player->m_equipment.Add(Equip::SCANNER);
	}

	else {
		m_player.Reset(new Player("eagle_lrf"));
		m_player->m_equipment.Set(Equip::SLOT_ENGINE, 0, Equip::DRIVE_CLASS1);
		m_player->m_equipment.Set(Equip::SLOT_LASER, 0, Equip::PULSECANNON_1MW);
		m_player->m_equipment.Add(Equip::HYDROGEN, 1);
		m_player->m_equipment.Add(Equip::ATMOSPHERIC_SHIELDING);
		m_player->m_equipment.Add(Equip::MISSILE_GUIDED);
		m_player->m_equipment.Add(Equip::MISSILE_GUIDED);
		m_player->m_equipment.Add(Equip::AUTOPILOT);
		m_player->m_equipment.Add(Equip::SCANNER);
	}

	m_player->UpdateStats();
	m_player->SetMoney(10000);
}
Exemplo n.º 3
0
void SystemInfoView::UpdateIconSelections()
{
	m_selectedBodyPath = SystemPath();

	for (auto& bodyIcon : m_bodyIcons) {

		bodyIcon.second->SetSelected(false);

		RefCountedPtr<StarSystem> currentSys = Pi::game->GetSpace()->GetStarSystem();
		if (currentSys && currentSys->GetPath() == m_system->GetPath()) {
			//navtarget can be only set in current system
			if (Body* navtarget = Pi::player->GetNavTarget()) {
				const SystemPath& navpath = navtarget->GetSystemBody()->GetPath();
				if (bodyIcon.first == navpath.bodyIndex) {
					bodyIcon.second->SetSelectColor(Color(0, 255, 0, 255));
					bodyIcon.second->SetSelected(true);
					m_selectedBodyPath = navpath;
				}
			}
		} else {
			SystemPath selected = Pi::sectorView->GetSelected();
			if (selected.IsSameSystem(m_system->GetPath()) && !selected.IsSystemPath()) {
				if (bodyIcon.first == selected.bodyIndex) {
					bodyIcon.second->SetSelectColor(Color(64, 96, 255, 255));
					bodyIcon.second->SetSelected(true);
					m_selectedBodyPath = selected;
				}
			}
		}
	}
}
Exemplo n.º 4
0
/*
 * Method: SectorOnly
 *
 * Derive a SystemPath that points to the whole sector.
 *
 * > sector_path = path:SectorOnly()
 *
 * Return:
 *
 *   sector_path - the SystemPath that represents just the sector
 *
 * Availability:
 *
 *   alpha 17
 *
 * Status:
 *
 *   stable
 */
static int l_sbodypath_sector_only(lua_State *l)
{
	SystemPath *path = LuaObject<SystemPath>::CheckFromLua(1);
	if (path->IsSectorPath()) { return 1; }
	LuaObject<SystemPath>::PushToLua(path->SectorOnly());
	return 1;
}
Exemplo n.º 5
0
/*
 * Method: IsSameSector
 *
 * Determine if two <SystemPath> objects point to objects in the same sector.
 *
 * > is_same = path:IsSameSector(otherpath)
 *
 * Parameters:
 *
 *   otherpath - the <SystemPath> to compare with this path
 *
 * Return:
 *
 *   is_same - true if the path's point to the same sector, false otherwise
 *
 * Availability:
 *
 *   alpha 17
 *
 * Status:
 *
 *   stable
 */
static int l_sbodypath_is_same_sector(lua_State *l)
{
	SystemPath *a = LuaObject<SystemPath>::CheckFromLua(1);
	SystemPath *b = LuaObject<SystemPath>::CheckFromLua(2);

	lua_pushboolean(l, a->IsSameSector(b));
	return 1;
}
Exemplo n.º 6
0
/*
 * Method: IsSameSystem
 *
 * Determine if two <SystemPath> objects point to objects in the same system.
 *
 * > is_same = path:IsSameSystem(otherpath)
 *
 * Parameters:
 *
 *   otherpath - the <SystemPath> to compare with this path
 *
 * Return:
 *
 *   is_same - true if the path's point to the same system, false otherwise
 *
 * Availability:
 *
 *   alpha 10
 *
 * Status:
 *
 *   stable
 */
static int l_sbodypath_is_same_system(lua_State *l)
{
	SystemPath *a = LuaSystemPath::CheckFromLua(1);
	SystemPath *b = LuaSystemPath::CheckFromLua(2);

	lua_pushboolean(l, a->IsSameSystem(b));
	return 1;
}
Exemplo n.º 7
0
/*
 * Attribute: bodyIndex
 *
 * The body index component of the path, or nil if the SystemPath does
 * not point to a body.
 *
 * Availability:
 *
 *   alpha 10
 *
 * Status:
 *
 *   stable
 */
static int l_sbodypath_attr_body_index(lua_State *l)
{
	SystemPath *path = LuaSystemPath::CheckFromLua(1);
	if (path->IsBodyPath())
		lua_pushinteger(l, path->bodyIndex);
	else
		lua_pushnil(l);
	return 1;
}
Exemplo n.º 8
0
/*
 * Attribute: systemIndex
 *
 * The system index component of the path, or nil if the SystemPath does
 * not point to a system.
 *
 * Availability:
 *
 *   alpha 10
 *
 * Status:
 *
 *   stable
 */
static int l_sbodypath_attr_system_index(lua_State *l)
{
	SystemPath *path = LuaObject<SystemPath>::CheckFromLua(1);
	if (!path->IsSectorPath())
		lua_pushinteger(l, path->systemIndex);
	else
		lua_pushnil(l);
	return 1;
}
Exemplo n.º 9
0
/*
 * Attribute: bodyIndex
 *
 * The body index component of the path, or nil if the SystemPath does
 * not point to a body.
 *
 * Availability:
 *
 *   alpha 10
 *
 * Status:
 *
 *   stable
 */
static int l_sbodypath_attr_body_index(lua_State *l)
{
	SystemPath *path = LuaObject<SystemPath>::CheckFromLua(1);
	if (path->HasValidBody())
		lua_pushinteger(l, path->bodyIndex);
	else
		lua_pushnil(l);
	return 1;
}
Exemplo n.º 10
0
/*
 * Method: SystemOnly
 *
 * Derive a SystemPath that points to the whole system.
 *
 * > system_path = path:SystemOnly()
 *
 * Return:
 *
 *   system_path - the SystemPath that represents just the system
 *
 * Availability:
 *
 *   alpha 17
 *
 * Status:
 *
 *   stable
 */
static int l_sbodypath_system_only(lua_State *l)
{
	SystemPath *path = LuaObject<SystemPath>::CheckFromLua(1);
	if (!path->HasValidSystem())
		return luaL_error(l, "SystemPath:SystemOnly() self argument does not refer to a system");
	if (path->IsSystemPath()) { return 1; }
	const SystemPath sysOnly(path->SystemOnly());
	LuaObject<SystemPath>::PushToLua(sysOnly);
	return 1;
}
Exemplo n.º 11
0
static int l_get_hyperspace_target(lua_State *l)
{
	LuaObject<Player>::CheckFromLua(1);
	if (Pi::game->IsNormalSpace()) {
		SystemPath sys = Pi::sectorView->GetHyperspaceTarget();
		assert(sys.IsSystemPath());
		LuaSystemPath::PushToLua(&sys);
	} else
		lua_pushnil(l);
	return 1;
}
Exemplo n.º 12
0
static float distance_to_system(const SystemPath &dest)
{
	SystemPath here = Pi::game->GetSpace()->GetStarSystem()->GetPath();
	assert(here.HasValidSystem());
	assert(dest.HasValidSystem());

	Sector sec1(here.sectorX, here.sectorY, here.sectorZ);
	Sector sec2(dest.sectorX, dest.sectorY, dest.sectorZ);

	return Sector::DistanceBetween(&sec1, here.systemIndex, &sec2, dest.systemIndex);
}
Exemplo n.º 13
0
static int l_set_hyperspace_target(lua_State *l)
{
	LuaObject<Player>::CheckFromLua(1);
	if (Pi::game->IsNormalSpace()) {
		const SystemPath sys = *LuaObject<SystemPath>::CheckFromLua(2);
		if (!sys.IsSystemPath())
			return luaL_error(l, "Player:SetHyperspaceTarget() -- second parameter is not a system path");
		Pi::sectorView->SetHyperspaceTarget(sys);
		return 0;
	} else
		return luaL_error(l, "Player:SetHyperspaceTarget() cannot be used while in hyperspace");
}
Exemplo n.º 14
0
static int l_get_hyperspace_target(lua_State *l)
{
	Player *player = LuaObject<Player>::CheckFromLua(1);
	SystemPath target;
	if (Pi::game->IsNormalSpace())
		target = Pi::sectorView->GetHyperspaceTarget();
	else
		target = player->GetHyperspaceDest();
	assert(target.IsSystemPath());
	LuaObject<SystemPath>::PushToLua(target);
	return 1;
}
Exemplo n.º 15
0
/*
 * Method: GetStarSystem
 *
 * Get a <StarSystem> object for the system that this path points to
 *
 * > system = path:GetStarSystem()
 *
 * Return:
 *
 *   system - the <StarSystem>
 *
 * Availability:
 *
 *   alpha 10
 *
 * Status:
 *
 *   stable
 */
static int l_sbodypath_get_star_system(lua_State *l)
{
	SystemPath *path = LuaObject<SystemPath>::CheckFromLua(1);

	if (path->IsSectorPath())
		return luaL_error(l, "SystemPath:GetStarSystem() self argument does not refer to a system");

	RefCountedPtr<StarSystem> s = Pi::game->GetGalaxy()->GetStarSystem(path);
	// LuaObject<StarSystem> shares ownership of the StarSystem,
	// because LuaAcquirer<LuaObject<StarSystem>> uses IncRefCount and DecRefCount
	LuaObject<StarSystem>::PushToLua(s.Get());
	return 1;
}
Exemplo n.º 16
0
/*
 * Method: IsSameSystem
 *
 * Determine if two <SystemPath> objects point to objects in the same system.
 *
 * > is_same = path:IsSameSystem(otherpath)
 *
 * Parameters:
 *
 *   otherpath - the <SystemPath> to compare with this path
 *
 * Return:
 *
 *   is_same - true if the path's point to the same system, false otherwise
 *
 * Availability:
 *
 *   alpha 10
 *
 * Status:
 *
 *   stable
 */
static int l_sbodypath_is_same_system(lua_State *l)
{
	SystemPath *a = LuaObject<SystemPath>::CheckFromLua(1);
	SystemPath *b = LuaObject<SystemPath>::CheckFromLua(2);

	if (!a->HasValidSystem())
		return luaL_error(l, "SystemPath:IsSameSystem() self argument does not refer to a system");
	if (!b->HasValidSystem())
		return luaL_error(l, "SystemPath:IsSameSystem() argument #1 does not refer to a system");

	lua_pushboolean(l, a->IsSameSystem(b));
	return 1;
}
Exemplo n.º 17
0
/*
* Method: ParseString
*
* Parse a string and try to make a SystemPath from it
*
* > sector_path = SystemPath.Parse()
*
* Return:
*
*   sector_path - the SystemPath that represents just the sector
*
* Availability:
*
*   2018-06-16
*
* Status:
*
*   experimental
*/
static int l_sbodypath_parse_string(lua_State *l)
{
	std::string path = LuaPull<std::string>(l, 1);
	try
	{
		SystemPath syspath = SystemPath::Parse(path.c_str());
		LuaObject<SystemPath>::PushToLua(syspath.SectorOnly());
		return 1;
	}
	catch (SystemPath::ParseFailure pf)
	{
		return 0;
	}
	return 0;
}
Exemplo n.º 18
0
vector3d Space::GetHyperspaceExitPoint(const SystemPath &source) const
{
    assert(m_starSystem);
    assert(source.IsSystemPath());

    const SystemPath &dest = m_starSystem->GetPath();

    Sector source_sec(source.sectorX, source.sectorY, source.sectorZ);
    Sector dest_sec(dest.sectorX, dest.sectorY, dest.sectorZ);

    Sector::System source_sys = source_sec.m_systems[source.systemIndex];
    Sector::System dest_sys = dest_sec.m_systems[dest.systemIndex];

    const vector3d sourcePos = vector3d(source_sys.p) + vector3d(source.sectorX, source.sectorY, source.sectorZ);
    const vector3d destPos = vector3d(dest_sys.p) + vector3d(dest.sectorX, dest.sectorY, dest.sectorZ);

    // find the first non-gravpoint. should be the primary star
    Body *primary = 0;
    for (BodyIterator i = BodiesBegin(); i != BodiesEnd(); ++i)
        if ((*i)->GetSystemBody()->type != SystemBody::TYPE_GRAVPOINT) {
            primary = *i;
            break;
        }
    assert(primary);

    // point along the line between source and dest, a reasonable distance
    // away based on the radius (don't want to end up inside black holes, and
    // then mix it up so that ships don't end up on top of each other
    vector3d pos = (sourcePos - destPos).Normalized() * (primary->GetSystemBody()->GetRadius()/AU+1.0)*11.0*AU*Pi::rng.Double(0.95,1.2) + MathUtil::RandomPointOnSphere(5.0,20.0)*1000.0;
    assert(pos.Length() > primary->GetSystemBody()->GetRadius());
    return pos + primary->GetPositionRelTo(GetRootFrame());
}
Exemplo n.º 19
0
static int l_sbodypath_meta_tostring(lua_State *l)
{
	SystemPath *path = LuaObject<SystemPath>::CheckFromLua(1);
	if (path->IsSectorPath()) {
		lua_pushfstring(l, "<%d,%d,%d>", path->sectorX, path->sectorY, path->sectorZ);
	} else if (path->IsSystemPath()) {
		lua_pushfstring(l, "<%d,%d,%d : %d>",
			path->sectorX, path->sectorY, path->sectorZ,
			path->systemIndex);
	} else {
		assert(path->IsBodyPath());
		lua_pushfstring(l, "<%d,%d,%d : %d, %d>",
			path->sectorX, path->sectorY, path->sectorZ,
			path->systemIndex, path->bodyIndex);
	}
	return 1;
}
Exemplo n.º 20
0
vector3d Space::GetHyperspaceExitPoint(const SystemPath &source, const SystemPath &dest) const
{
	assert(m_starSystem);
	assert(source.IsSystemPath());

	assert(dest.IsSameSystem(m_starSystem->GetPath()));

	RefCountedPtr<const Sector> source_sec = m_sectorCache->GetCached(source);
	RefCountedPtr<const Sector> dest_sec = m_sectorCache->GetCached(dest);

	Sector::System source_sys = source_sec->m_systems[source.systemIndex];
	Sector::System dest_sys = dest_sec->m_systems[dest.systemIndex];

	const vector3d sourcePos = vector3d(source_sys.GetPosition()) + vector3d(source.sectorX, source.sectorY, source.sectorZ);
	const vector3d destPos = vector3d(dest_sys.GetPosition()) + vector3d(dest.sectorX, dest.sectorY, dest.sectorZ);

	Body *primary = 0;
	if (dest.IsBodyPath()) {
		assert(dest.bodyIndex < m_starSystem->GetNumBodies());
		primary = FindBodyForPath(&dest);
		while (primary && primary->GetSystemBody()->GetSuperType() != SystemBody::SUPERTYPE_STAR) {
			SystemBody* parent = primary->GetSystemBody()->GetParent();
			primary = parent ? FindBodyForPath(&parent->GetPath()) : 0;
		}
	}
	if (!primary) {
		// find the first non-gravpoint. should be the primary star
		for (Body* b : GetBodies())
			if (b->GetSystemBody()->GetType() != SystemBody::TYPE_GRAVPOINT) {
				primary = b;
				break;
			}
	}
	assert(primary);

	// point along the line between source and dest, a reasonable distance
	// away based on the radius (don't want to end up inside black holes, and
	// then mix it up so that ships don't end up on top of each other
	vector3d pos = (sourcePos - destPos).Normalized() * (primary->GetSystemBody()->GetRadius()/AU+1.0)*11.0*AU*Pi::rng.Double(0.95,1.2) + MathUtil::RandomPointOnSphere(5.0,20.0)*1000.0;
	assert(pos.Length() > primary->GetSystemBody()->GetRadius());
	return pos + primary->GetPositionRelTo(GetRootFrame());
}
Exemplo n.º 21
0
Ship::HyperjumpStatus Ship::CheckHyperspaceTo(const SystemPath &dest, int &outFuelRequired, double &outDurationSecs)
{
	assert(dest.HasValidSystem());

	outFuelRequired = 0;
	outDurationSecs = 0.0;

	if (GetFlightState() != FLYING)
		return HYPERJUMP_SAFETY_LOCKOUT;

	return GetHyperspaceDetails(dest, outFuelRequired, outDurationSecs);
}
Exemplo n.º 22
0
static int l_set_hyperspace_target(lua_State *l)
{
	LuaObject<Player>::CheckFromLua(1);
	if (Pi::game->IsNormalSpace()) {
		const SystemPath path = *LuaObject<SystemPath>::CheckFromLua(2);
		if (!path.IsSystemPath()) {
			if (!path.IsBodyPath()) {
				return luaL_error(l, "Player:SetHyperspaceTarget() -- second parameter is not a system path or the path of a star");
			}
			RefCountedPtr<StarSystem> sys = Pi::game->GetGalaxy()->GetStarSystem(path);
			// Lua should never be able to get an invalid SystemPath
			// (note: this may change if it becomes possible to remove systems during the game)
			assert(path.bodyIndex < sys->GetNumBodies());
			SystemBody *sbody = sys->GetBodyByPath(path);
			if (!sbody->GetSuperType() == SystemBody::SUPERTYPE_STAR)
				return luaL_error(l, "Player:SetHyperspaceTarget() -- second parameter is not a system path or the path of a star");
		}
		Pi::game->GetSectorView()->SetHyperspaceTarget(path);
		return 0;
	} else
		return luaL_error(l, "Player:SetHyperspaceTarget() cannot be used while in hyperspace");
}
Exemplo n.º 23
0
Game::Game(const SystemPath &path, double time) :
	m_galaxy(GalaxyGenerator::Create()),
	m_time(time),
	m_state(STATE_NORMAL),
	m_wantHyperspace(false),
	m_timeAccel(TIMEACCEL_1X),
	m_requestedTimeAccel(TIMEACCEL_1X),
	m_forceTimeAccel(false)
{
	// Now that we have a Galaxy, check the starting location
	if (!path.IsBodyPath())
		throw InvalidGameStartLocation("SystemPath is not a body path");
	RefCountedPtr<const Sector> s = m_galaxy->GetSector(path);
	if (size_t(path.systemIndex) >= s->m_systems.size()) {
		char buf[128];
		std::sprintf(buf, "System %u in sector <%d,%d,%d> does not exist",
			unsigned(path.systemIndex), int(path.sectorX), int(path.sectorY), int(path.sectorZ));
		throw InvalidGameStartLocation(std::string(buf));
	}
	RefCountedPtr<StarSystem> sys = m_galaxy->GetStarSystem(path);
	if (path.bodyIndex >= sys->GetNumBodies()) {
		char buf[256];
		std::sprintf(buf, "Body %d in system <%d,%d,%d : %d ('%s')> does not exist", unsigned(path.bodyIndex),
			int(path.sectorX), int(path.sectorY), int(path.sectorZ), unsigned(path.systemIndex), sys->GetName().c_str());
		throw InvalidGameStartLocation(std::string(buf));
	}

	m_space.reset(new Space(this, m_galaxy, path));

	Body *b = m_space->FindBodyForPath(&path);
	assert(b);

	m_player.reset(new Player("kanara"));

	m_space->AddBody(m_player.get());

	m_player->SetFrame(b->GetFrame());

	if (b->GetType() == Object::SPACESTATION) {
		m_player->SetDockedWith(static_cast<SpaceStation*>(b), 0);
	} else {
		const SystemBody *sbody = b->GetSystemBody();
		m_player->SetPosition(vector3d(0, 1.5*sbody->GetRadius(), 0));
		m_player->SetVelocity(vector3d(0,0,0));
	}
	Polit::Init(m_galaxy);

	CreateViews();

	EmitPauseState(IsPaused());
}
Exemplo n.º 24
0
/*
 * Method: GetSystemBody
 *
 * Get a <SystemBody> object for the body that this path points to
 *
 * > body = path:GetSystemBody()
 *
 * Return:
 *
 *   body - the <SystemBody>
 *
 * Availability:
 *
 *   alpha 10
 *
 * Status:
 *
 *   stable
 */
static int l_sbodypath_get_system_body(lua_State *l)
{
	SystemPath *path = LuaObject<SystemPath>::CheckFromLua(1);

	if (path->IsSectorPath()) {
		luaL_error(l, "Path <%d,%d,%d> does not name a system or body", path->sectorX, path->sectorY, path->sectorZ);
		return 0;
	}

	RefCountedPtr<StarSystem> sys = Pi::game->GetGalaxy()->GetStarSystem(path);
	if (path->IsSystemPath()) {
		luaL_error(l, "Path <%d,%d,%d : %d ('%s')> does not name a body", path->sectorX, path->sectorY, path->sectorZ, path->systemIndex, sys->GetName().c_str());
		return 0;
	}

	// Lua should never be able to get an invalid SystemPath
	// (note: this may change if it becomes possible to remove systems during the game)
	assert(path->bodyIndex < sys->GetNumBodies());

	SystemBody *sbody = sys->GetBodyByPath(path);
	LuaObject<SystemBody>::PushToLua(sbody);
	return 1;
}
Exemplo n.º 25
0
Ship::HyperjumpStatus Ship::InitiateHyperjumpTo(const SystemPath &dest, int warmup_time, double duration, LuaRef checks) {
	if (!dest.HasValidSystem() || GetFlightState() != FLYING || warmup_time < 1)
		return HYPERJUMP_SAFETY_LOCKOUT;
	StarSystem *s = Pi::game->GetSpace()->GetStarSystem().Get();
	if (s && s->GetPath().IsSameSystem(dest))
		return HYPERJUMP_CURRENT_SYSTEM;

	m_hyperspace.dest = dest;
	m_hyperspace.countdown = warmup_time;
	m_hyperspace.now = false;
	m_hyperspace.duration = duration;
	m_hyperspace.checks = checks;

	return Ship::HYPERJUMP_OK;
}
Exemplo n.º 26
0
vector3d Space::GetHyperspaceExitPoint(const SystemPath &source) const
{
    assert(m_starSystem);
    assert(source.IsSystemPath());

    const SystemPath &dest = m_starSystem->GetPath();

    Sector source_sec(source.sectorX, source.sectorY, source.sectorZ);
    Sector dest_sec(dest.sectorX, dest.sectorY, dest.sectorZ);

    Sector::System source_sys = source_sec.m_systems[source.systemIndex];
    Sector::System dest_sys = dest_sec.m_systems[dest.systemIndex];

    const vector3d sourcePos = vector3d(source_sys.p) + vector3d(source.sectorX, source.sectorY, source.sectorZ);
    const vector3d destPos = vector3d(dest_sys.p) + vector3d(dest.sectorX, dest.sectorY, dest.sectorZ);

    return (sourcePos - destPos).Normalized() * 11.0*AU + MathUtil::RandomPointOnSphere(5.0,20.0)*1000.0; // "hyperspace zone": 11 AU from primary
}
Exemplo n.º 27
0
Ship::HyperjumpStatus Ship::GetHyperspaceDetails(const SystemPath &dest, int &outFuelRequired, double &outDurationSecs)
{
	assert(dest.HasValidSystem());

	outFuelRequired = 0;
	outDurationSecs = 0.0;

	UpdateStats();

	if (GetFlightState() == HYPERSPACE)
		return HYPERJUMP_DRIVE_ACTIVE;

	Equip::Type t = m_equipment.Get(Equip::SLOT_ENGINE);
	Equip::Type fuelType = GetHyperdriveFuelType();
	int hyperclass = Equip::types[t].pval;
	int fuel = m_equipment.Count(Equip::SLOT_CARGO, fuelType);
	if (hyperclass == 0)
		return HYPERJUMP_NO_DRIVE;

	StarSystem *s = Pi::game->GetSpace()->GetStarSystem().Get();
	if (s && s->GetPath().IsSameSystem(dest))
		return HYPERJUMP_CURRENT_SYSTEM;

	float dist = distance_to_system(dest);

	outFuelRequired = Pi::CalcHyperspaceFuelOut(hyperclass, dist, m_stats.hyperspace_range_max);
	double m_totalmass = GetMass()/1000;
	if (dist > m_stats.hyperspace_range_max) {
		outFuelRequired = 0;
		return HYPERJUMP_OUT_OF_RANGE;
	} else if (fuel < outFuelRequired) {
		return HYPERJUMP_INSUFFICIENT_FUEL;
	} else {
		outDurationSecs = Pi::CalcHyperspaceDuration(hyperclass, m_totalmass, dist);

		if (outFuelRequired <= fuel) {
			return HYPERJUMP_OK;
		} else {
			return HYPERJUMP_INSUFFICIENT_FUEL;
		}
	}
}
Exemplo n.º 28
0
template <> void LuaObject<SystemPath>::PushToLua(const SystemPath &o) {
	lua_State *l = Lua::manager->GetLuaState();

	// get the system path object cache
	if (!luaL_getsubtable(l, LUA_REGISTRYINDEX, "SystemPaths")) {
		lua_createtable(l, 0, 1);
		lua_pushliteral(l, "v");
		lua_setfield(l, -2, "__mode");
		lua_setmetatable(l, -2);
	}

	// stack: [SystemPaths]

	// push the system path as a blob to use as a key to look up the actual SystemPath object
	char key_blob[SystemPath::SizeAsBlob];
	o.SerializeToBlob(key_blob);

	lua_pushlstring(l, key_blob, sizeof(key_blob)); // [SystemPaths key]
	lua_pushvalue(l, -1); // [SystemPaths key key]
	lua_rawget(l, -3); // [SystemPaths key value/nil]
	if (lua_isnil(l, -1)) {
		// [SystemPaths key nil]
		lua_pop(l, 1);

		// push a new Lua SystemPath object
		Register(new (LuaObjectBase::Allocate(sizeof(LuaCopyObject<SystemPath>))) LuaCopyObject<SystemPath>(o));

		// store it in the SystemPaths cache, but keep a copy on the stack
		lua_pushvalue(l, -1); // [SystemPaths  key  value  value]
		lua_insert(l, -4); // [value SystemPaths key value]
		lua_rawset(l, -3); // [value SystemPaths]
		lua_pop(l, 1); // [value]
	} else {
		// [SystemPaths key value]
		lua_insert(l, -3); // [value SystemPaths key]
		lua_pop(l, 2); // [value]
	}
}
Exemplo n.º 29
0
void SystemInfoView::SystemChanged(const SystemPath &path)
{
	DeleteAllChildren();
	m_tabs = 0;
	m_bodyIcons.clear();

	if (!path.HasValidSystem())
		return;

	m_system = StarSystemCache::GetCached(path);

	m_sbodyInfoTab = new Gui::Fixed(float(Gui::Screen::GetWidth()), float(Gui::Screen::GetHeight()-100));

	if (m_system->GetUnexplored()) {
		Add(m_sbodyInfoTab, 0, 0);

		std::string _info =
			Lang::UNEXPLORED_SYSTEM_STAR_INFO_ONLY;

		Gui::Label *l = (new Gui::Label(_info))->Color(255,255,0);
		m_sbodyInfoTab->Add(l, 35, 300);
		m_selectedBodyPath = SystemPath();

		ShowAll();
		return;
	}

	m_econInfoTab = new Gui::Fixed(float(Gui::Screen::GetWidth()), float(Gui::Screen::GetHeight()-100));
	Gui::Fixed *demographicsTab = new Gui::Fixed();

	m_tabs = new Gui::Tabbed();
	m_tabs->AddPage(new Gui::Label(Lang::PLANETARY_INFO), m_sbodyInfoTab);
	m_tabs->AddPage(new Gui::Label(Lang::ECONOMIC_INFO), m_econInfoTab);
	m_tabs->AddPage(new Gui::Label(Lang::DEMOGRAPHICS), demographicsTab);
	Add(m_tabs, 0, 0);

	m_sbodyInfoTab->onMouseButtonEvent.connect(sigc::mem_fun(this, &SystemInfoView::OnClickBackground));

	int majorBodies, starports, onSurface;
	{
		float pos[2] = { 0, 0 };
		float psize = -1;
		majorBodies = starports = onSurface = 0;
		PutBodies(m_system->GetRootBody().Get(), m_econInfoTab, 1, pos, majorBodies, starports, onSurface, psize);

		majorBodies = starports = onSurface = 0;
		pos[0] = pos[1] = 0;
		psize = -1;
		PutBodies(m_system->GetRootBody().Get(), m_sbodyInfoTab, 1, pos, majorBodies, starports, onSurface, psize);

		majorBodies = starports = onSurface = 0;
		pos[0] = pos[1] = 0;
		psize = -1;
		PutBodies(m_system->GetRootBody().Get(), demographicsTab, 1, pos, majorBodies, starports, onSurface, psize);
	}

	std::string _info = stringf(
		Lang::STABLE_SYSTEM_WITH_N_MAJOR_BODIES_STARPORTS,
		formatarg("bodycount", majorBodies),
		formatarg("body(s)", std::string(majorBodies == 1 ? Lang::BODY : Lang::BODIES)),
		formatarg("portcount", starports),
		formatarg("starport(s)", std::string(starports == 1 ? Lang::STARPORT : Lang::COUNT_STARPORTS)));
	if (starports > 0)
		_info += stringf(Lang::COUNT_ON_SURFACE, formatarg("surfacecount", onSurface));
	_info += ".\n\n";
	_info += m_system->GetLongDescription();

	{
		// astronomical body info tab
		m_infoBox = new Gui::VBox();

		Gui::HBox *scrollBox = new Gui::HBox();
		scrollBox->SetSpacing(5);
		m_sbodyInfoTab->Add(scrollBox, 35, 250);

		Gui::VScrollBar *scroll = new Gui::VScrollBar();
		Gui::VScrollPortal *portal = new Gui::VScrollPortal(730);
		scroll->SetAdjustment(&portal->vscrollAdjust);

		Gui::Label *l = (new Gui::Label(_info))->Color(255,255,0);
		m_infoBox->PackStart(l);
		portal->Add(m_infoBox);
		scrollBox->PackStart(scroll);
		scrollBox->PackStart(portal);
	}

	{
		// economy tab
		Gui::HBox *scrollBox2 = new Gui::HBox();
		scrollBox2->SetSpacing(5);
		m_econInfoTab->Add(scrollBox2, 35, 300);
		Gui::VScrollBar *scroll2 = new Gui::VScrollBar();
		Gui::VScrollPortal *portal2 = new Gui::VScrollPortal(730);
		scroll2->SetAdjustment(&portal2->vscrollAdjust);
		scrollBox2->PackStart(scroll2);
		scrollBox2->PackStart(portal2);

		m_econInfo = new Gui::Label("");
		m_econInfoTab->Add(m_econInfo, 35, 250);

		Gui::Fixed *f = new Gui::Fixed();
		m_econMajImport = new Gui::Label("");
		m_econMinImport = new Gui::Label("");
		m_econMajExport = new Gui::Label("");
		m_econMinExport = new Gui::Label("");
		m_econIllegal = new Gui::Label("");
		m_econMajImport->Color(255,255,0);
		m_econMinImport->Color(255,255,0);
		m_econMajExport->Color(255,255,0);
		m_econMinExport->Color(255,255,0);
		m_econIllegal->Color(255,255,0);
		f->Add(m_econMajImport, 0, 0);
		f->Add(m_econMinImport, 150, 0);
		f->Add(m_econMajExport, 300, 0);
		f->Add(m_econMinExport, 450, 0);
		f->Add(m_econIllegal, 600, 0);
		portal2->Add(f);

		UpdateEconomyTab();
	}

	{
		Gui::Fixed *col1 = new Gui::Fixed();
		demographicsTab->Add(col1, 200, 300);
		Gui::Fixed *col2 = new Gui::Fixed();
		demographicsTab->Add(col2, 400, 300);

		const float YSEP = Gui::Screen::GetFontHeight() * 1.2f;

		col1->Add((new Gui::Label(Lang::SYSTEM_TYPE))->Color(255,255,0), 0, 0);
		col2->Add(new Gui::Label(m_system->GetShortDescription()), 0, 0);

		col1->Add((new Gui::Label(Lang::GOVERNMENT_TYPE))->Color(255,255,0), 0, 2*YSEP);
		col2->Add(new Gui::Label(m_system->GetSysPolit().GetGovernmentDesc()), 0, 2*YSEP);

		col1->Add((new Gui::Label(Lang::ECONOMY_TYPE))->Color(255,255,0), 0, 3*YSEP);
		col2->Add(new Gui::Label(m_system->GetSysPolit().GetEconomicDesc()), 0, 3*YSEP);

		col1->Add((new Gui::Label(Lang::ALLEGIANCE))->Color(255,255,0), 0, 4*YSEP);
		col2->Add(new Gui::Label(m_system->GetFaction()->name.c_str()), 0, 4*YSEP);
		col1->Add((new Gui::Label(Lang::POPULATION))->Color(255,255,0), 0, 5*YSEP);
		std::string popmsg;
		fixed pop = m_system->GetTotalPop();
		if (pop >= fixed(1,1)) { popmsg = stringf(Lang::OVER_N_BILLION, formatarg("population", pop.ToInt32())); }
		else if (pop >= fixed(1,1000)) { popmsg = stringf(Lang::OVER_N_MILLION, formatarg("population", (pop*1000).ToInt32())); }
		else if (pop != fixed(0)) { popmsg = Lang::A_FEW_THOUSAND; }
		else { popmsg = Lang::NO_REGISTERED_INHABITANTS; }
		col2->Add(new Gui::Label(popmsg), 0, 5*YSEP);

		col1->Add((new Gui::Label(Lang::SECTOR_COORDINATES))->Color(255,255,0), 0, 6*YSEP);
		col2->Add(new Gui::Label(stringf("%0{d}, %1{d}, %2{d}", path.sectorX, path.sectorY, path.sectorZ)), 0, 6*YSEP);

		col1->Add((new Gui::Label(Lang::SYSTEM_NUMBER))->Color(255,255,0), 0, 7*YSEP);
		col2->Add(new Gui::Label(stringf("%0", path.systemIndex)), 0, 7*YSEP);
	}

	UpdateIconSelections();

	ShowAll();
}
Exemplo n.º 30
0
static int l_sbodypath_is_system_path(lua_State *l)
{
	SystemPath *path = LuaObject<SystemPath>::CheckFromLua(1);
	LuaPush(l, path->IsSystemPath());
	return 1;
}