Пример #1
0
float Ship::TroopCapacity() const {
    float retval = 0.0f;
    // find which troop parts are present in design (one copy of name for each instance of a part, allowing duplicate names to appear)
    const ShipDesign* design = Design();
    if (!design)
        return retval;

    const std::vector<std::string>& parts = design->Parts();
    for (std::vector<std::string>::const_iterator part_it = parts.begin();
         part_it != parts.end(); ++part_it)
    {
        const std::string& part_name = *part_it;
        if (part_name.empty())
            continue;
        const PartType* part_type = GetPartType(part_name);
        if (!part_type)
            continue;
        ShipPartClass part_class = part_type->Class();
        if (part_class != PC_TROOPS)
            continue;
        // add capacity for all instances of colony parts to accumulator
        retval += this->CurrentPartMeterValue(METER_CAPACITY, part_name);
    }

    return retval;
}
Пример #2
0
bool Ship::HasFighters() const {
    const ShipDesign* design = Design();
    if (design)
        return design->HasFighters();
    else
        return false;
}
Пример #3
0
bool Ship::IsArmed() const {
    const ShipDesign* design = Design();
    if (design)
        return design->IsArmed();
    else
        return false;
}
Пример #4
0
bool Ship::CanColonize() const {
    if (m_species_name.empty())
        return false;
    const Species* species = GetSpecies(m_species_name);
    if (!species)
        return false;
    if (!species->CanColonize())
        return false;

    const ShipDesign* design = Design();
    if (!design)
        return false;
    if (!design->CanColonize())
        return false;

    return true;
}
Пример #5
0
const std::string& Ship::PublicName(int empire_id) const {
    // Disclose real ship name only to fleet owners. Rationale: a player who
    // doesn't know the design for a particular ship can easily guess it if the
    // ship's name is "Scout"
    // An exception is made for unowned monsters.
    if (GetUniverse().AllObjectsVisible() || empire_id == ALL_EMPIRES || OwnedBy(empire_id) || (IsMonster() && Owner() == ALL_EMPIRES))
        return Name();
    const ShipDesign* design = Design();
    if (design)
        return design->Name();
    else if (IsMonster())
        return UserString("SM_MONSTER");
    else if (!Unowned())
        return UserString("FW_FOREIGN_SHIP");
    else if (Unowned() && GetVisibility(empire_id) > VIS_NO_VISIBILITY)
        return UserString("FW_ROGUE_SHIP");
    else
        return UserString("OBJ_SHIP");
}
Пример #6
0
bool Ship::CanHaveTroops() const {
    const ShipDesign* design = Design();
    return design ? design->HasTroops() : false;
}
Пример #7
0
Ship::Ship(int empire_id, int design_id, const std::string& species_name,
           int produced_by_empire_id/* = ALL_EMPIRES*/) :
    UniverseObject(),
    m_design_id(design_id),
    m_fleet_id(INVALID_OBJECT_ID),
    m_ordered_scrapped(false),
    m_ordered_colonize_planet_id(INVALID_OBJECT_ID),
    m_ordered_invade_planet_id(INVALID_OBJECT_ID),
    m_ordered_bombard_planet_id(INVALID_OBJECT_ID),
    m_last_turn_active_in_combat(INVALID_GAME_TURN),
    m_species_name(species_name),
    m_produced_by_empire_id(produced_by_empire_id),
    m_arrived_on_turn(CurrentTurn())
{
    if (!GetShipDesign(design_id))
        throw std::invalid_argument("Attempted to construct a Ship with an invalid design id");

    if (!m_species_name.empty() && !GetSpecies(m_species_name))
        DebugLogger() << "Ship created with invalid species name: " << m_species_name;

    SetOwner(empire_id);

    UniverseObject::Init();

    AddMeter(METER_FUEL);
    AddMeter(METER_MAX_FUEL);
    AddMeter(METER_SHIELD);
    AddMeter(METER_MAX_SHIELD);
    AddMeter(METER_DETECTION);
    AddMeter(METER_STRUCTURE);
    AddMeter(METER_MAX_STRUCTURE);
    AddMeter(METER_SPEED);
    AddMeter(METER_TARGET_INDUSTRY);
    AddMeter(METER_INDUSTRY);
    AddMeter(METER_TARGET_RESEARCH);
    AddMeter(METER_RESEARCH);
    AddMeter(METER_TARGET_TRADE);
    AddMeter(METER_TRADE);

    const std::vector<std::string>& part_names = Design()->Parts();
    for (std::size_t i = 0; i < part_names.size(); ++i) {
        if (part_names[i] != "") {
            const PartType* part = GetPartType(part_names[i]);
            if (!part) {
                ErrorLogger() << "Ship::Ship couldn't get part with name " << part_names[i];
                continue;
            }

            switch (part->Class()) {
            case PC_COLONY:
            case PC_TROOPS: {
                m_part_meters[std::make_pair(METER_CAPACITY, part->Name())];
                break;
            }
            case PC_DIRECT_WEAPON:      // capacity is damage, secondary stat is shots per attack
            case PC_FIGHTER_HANGAR: {   // capacity is how many fighters contained, secondary stat is damage per fighter attack
                m_part_meters[std::make_pair(METER_SECONDARY_STAT,      part->Name())];
                m_part_meters[std::make_pair(METER_MAX_SECONDARY_STAT,  part->Name())];
                // intentionally no break here
            }
            case PC_FIGHTER_BAY: {      // capacity is how many fighters launched per combat round
                m_part_meters[std::make_pair(METER_CAPACITY,            part->Name())];
                m_part_meters[std::make_pair(METER_MAX_CAPACITY,        part->Name())];
                break;
            }
            default:
                break;
            }
        }
    }
}
Пример #8
0
bool Ship::CanBombard() const {
    const ShipDesign* design = Design();
    return design && design->CanBombard();
}
Пример #9
0
bool Ship::HasTroops() const {
    const ShipDesign* design = Design();
    return design && design->HasTroops();
}
Пример #10
0
Ship::Ship(int empire_id, int design_id, const std::string& species_name,
           int produced_by_empire_id/* = ALL_EMPIRES*/) :
    m_design_id(design_id),
    m_fleet_id(INVALID_OBJECT_ID),
    m_ordered_scrapped(false),
    m_ordered_colonize_planet_id(INVALID_OBJECT_ID),
    m_ordered_invade_planet_id(INVALID_OBJECT_ID),
    m_ordered_bombard_planet_id(INVALID_OBJECT_ID),
    m_last_turn_active_in_combat(INVALID_GAME_TURN),
    m_species_name(species_name),
    m_produced_by_empire_id(produced_by_empire_id)
{
    if (!GetShipDesign(design_id))
        throw std::invalid_argument("Attempted to construct a Ship with an invalid design id");

    if (!m_species_name.empty() && !GetSpecies(m_species_name))
        Logger().debugStream() << "Ship created with invalid species name: " << m_species_name;

    SetOwner(empire_id);

    UniverseObject::Init();

    AddMeter(METER_FUEL);
    AddMeter(METER_MAX_FUEL);
    AddMeter(METER_SHIELD);
    AddMeter(METER_MAX_SHIELD);
    AddMeter(METER_DETECTION);
    AddMeter(METER_STRUCTURE);
    AddMeter(METER_MAX_STRUCTURE);
    AddMeter(METER_BATTLE_SPEED);
    AddMeter(METER_STARLANE_SPEED);

    const std::vector<std::string>& part_names = Design()->Parts();
    for (std::size_t i = 0; i < part_names.size(); ++i) {
        if (part_names[i] != "") {
            const PartType* part = GetPartType(part_names[i]);
            if (!part) {
                Logger().errorStream() << "Ship::Ship couldn't get part with name " << part_names[i];
                continue;
            }

            switch (part->Class()) {
            case PC_SHORT_RANGE:
            case PC_POINT_DEFENSE: {
                m_part_meters[std::make_pair(METER_DAMAGE,              part->Name())];
                m_part_meters[std::make_pair(METER_ROF,                 part->Name())];
                m_part_meters[std::make_pair(METER_RANGE,               part->Name())];
                break;
            }
            case PC_MISSILES: {
                std::pair<std::size_t, std::size_t>& part_missiles =
                    m_missiles[part_names[i]];
                ++part_missiles.first;
                part_missiles.second += boost::get<LRStats>(part->Stats()).m_capacity;
                m_part_meters[std::make_pair(METER_DAMAGE,              part->Name())];
                m_part_meters[std::make_pair(METER_ROF,                 part->Name())];
                m_part_meters[std::make_pair(METER_RANGE,               part->Name())];
                m_part_meters[std::make_pair(METER_SPEED,               part->Name())];
                m_part_meters[std::make_pair(METER_STEALTH,             part->Name())];
                m_part_meters[std::make_pair(METER_STRUCTURE,           part->Name())];
                m_part_meters[std::make_pair(METER_CAPACITY,            part->Name())];
                break;
            }
            case PC_FIGHTERS: {
                std::pair<std::size_t, std::size_t>& part_fighters =
                    m_fighters[part_names[i]];
                ++part_fighters.first;
                part_fighters.second += boost::get<FighterStats>(part->Stats()).m_capacity;
                m_part_meters[std::make_pair(METER_ANTI_SHIP_DAMAGE,    part->Name())];
                m_part_meters[std::make_pair(METER_ANTI_FIGHTER_DAMAGE, part->Name())];
                m_part_meters[std::make_pair(METER_LAUNCH_RATE,         part->Name())];
                m_part_meters[std::make_pair(METER_FIGHTER_WEAPON_RANGE,part->Name())];
                m_part_meters[std::make_pair(METER_SPEED,               part->Name())];
                m_part_meters[std::make_pair(METER_STEALTH,             part->Name())];
                m_part_meters[std::make_pair(METER_STRUCTURE,           part->Name())];
                m_part_meters[std::make_pair(METER_DETECTION,           part->Name())];
                m_part_meters[std::make_pair(METER_CAPACITY,            part->Name())];
                break;
            }
            default:
                break;
            }
        }
    }
}