Пример #1
0
void AddSystemData (CSystem *pSystem, bool bAll, SNodeDesc *retResult)
	{
	int i;

	//	Loop over all objects

	for (i = 0; i < pSystem->GetObjectCount(); i++)
		{
		CStationType *pType;
		CSpaceObject *pObj = pSystem->GetObject(i);
		if (pObj == NULL 
				|| pObj->IsDestroyed()
				|| (pType = pObj->GetEncounterInfo()) == NULL)
			continue;

		//	Skip if we're not interested in this encounter

		if (!bAll && !pType->CanBeEncounteredRandomly())
			continue;

		//	Get table

		CCountTable *pTable = retResult->Table.SetAt(pSystem->GetType()->GetUNID());

		//	Add to count

		bool bNew;
		int *pCount = pTable->SetAt(pType->GetUNID(), &bNew);
		if (bNew)
			*pCount = 1;
		else
			*pCount += 1;
		}
	}
Пример #2
0
ALERROR CUniverse::InitLevelEncounterTables (void)

//	InitLevelEncounterTables
//
//	Initializes the m_LevelEncounterTables array based on the encounter
//	tables of all the stations for each level.

	{
	m_LevelEncounterTables.RemoveAll();

	for (int i = 1; i <= MAX_ITEM_LEVEL; i++)
		{
		CStructArray *pTable = new CStructArray(sizeof(SLevelEncounter), 8);

		for (int j = 0; j < GetStationTypeCount(); j++)
			{
			CStationType *pType = GetStationType(j);

			//	Figure out the frequency of an encounter from this station based
			//	on the frequency of the station at this level and the frequency
			//	of encounters for this station.

			int iEncounterFreq = pType->GetEncounterFrequency();
			int iStationFreq = pType->GetFrequencyByLevel(i);
			int iFreq = iEncounterFreq * iStationFreq / ftCommon;

			//	Add to the table

			if (iFreq > 0)
				{
				pTable->ExpandArray(pTable->GetCount(), 1);
				SLevelEncounter *pEntry = (SLevelEncounter *)pTable->GetStruct(pTable->GetCount()-1);

				pEntry->iWeight = iFreq;
				pEntry->pBaseSovereign = pType->GetSovereign();
				pEntry->pTable = pType->GetEncountersTable();
				}
			}

		m_LevelEncounterTables.AppendObject(pTable, NULL);
		}

	return NOERROR;
	}
Пример #3
0
CStation::CStation( CStationType& stationType ) : CComponent( stationType ) /*CComponent( reinterpret_cast<CComponentType&>( stationType ) )*/
{
	// Initialize the station's number (in the context of its station type)
	number = stationType.getNoOfComponents() + 1;

	// Initialize attributes
	initialize();

	// Add the station to simulation when created and connected to simulation
	TfpAddStationToSimulation fpAddStationToSimulation = getStationType().getAddStationToSimulation();
	if( fpAddStationToSimulation != NULL )
		(*fpAddStationToSimulation)( this );
}
Пример #4
0
void OutputTradingStrategy (SItemTypeInfo &ItemInfo)
	{
	int i;

	//	Loop over all sellers and get the best price.

	CStationType *pBestSeller = NULL;
	int iBestSellerPrice;
	for (i = 0; i < ItemInfo.SoldAt.GetCount(); i++)
		{
		SStationTradeInfo &Info = ItemInfo.SoldAt[i];
		if (pBestSeller == NULL || Info.iMinPrice < iBestSellerPrice)
			{
			pBestSeller = Info.pStation;
			iBestSellerPrice = Info.iMinPrice;
			}
		}

	//	Now get the best buyer's price

	CStationType *pBestBuyer = NULL;
	int iBestBuyerPrice;
	for (i = 0; i < ItemInfo.BoughtBy.GetCount(); i++)
		{
		SStationTradeInfo &Info = ItemInfo.BoughtBy[i];
		if (pBestBuyer == NULL || Info.iMaxPrice > iBestBuyerPrice)
			{
			pBestBuyer = Info.pStation;
			iBestBuyerPrice = Info.iMaxPrice;
			}
		}

	//	Output

	if (pBestSeller == NULL && pBestBuyer == NULL)
		;

	else if (pBestSeller == NULL)
		printf("%s\t\t\t%s\t%d\t0.0%%\n", 
				ItemInfo.pItem->GetNounPhrase(nounActual).GetASCIIZPointer(), 
				pBestBuyer->GetNounPhrase().GetASCIIZPointer(), 
				iBestBuyerPrice);

	else if (pBestBuyer == NULL)
		printf("%s\t%s\t%d\t\t\t0.0%%\n", 
				ItemInfo.pItem->GetNounPhrase(nounActual).GetASCIIZPointer(), 
				pBestSeller->GetNounPhrase().GetASCIIZPointer(), 
				iBestSellerPrice);

	else
		printf("%s\t%s\t%d\t%s\t%d\t%2.2f%%\n",
				ItemInfo.pItem->GetNounPhrase(nounActual).GetASCIIZPointer(), 
				pBestSeller->GetNounPhrase().GetASCIIZPointer(),
				iBestSellerPrice,
				pBestBuyer->GetNounPhrase().GetASCIIZPointer(),
				iBestBuyerPrice,
				100.0 * (double)(iBestBuyerPrice - iBestSellerPrice) / (double)iBestSellerPrice);
	}
Пример #5
0
void GenerateEncounterTable (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j;

	//	Get the criteria from the command line

	SEncounterCriteria Criteria;
	ParseEncounterCriteria(pCmdLine->GetAttribute(CRITERIA_ATTRIB), &Criteria);
	bool bAll = pCmdLine->GetAttributeBool(ALL_ATTRIB);

	//	Generate a table of all matching encounters

	CSymbolTable Table(FALSE, TRUE);

	//	Loop over all items for this level and add them to
	//	a sorted table.

	for (i = 0; i < Universe.GetStationTypeCount(); i++)
		{
		CStationType *pType = Universe.GetStationType(i);
		int iLevel = pType->GetLevel();
		if (iLevel == 0 && !bAll)
			continue;

		//	If we don't match the criteria, then continue

		if (!MatchesEncounterCriteria(Criteria, pType->GetAttributes()))
			continue;

		//	Get the category and name

		CString sCategory = pType->GetDataField(FIELD_CATEGORY);
		CString sName = pType->GetDataField(FIELD_NAME);
		if (*sName.GetASCIIZPointer() == '(')
			sName = strSubString(sName, 1, -1);

		//	Figure out the sort order

		char szBuffer[1024];
		wsprintf(szBuffer, "%02d%s%s", 
				pType->GetLevel(),
				sCategory.GetASCIIZPointer(), 
				sName.GetASCIIZPointer());
		Table.AddEntry(CString(szBuffer), (CObject *)pType);
		}

	//	Generate a list of columns to display

	CStringArray Cols;
	Cols.AppendString(FIELD_LEVEL);
	Cols.AppendString(FIELD_CATEGORY);
	Cols.AppendString(FIELD_NAME);
	if (pCmdLine->GetAttributeBool(FIELD_ARMOR_CLASS))
		Cols.AppendString(FIELD_ARMOR_CLASS);
	if (pCmdLine->GetAttributeBool(FIELD_HP))
		Cols.AppendString(FIELD_HP);
	if (pCmdLine->GetAttributeBool(FIELD_FIRE_RATE_ADJ))
		Cols.AppendString(FIELD_FIRE_RATE_ADJ);
	if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT))
		Cols.AppendString(FIELD_TOTAL_COUNT);
	if (pCmdLine->GetAttributeBool(FIELD_CAN_ATTACK))
		Cols.AppendString(FIELD_CAN_ATTACK);
	if (pCmdLine->GetAttributeBool(FIELD_EXPLOSION_TYPE))
		Cols.AppendString(FIELD_EXPLOSION_TYPE);

	//	If we need to output total count, then load the table

	CSymbolTable TotalCount(TRUE, TRUE);
	if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT))
		{
		if (error = LoadTotalCount(TOTAL_COUNT_FILENAME, TotalCount))
			return;
		}

	//	If we've got any entries in the table, output now

	if (Table.GetCount())
		{
		//	Output the header

		for (j = 0; j < Cols.GetCount(); j++)
			{
			if (j != 0)
				printf("\t");

			printf(Cols.GetStringValue(j).GetASCIIZPointer());
			}

		printf("\n");

		//	Output each row

		for (i = 0; i < Table.GetCount(); i++)
			{
			CStationType *pType = (CStationType *)Table.GetValue(i);

			for (j = 0; j < Cols.GetCount(); j++)
				{
				if (j != 0)
					printf("\t");

				CString sField = Cols.GetStringValue(j);
				CString sValue = pType->GetDataField(sField);

				if (strEquals(sField, FIELD_FIRE_RATE_ADJ))
					printf("%.2f", strToInt(sValue, 0, NULL) / 1000.0);
				else if (strEquals(sField, FIELD_TOTAL_COUNT))
					{
					double rCount = 0.0;

					CString sKey = strFromInt(pType->GetUNID(), FALSE);
					EntryInfo *pEntry;
					if (TotalCount.Lookup(sKey, (CObject **)&pEntry) == NOERROR)
						rCount = pEntry->rTotalCount;

					printf("%.2f", rCount);
					}
				else
					printf(sValue.GetASCIIZPointer());
				}

			printf("\n");
			}

		printf("\n");
		}
	else
		printf("No entries match criteria.\n");
	}
Пример #6
0
void GenerateEncounterCount (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i, j, k, l;

	//	Options

	int iSystemSample = pCmdLine->GetAttributeIntegerBounded(CONSTLIT("count"), 1, -1, 1);
	bool bLogo = !pCmdLine->GetAttributeBool(CONSTLIT("noLogo"));
	bool bAll = pCmdLine->GetAttributeBool(CONSTLIT("all"));

	//	Additional columns

	TArray<CString> Cols;
	for (i = 0; i < pCmdLine->GetAttributeCount(); i++)
		{
		CString sAttrib = pCmdLine->GetAttributeName(i);

		if (!IsMainCommandParam(sAttrib)
				&& !strEquals(sAttrib, CONSTLIT("count"))
				&& !strEquals(sAttrib, CONSTLIT("encountercount")))
			{
			CString sValue = pCmdLine->GetAttribute(i);
			
			if (!strEquals(sValue, CONSTLIT("true")))
				Cols.Insert(strPatternSubst(CONSTLIT("%s:%s"), sAttrib, sValue));
			else
				Cols.Insert(sAttrib);
			}
		}

	//	Generate systems for multiple games

	TSortMap<CString, SNodeDesc> NodeTable;

	for (i = 0; i < iSystemSample; i++)
		{
		if (bLogo)
			printf("pass %d...\n", i+1);

		//	Initialize the game

		CString sError;
		if (Universe.InitGame(0, &sError) != NOERROR)
			{
			printf("%s\n", sError.GetASCIIZPointer());
			return;
			}

		for (j = 0; j < Universe.GetTopologyNodeCount(); j++)
			{
			CTopologyNode *pNode = Universe.GetTopologyNode(j);
			if (pNode->IsEndGame())
				continue;

			//	Create the system

			CSystem *pSystem;
			if (Universe.CreateStarSystem(pNode, &pSystem) != NOERROR)
				{
				printf("ERROR: Unable to create star system.\n");
				return;
				}

			//	Create a sort string for this system

			CString sSort = strPatternSubst(CONSTLIT("%02d-%s"), pSystem->GetLevel(), pNode->GetID());

			//	Get the table

			bool bNew;
			SNodeDesc *pResult = NodeTable.SetAt(sSort, &bNew);
			if (bNew)
				{
				pResult->iLevel = pNode->GetLevel();
				pResult->sNodeID = pNode->GetID();
				}

			//	Accumulate data

			AddSystemData(pSystem, bAll, pResult);

			//	Done with old system

			Universe.DestroySystem(pSystem);
			}

		Universe.Reinit();
		}

	//	Header

	printf("Level\tNode\tSystemType\tCategory\tSovereign\tEncounter\tCount");
	for (i = 0; i < Cols.GetCount(); i++)
		printf("\t%s", Cols[i].GetASCIIZPointer());
	printf("\n");

	//	Output all rows

	for (i = 0; i < NodeTable.GetCount(); i++)
		{
		for (j = 0; j < NodeTable[i].Table.GetCount(); j++)
			{
			CCountTable &Encounters = NodeTable[i].Table[j];

			for (k = 0; k < Encounters.GetCount(); k++)
				{
				int iCount = Encounters[k] / iSystemSample;
				int iCountFrac = 1000 * (Encounters[k] % iSystemSample) / iSystemSample;
				CStationType *pEncounterType = Universe.FindStationType(Encounters.GetKey(k));
				if (pEncounterType == NULL)
					continue;

				CSovereign *pSovereign = pEncounterType->GetControllingSovereign();
				CString sSovereign = (pSovereign ? pSovereign->GetTypeName() : CONSTLIT("(Unknown)"));

				printf("%d\t%s\t0x%08x\t%s\t%s\t%s\t%d.%03d",
						NodeTable[i].iLevel,
						NodeTable[i].sNodeID.GetASCIIZPointer(),
						NodeTable[i].Table.GetKey(j),
						pEncounterType->GetDataField(CONSTLIT("category")).GetASCIIZPointer(),
						sSovereign.GetASCIIZPointer(),
						pEncounterType->GetName().GetASCIIZPointer(),
						iCount,
						iCountFrac);

				for (l = 0; l < Cols.GetCount(); l++)
					{
					CString sValue = pEncounterType->GetDataField(Cols[l]);
					printf("\t%s", sValue.GetASCIIZPointer());
					}

				printf("\n");
				}
			}
		}
	}
Пример #7
0
void RunEncounterSim (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int iRuns = pCmdLine->GetAttributeIntegerBounded(COUNT_ATTRIB, 1, -1, DEFAULT_RUN_COUNT);
	int iTimeOut = DEFAULT_TIME_OUT;

	//	Get the station criteria

	CString sCriteria = strPatternSubst(CONSTLIT("%s t"), pCmdLine->GetAttribute(DEFENDERS_ATTRIB));

	CDesignTypeCriteria DefenderCriteria;
	if (CDesignTypeCriteria::ParseCriteria(sCriteria, &DefenderCriteria) != NOERROR)
		{
		printf("ERROR: Unable to parse defenders criteria.\n");
		return;
		}

	bool bAll = pCmdLine->GetAttributeBool(CONSTLIT("all"));

	//	Get the criteria from the command line. Always append 's' because we
	//	want ship classes.

	sCriteria = strPatternSubst(CONSTLIT("%s s"), pCmdLine->GetAttribute(ATTACKERS_ATTRIB));

	CDesignTypeCriteria AttackerCriteria;
	if (CDesignTypeCriteria::ParseCriteria(sCriteria, &AttackerCriteria) != NOERROR)
		{
		printf("ERROR: Unable to parse attackers criteria.\n");
		return;
		}

	//	Create a viewer, if desired

	CSimViewer Viewer;
	if (pCmdLine->GetAttributeBool(VIEWER_ATTRIB))
		Viewer.Create();

	//	Print headers

	printf("Encounter\tLevel");

	int iAttacker;
	for (iAttacker = 0; iAttacker < Universe.GetShipClassCount(); iAttacker++)
		{
		CShipClass *pAttackerClass = Universe.GetShipClass(iAttacker);
		if (!pAttackerClass->MatchesCriteria(AttackerCriteria))
			continue;

		printf("\t%s", pAttackerClass->GetName().GetASCIIZPointer());
		}

	printf("\n");

	//	Loop over all defenders

	int iDefender;
	for (iDefender = 0; iDefender < Universe.GetStationTypeCount(); iDefender++)
		{
		CStationType *pDefenderType = Universe.GetStationType(iDefender);
		if (!bAll && pDefenderType->GetLevel() == 0)
			continue;

		if (!pDefenderType->MatchesCriteria(DefenderCriteria))
			continue;

		//	Compute an enemy of the station

		CSovereign *pAttackerSovereign = GetAttackerSovereign(Universe, pDefenderType);
		if (pAttackerSovereign == NULL)
			{
			printf("ERROR: Unable to find enemy sovereign of encounter: %s [%x].\n", pDefenderType->GetNounPhrase().GetASCIIZPointer(), pDefenderType->GetUNID());
			return;
			}

		printf("%s [%x]\t%d", pDefenderType->GetNounPhrase().GetASCIIZPointer(), pDefenderType->GetUNID(), pDefenderType->GetLevel());

		//	Loop over all attackers

		for (iAttacker = 0; iAttacker < Universe.GetShipClassCount(); iAttacker++)
			{
			CShipClass *pAttackerClass = Universe.GetShipClass(iAttacker);
			if (!pAttackerClass->MatchesCriteria(AttackerCriteria))
				continue;

			//	Do several runs so we can get some statistical data

			int iAttackerSurvived = 0;
			int iRun;
			for (iRun = 0; iRun < iRuns; iRun++)
				{
				EResults iResult = RunEncounter(Universe, Viewer, pDefenderType, pAttackerClass, pAttackerSovereign);
				if (iResult == resultError)
					return;

				//	Did the attacker survive?

				if (iResult != resultAttackerDestroyed)
					iAttackerSurvived++;
				}

			//	Output results for this attacker

			int iSurvivability = 100 * iAttackerSurvived / iRuns;
			printf("\t%d%%", iSurvivability);
			}

		printf("\n");
		}

	Viewer.Destroy();
	}
Пример #8
0
void GenerateSimTables (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j;

	int iSystemSample = pCmdLine->GetAttributeInteger(CONSTLIT("count"));
	if (iSystemSample == 0)
		iSystemSample = DEFAULT_SYSTEM_SAMPLE;

	//	Generate systems for multiple games

	CSymbolTable AllSystems(TRUE, TRUE);
	for (i = 0; i < iSystemSample; i++)
		{
		printf("sample %d...\n", i+1);

		CTopologyNode *pNode = Universe.GetFirstTopologyNode();

		while (true)
			{
			//	Create the system

			CSystem *pSystem;
			if (error = Universe.CreateStarSystem(pNode, &pSystem))
				{
				printf("ERROR: Unable to create star system.\n");
				return;
				}

			//	Find this system in the table.

			SystemInfo *pSystemEntry;
			if (error = AllSystems.Lookup(pNode->GetSystemName(), (CObject **)&pSystemEntry))
				{
				pSystemEntry = new SystemInfo;
				pSystemEntry->sName = pNode->GetSystemName();
				pSystemEntry->iLevel = pNode->GetLevel();
				pSystemEntry->dwSystemType = pNode->GetSystemDescUNID();
				pSystemEntry->iCount = 1;

				AllSystems.AddEntry(pSystemEntry->sName, pSystemEntry);
				}
			else
				pSystemEntry->iCount++;

			//	Add the encounters to the appropriate tables

			for (j = 0; j < pSystem->GetObjectCount(); j++)
				{
				CSpaceObject *pObj = pSystem->GetObject(j);

				if (pObj)
					{
					//	Add this encounter to the table

					CStationType *pType;
					if (pType = pObj->GetEncounterInfo())
						{
						CString sKey = strFromInt(pType->GetUNID(), false);

						//	See if we have this type in the table

						StationInfo *pEntry;
						if (error = pSystemEntry->Stations.Lookup(sKey, (CObject **)&pEntry))
							{
							pEntry = new StationInfo;
							pEntry->pType = pType;
							pEntry->iSystemCount = 0;
							pEntry->iTotalCount = 1;

							pSystemEntry->Stations.AddEntry(sKey, pEntry);
							}
						else
							pEntry->iTotalCount++;
						}

					//	Enumerate the items in this object

					CItemListManipulator ItemList(pObj->GetItemList());
					ItemList.ResetCursor();
					while (ItemList.MoveCursorForward())
						{
						const CItem &Item(ItemList.GetItemAtCursor());

						if (!Item.IsInstalled() && !Item.IsDamaged())
							{
							CString sKey = strFromInt(Item.GetType()->GetUNID(), false);

							//	Find the item type in the table

							ItemInfo *pEntry;
							if (error = pSystemEntry->Items.Lookup(sKey, (CObject **)&pEntry))
								{
								pEntry = new ItemInfo;
								pEntry->pType = Item.GetType();
								pEntry->iTotalCount = Item.GetCount();

								pSystemEntry->Items.AddEntry(sKey, pEntry);
								}
							else
								pEntry->iTotalCount += Item.GetCount();
							}
						}
					}
				}

			//	Get the next node

			CString sEntryPoint;
			pNode = pSystem->GetStargateDestination(CONSTLIT("Outbound"), &sEntryPoint);
			if (pNode == NULL || pNode->IsEndGame())
				break;

			//	Done with old system

			Universe.DestroySystem(pSystem);
			}

		Universe.Reinit();
		}

	//	Output

	if (error = OutputItemTable(AllSystems, iSystemSample))
		return;

	if (error = OutputEncounterTable(AllSystems, iSystemSample))
		return;

	//	Create a table with the sum of all items for the game

	printf("Total count statistic computed.\n");
	}
Пример #9
0
void GenerateEncounterTable (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j;

	//	Get the criteria from the command line. Always append 't' because we
	//	want station types.

	CString sCriteria = strPatternSubst(CONSTLIT("%s t"), pCmdLine->GetAttribute(CRITERIA_ATTRIB));

	//	Parse it

	CDesignTypeCriteria Criteria;
	if (CDesignTypeCriteria::ParseCriteria(sCriteria, &Criteria) != NOERROR)
		{
		printf("ERROR: Unable to parse criteria.\n");
		return;
		}

	bool bAll = pCmdLine->GetAttributeBool(ALL_ATTRIB);

	//	Generate a table of all matching encounters

	CSymbolTable Table(FALSE, TRUE);

	//	Loop over all items for this level and add them to
	//	a sorted table.

	for (i = 0; i < Universe.GetStationTypeCount(); i++)
		{
		CStationType *pType = Universe.GetStationType(i);
		int iLevel = pType->GetLevel();
		if (iLevel == 0 && !bAll)
			continue;

		//	If we don't match the criteria, then continue

		if (!pType->MatchesCriteria(Criteria))
			continue;

		//	Get the category and name

		CString sCategory = pType->GetDataField(FIELD_CATEGORY);
		CString sName = pType->GetDataField(FIELD_NAME);
		if (*sName.GetASCIIZPointer() == '(')
			sName = strSubString(sName, 1, -1);

		//	Figure out the sort order

		char szBuffer[1024];
		wsprintf(szBuffer, "%02d%s%s", 
				pType->GetLevel(),
				sCategory.GetASCIIZPointer(), 
				sName.GetASCIIZPointer());
		Table.AddEntry(CString(szBuffer), (CObject *)pType);
		}

	//	Generate a list of columns to display

	TArray<CString> Cols;
	Cols.Insert(FIELD_LEVEL);
	Cols.Insert(FIELD_CATEGORY);
	Cols.Insert(FIELD_NAME);

	for (i = 0; i < pCmdLine->GetAttributeCount(); i++)
		{
		CString sAttrib = pCmdLine->GetAttributeName(i);

		if (!strEquals(sAttrib, CONSTLIT("all"))
				&& !strEquals(sAttrib, CONSTLIT("criteria"))
				&& !strEquals(sAttrib, CONSTLIT("encountertable"))
				&& !strEquals(sAttrib, CONSTLIT("nologo")))
			{
			CString sValue = pCmdLine->GetAttribute(i);
			
			if (!strEquals(sValue, CONSTLIT("true")))
				Cols.Insert(strPatternSubst(CONSTLIT("%s:%s"), sAttrib, sValue));
			else
				Cols.Insert(sAttrib);
			}
		}

#if 0
	if (pCmdLine->GetAttributeBool(FIELD_ARMOR_CLASS))
		Cols.Insert(FIELD_ARMOR_CLASS);
	if (pCmdLine->GetAttributeBool(FIELD_HP))
		Cols.Insert(FIELD_HP);
	if (pCmdLine->GetAttributeBool(FIELD_FIRE_RATE_ADJ))
		Cols.Insert(FIELD_FIRE_RATE_ADJ);
	if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT))
		Cols.Insert(FIELD_TOTAL_COUNT);
	if (pCmdLine->GetAttributeBool(FIELD_CAN_ATTACK))
		Cols.Insert(FIELD_CAN_ATTACK);
	if (pCmdLine->GetAttributeBool(FIELD_EXPLOSION_TYPE))
		Cols.Insert(FIELD_EXPLOSION_TYPE);
#endif

	//	If we need to output total count, then load the table

	CSymbolTable TotalCount(TRUE, TRUE);
	if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT))
		{
		if (error = LoadTotalCount(TOTAL_COUNT_FILENAME, TotalCount))
			return;
		}

	//	If we've got any entries in the table, output now

	if (Table.GetCount())
		{
		//	Output the header

		for (j = 0; j < Cols.GetCount(); j++)
			{
			if (j != 0)
				printf("\t");

			printf(Cols[j].GetASCIIZPointer());
			}

		printf("\n");

		//	Output each row

		for (i = 0; i < Table.GetCount(); i++)
			{
			CStationType *pType = (CStationType *)Table.GetValue(i);

			for (j = 0; j < Cols.GetCount(); j++)
				{
				if (j != 0)
					printf("\t");

				const CString &sField = Cols[j];
				CString sValue = pType->GetDataField(sField);

				if (strEquals(sField, FIELD_FIRE_RATE_ADJ))
					printf("%.2f", strToInt(sValue, 0, NULL) / 1000.0);
				else if (strEquals(sField, FIELD_TOTAL_COUNT))
					{
					double rCount = 0.0;

					CString sKey = strFromInt(pType->GetUNID(), false);
					EntryInfo *pEntry;
					if (TotalCount.Lookup(sKey, (CObject **)&pEntry) == NOERROR)
						rCount = pEntry->rTotalCount;

					printf("%.2f", rCount);
					}
				else
					printf(sValue.GetASCIIZPointer());
				}

			printf("\n");
			}

		printf("\n");
		}
	else
		printf("No entries match criteria.\n");
	}
Пример #10
0
void CPlayerGameStats::GenerateGameStats (CGameStats &Stats, CSpaceObject *pPlayerShip, bool bGameOver) const

//	GenerateGameStats
//
//	Generates a stats for everything we track

	{
	int j;

	CShip *pShip = (pPlayerShip ? pPlayerShip->AsShip() : NULL);
	if (pShip == NULL)
		return;

	CPlayerShipController *pPlayer = (CPlayerShipController *)pShip->GetController();
	if (pPlayer == NULL)
		return;

	CSovereign *pPlayerSovereign = g_pUniverse->FindSovereign(g_PlayerSovereignUNID);
	if (pPlayerSovereign == NULL)
		return;

	//	Base stats

	Stats.Insert(CONSTLIT("Genome"), strCapitalize(GetGenomeName(pPlayer->GetPlayerGenome())));
	Stats.Insert(CONSTLIT("Score"), strFormatInteger(CalcEndGameScore(), -1, FORMAT_THOUSAND_SEPARATOR | FORMAT_UNSIGNED));
	Stats.Insert(CONSTLIT("Ship class"), pShip->GetNounPhrase(0));

	CTimeSpan Time = GetPlayTime();
	if (!Time.IsBlank())
		Stats.Insert(CONSTLIT("Time played"), Time.Format(NULL_STR));

#ifdef REAL_TIME
	Time = GetGameTime();
	if (!Time.IsBlank())
		Stats.Insert(CONSTLIT("Time elapsed in game"), Time.Format(NULL_STR));
#endif

	//	Some combat stats

	CString sDestroyed = GetStat(ENEMY_SHIPS_DESTROYED_STAT);
	if (!sDestroyed.IsBlank())
		Stats.Insert(CONSTLIT("Enemy ships destroyed"), sDestroyed, CONSTLIT("combat"));

	sDestroyed = GetStat(FRIENDLY_SHIPS_DESTROYED_STAT);
	if (!sDestroyed.IsBlank())
		Stats.Insert(CONSTLIT("Friendly ships destroyed"), sDestroyed, CONSTLIT("combat"));

	sDestroyed = GetStat(ENEMY_STATIONS_DESTROYED_STAT);
	if (!sDestroyed.IsBlank())
		Stats.Insert(CONSTLIT("Enemy stations destroyed"), sDestroyed, CONSTLIT("combat"));

	sDestroyed = GetStat(FRIENDLY_STATIONS_DESTROYED_STAT);
	if (!sDestroyed.IsBlank())
		Stats.Insert(CONSTLIT("Friendly stations destroyed"), sDestroyed, CONSTLIT("combat"));

	//	Add stat for every station destroyed

	CStatCounterArray CounterArray;

	CMapIterator i;
	m_StationStats.Reset(i);
	while (m_StationStats.HasMore(i))
		{
		SStationTypeStats *pStats;
		DWORD dwUNID = m_StationStats.GetNext(i, &pStats);
		CStationType *pType = g_pUniverse->FindStationType(dwUNID);
		if (pType == NULL)
			continue;

		CString sName = pType->GetNounPhrase(0);
		CString sSort = strPatternSubst(CONSTLIT("%03d%s"), 100 - pType->GetLevel(), sName);

		if (pType->GetSovereign()->IsEnemy(pPlayerSovereign))
			CounterArray.Insert(sName, pStats->iDestroyed, CONSTLIT("Enemy stations destroyed"), sSort);
		else
			CounterArray.Insert(sName, pStats->iDestroyed, CONSTLIT("Friendly stations destroyed"), sSort);
		}

	CounterArray.GenerateGameStats(Stats);
		
	//	Add stat for every ship class destroyed

	CounterArray.DeleteAll();
	m_ShipStats.Reset(i);
	while (m_ShipStats.HasMore(i))
		{
		SShipClassStats *pStats;
		DWORD dwUNID = m_ShipStats.GetNext(i, &pStats);
		CShipClass *pClass = g_pUniverse->FindShipClass(dwUNID);
		if (pClass == NULL)
			continue;

		CString sName = pClass->GetNounPhrase(0);
		CString sSort = strPatternSubst(CONSTLIT("%09d%s"), 100000000 - pClass->GetScore(), sName);

		if (pStats->iEnemyDestroyed > 0)
			CounterArray.Insert(sName, pStats->iEnemyDestroyed, CONSTLIT("Enemy ships destroyed"), sSort);

		if (pStats->iFriendDestroyed > 0)
			CounterArray.Insert(sName, pStats->iFriendDestroyed, CONSTLIT("Friendly ships destroyed"), sSort);
		}

	CounterArray.GenerateGameStats(Stats);

	//	Add stat for every weapon fired

	m_ItemStats.Reset(i);
	while (m_ItemStats.HasMore(i))
		{
		SItemTypeStats *pStats;
		DWORD dwUNID = m_ItemStats.GetNext(i, &pStats);
		CItemType *pItemType = g_pUniverse->FindItemType(dwUNID);
		if (pItemType == NULL)
			continue;

		CString sName = pItemType->GetNounPhrase(nounShort);
		CString sSort = strPatternSubst(CONSTLIT("%03d%s"), 100 - pItemType->GetLevel(), sName);

		//	Installed items

		if (pStats->dwFirstInstalled != INVALID_TIME)
			Stats.Insert(sName, NULL_STR, CONSTLIT("Items installed"), sSort);

		if (pStats->iCountFired > 0)
			Stats.Insert(sName, 
					strFormatInteger(pStats->iCountFired, -1, FORMAT_THOUSAND_SEPARATOR | FORMAT_UNSIGNED), 
					CONSTLIT("Weapons fired"), 
					sSort);
		}

	//	Stats for player equipment (but only if the game is done)

	if (bGameOver)
		{
		TSortMap<CString, CItem> InstalledItems;

		//	First we generate a sorted list of installed items
		//	(We do this in case there are multiple of the same device/armor so that
		//	we can coalesce them together into a single line).

		CItemListManipulator ItemList(pShip->GetItemList());
		ItemList.ResetCursor();
		while (ItemList.MoveCursorForward())
			{
			const CItem &Item(ItemList.GetItemAtCursor());

			if (Item.IsInstalled())
				{
				CString sEnhancement = Item.GetEnhancedDesc(pShip);
				CString sItemName = Item.GetNounPhrase(nounActual | nounCountOnly | nounShort);
				CString sLine = (sEnhancement.IsBlank() ? sItemName : strPatternSubst(CONSTLIT("%s [%s]"), sItemName, sEnhancement));

				bool bInserted;
				CItem *pEntry = InstalledItems.SetAt(sLine, &bInserted);
				if (bInserted)
					{
					*pEntry = Item;
					pEntry->SetCount(1);
					}
				else
					pEntry->SetCount(pEntry->GetCount() + 1);
				}
			}

		//	Now add all the installed items to the stats

		for (j = 0; j < InstalledItems.GetCount(); j++)
			{
			//	Redo the line now that we know the proper count

			CString sEnhancement = InstalledItems[j].GetEnhancedDesc(pShip);
			CString sItemName = InstalledItems[j].GetNounPhrase(nounActual | nounCountOnly);
			CString sLine = (sEnhancement.IsBlank() ? sItemName : strPatternSubst(CONSTLIT("%s [%s]"), sItemName, sEnhancement));

			//	Compute the sort order

			int iOrder;
			switch (InstalledItems[j].GetType()->GetCategory())
				{
				case itemcatWeapon:
					iOrder = 0;
					break;

				case itemcatLauncher:
					iOrder = 1;
					break;

				case itemcatShields:
					iOrder = 2;
					break;

				case itemcatArmor:
					iOrder = 3;
					break;

				case itemcatReactor:
					iOrder = 4;
					break;

				case itemcatDrive:
					iOrder = 5;
					break;

				default:
					iOrder = 6;
					break;
				}

			CString sSort = strPatternSubst(CONSTLIT("%d%03d%s"), iOrder, 100 - InstalledItems[j].GetType()->GetLevel(), sLine);
			Stats.Insert(sLine, NULL_STR, CONSTLIT("Final equipment"), sSort);
			}

		//	Add the remaining items

		ItemList.ResetCursor();
		while (ItemList.MoveCursorForward())
			{
			const CItem &Item(ItemList.GetItemAtCursor());

			if (!Item.IsInstalled())
				{
				CString sEnhancement = Item.GetEnhancedDesc(pShip);
				CString sItemName = Item.GetNounPhrase(nounActual | nounCountOnly);
				CString sLine = (sEnhancement.IsBlank() ? sItemName : strPatternSubst(CONSTLIT("%s [%s]"), sItemName, sEnhancement));
				CString sSort = strPatternSubst(CONSTLIT("%03d%s"), 100 - Item.GetType()->GetLevel(), sLine);

				Stats.Insert(sLine, NULL_STR, CONSTLIT("Final items"), sSort);
				}
			}
		}
	}
Пример #11
0
void GenerateImageChart (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i;

	enum OrderTypes
		{
		orderSmallest = 1,
		orderLargest = 2,
		orderName = 3,
		orderLevel = 4,
		orderSovereign = 5,
		orderManufacturer = 6,
		};

	//	Item criteria

	bool bHasItemCriteria;
	CString sCriteria;
	CItemCriteria ItemCriteria;
	if (bHasItemCriteria = pCmdLine->FindAttribute(CONSTLIT("itemCriteria"), &sCriteria))
		CItem::ParseCriteria(sCriteria, &ItemCriteria);
	else
		CItem::InitCriteriaAll(&ItemCriteria);

	//	Get the criteria from the command line.

	CDesignTypeCriteria Criteria;
	if (pCmdLine->FindAttribute(CONSTLIT("criteria"), &sCriteria))
		{
		if (CDesignTypeCriteria::ParseCriteria(sCriteria, &Criteria) != NOERROR)
			{
			printf("ERROR: Unable to parse criteria.\n");
			return;
			}
		}
	else if (bHasItemCriteria)
		{
		if (CDesignTypeCriteria::ParseCriteria(CONSTLIT("i"), &Criteria) != NOERROR)
			{
			printf("ERROR: Unable to parse criteria.\n");
			return;
			}
		}
	else
		{
		printf("ERROR: Expected criteria.\n");
		return;
		}

	bool bAll = pCmdLine->GetAttributeBool(CONSTLIT("all"));

	//	Options

	bool bTextBoxesOnly = pCmdLine->GetAttributeBool(CONSTLIT("textBoxesOnly"));
	bool bFieldUNID = pCmdLine->GetAttributeBool(CONSTLIT("unid"));

	//	Figure out what order we want

	CString sOrder = pCmdLine->GetAttribute(CONSTLIT("sort"));
	int iOrder;
	if (strEquals(sOrder, CONSTLIT("smallest")))
		iOrder = orderSmallest;
	else if (strEquals(sOrder, CONSTLIT("largest")))
		iOrder = orderLargest;
	else if (strEquals(sOrder, CONSTLIT("level")))
		iOrder = orderLevel;
	else if (strEquals(sOrder, CONSTLIT("sovereign")))
		iOrder = orderSovereign;
	else if (strEquals(sOrder, CONSTLIT("manufacturer")))
		iOrder = orderManufacturer;
	else
		iOrder = orderName;

	bool b3DGrid = pCmdLine->GetAttributeBool(CONSTLIT("3DGrid"));
	bool bDockingPorts = pCmdLine->GetAttributeBool(CONSTLIT("portPos"));
	bool bDevicePos = pCmdLine->GetAttributeBool(CONSTLIT("devicePos"));

	//	Image size

	int cxDesiredWidth;
	if (pCmdLine->FindAttributeInteger(CONSTLIT("width"), &cxDesiredWidth))
		cxDesiredWidth = Max(512, cxDesiredWidth);
	else
		cxDesiredWidth = 1280;

	//	Spacing

	int cxSpacing = pCmdLine->GetAttributeInteger(CONSTLIT("xSpacing"));
	int cxExtraMargin = pCmdLine->GetAttributeInteger(CONSTLIT("xMargin"));
	int cxImageMargin = 2 * pCmdLine->GetAttributeInteger(CONSTLIT("xImageMargin"));

	//	Font for text

	CString sTypeface;
	int iSize;
	bool bBold;
	bool bItalic;

	if (!CG16bitFont::ParseFontDesc(pCmdLine->GetAttribute(CONSTLIT("font")),
			&sTypeface,
			&iSize,
			&bBold,
			&bItalic))
		{
		sTypeface = CONSTLIT("Arial");
		iSize = 10;
		bBold = false;
		bItalic = false;
		}

	CG16bitFont NameFont;
	NameFont.Create(sTypeface, -PointsToPixels(iSize), bBold, bItalic);
	CG32bitPixel rgbNameColor = CG32bitPixel(255, 255, 255);

	//	Rotation

	int iRotation = pCmdLine->GetAttributeInteger(CONSTLIT("rotation"));

	//	Output file

	CString sFilespec = pCmdLine->GetAttribute(CONSTLIT("output"));
	if (!sFilespec.IsBlank())
		sFilespec = pathAddExtensionIfNecessary(sFilespec, CONSTLIT(".bmp"));

	//	Generate a sorted table of types

	TSortMap<CString, SEntryDesc> Table;
	for (i = 0; i < Universe.GetDesignTypeCount(); i++)
		{
		CDesignType *pType = Universe.GetDesignType(i);
		SEntryDesc NewEntry;

		//	Make sure we match the criteria

		if (!pType->MatchesCriteria(Criteria))
			continue;

		//	Figure stuff stuff out based on the specific design type

		switch (pType->GetType())
			{
			case designItemType:
				{
				CItemType *pItemType = CItemType::AsType(pType);
				CItem Item(pItemType, 1);

				//	Skip if not in item criteria

				if (!Item.MatchesCriteria(ItemCriteria))
					continue;

				//	Skip virtual classes

				if (pItemType->IsVirtual())
					continue;

				//	Initialize the entry

				NewEntry.pType = pType;
				NewEntry.sName = pItemType->GetNounPhrase(0);
				NewEntry.pImage = &pItemType->GetImage();
				NewEntry.iSize = RectWidth(NewEntry.pImage->GetImageRect());
				break;
				}

			case designShipClass:
				{
				CShipClass *pClass = CShipClass::AsType(pType);

				//	Skip non-generic classess

				if (!bAll && !pClass->HasLiteralAttribute(CONSTLIT("genericClass")))
					continue;

				//	Initialize the entry

				NewEntry.pType = pType;
				NewEntry.sName = pClass->GetNounPhrase(0);
				NewEntry.iSize = RectWidth(pClass->GetImage().GetImageRect());
				NewEntry.pImage = &pClass->GetImage();
				NewEntry.iRotation = pClass->Angle2Direction(iRotation);
				NewEntry.sSovereignName = (pClass->GetDefaultSovereign() ? pClass->GetDefaultSovereign()->GetTypeNounPhrase() : NULL_STR);
				break;
				}

			case designStationType:
				{
				CStationType *pStationType = CStationType::AsType(pType);

				//	Skip generic classes

				if (!bAll && !pStationType->HasLiteralAttribute(CONSTLIT("generic")))
					continue;

				NewEntry.pType = pType;
				NewEntry.sName = pStationType->GetNounPhrase(0);
				NewEntry.iSize = pStationType->GetSize();
				NewEntry.sSovereignName = (pStationType->GetSovereign() ? pStationType->GetSovereign()->GetTypeNounPhrase() : NULL_STR);

				InitStationTypeImage(NewEntry, pStationType);

				break;
				}

			default:
				//	Don't know how to handle this type
				continue;
				break;
			}

		//	Adjust name

		if (bFieldUNID)
			NewEntry.sName = strPatternSubst(CONSTLIT("%s (%x)"), NewEntry.sName, NewEntry.pType->GetUNID());

		//	Compute the sort key

		char szBuffer[1024];
		switch (iOrder)
			{
			case orderLargest:
				wsprintf(szBuffer, "%09d%s%x",
						1000000 - NewEntry.iSize,
						NewEntry.sName.GetASCIIZPointer(),
						pType->GetUNID());
				break;

			case orderLevel:
				wsprintf(szBuffer, "%09d%s%x",
						pType->GetLevel(),
						NewEntry.sName.GetASCIIZPointer(),
						pType->GetUNID());
				break;

			case orderSmallest:
				wsprintf(szBuffer, "%09d%s%x",
						NewEntry.iSize,
						NewEntry.sName.GetASCIIZPointer(),
						pType->GetUNID());
				break;

			case orderSovereign:
				wsprintf(szBuffer, "%s|%s|%x", NewEntry.sSovereignName.GetASCIIZPointer(), NewEntry.sName.GetASCIIZPointer(), pType->GetUNID());
				NewEntry.sCategorize = NewEntry.sSovereignName;
				break;

			case orderManufacturer:
				{
				CString sManufacturer = NewEntry.pType->GetPropertyString(CONSTLIT("manufacturer"));
				wsprintf(szBuffer, "%s|%s|%x", sManufacturer.GetASCIIZPointer(), NewEntry.sName.GetASCIIZPointer(), pType->GetUNID());
				NewEntry.sCategorize = sManufacturer;
				break;
				}

			default:
				wsprintf(szBuffer, "%s%x", NewEntry.sName.GetASCIIZPointer(), pType->GetUNID());
				break;
			}

		//	Add to list

		Table.Insert(CString(szBuffer), NewEntry);
		}

	//	Allocate an arranger that tracks where to paint each world.

	CImageArranger Arranger;

	//	Settings for the overall arrangement

	CImageArranger::SArrangeDesc Desc;
	Desc.cxDesiredWidth = Max(512, cxDesiredWidth - (2 * (cxSpacing + cxExtraMargin)));
	Desc.cxSpacing = cxSpacing;
	Desc.cxExtraMargin = cxExtraMargin;
	Desc.pHeader = &NameFont;

	//	Generate a table of cells for the arranger

	TArray<CCompositeImageSelector> Selectors;
	Selectors.InsertEmpty(Table.GetCount());

	CString sLastCategory;
	TArray<CImageArranger::SCellDesc> Cells;
	for (i = 0; i < Table.GetCount(); i++)
		{
		SEntryDesc &Entry = Table[i];

		CImageArranger::SCellDesc *pNewCell = Cells.Insert();
		pNewCell->cxWidth = (Entry.pImage ? RectWidth(Entry.pImage->GetImageRect()) : 0) + cxImageMargin;
		pNewCell->cyHeight = (Entry.pImage ? RectHeight(Entry.pImage->GetImageRect()) : 0) + cxImageMargin;
		pNewCell->sText = Entry.sName;

		if (!strEquals(sLastCategory, Entry.sCategorize))
			{
			sLastCategory = Entry.sCategorize;
			pNewCell->bStartNewRow = true;
			}
		}

	//	Arrange

	Arranger.ArrangeByRow(Desc, Cells);

	//	Create a large image

	CG32bitImage Output;
	int cxWidth = Max(cxDesiredWidth, Arranger.GetWidth());
	int cyHeight = Arranger.GetHeight();
	Output.Create(cxWidth, cyHeight);
	printf("Creating %dx%d image.\n", cxWidth, cyHeight);

	//	Paint the images

	for (i = 0; i < Table.GetCount(); i++)
		{
		SEntryDesc &Entry = Table[i];

		int x = Arranger.GetX(i);
		int y = Arranger.GetY(i);

		//	Paint

		if (x != -1)
			{
			int xCenter = x + (Arranger.GetWidth(i) / 2);
			int yCenter = y + (Arranger.GetHeight(i) / 2);

			int xOffset;
			int yOffset;
			Entry.pImage->GetImageOffset(0, Entry.iRotation, &xOffset, &yOffset);
			int cxImage = RectWidth(Entry.pImage->GetImageRect());
			int cyImage = RectHeight(Entry.pImage->GetImageRect());

			//	Paint image

			if (!bTextBoxesOnly && Entry.pImage)
				{
				Entry.pImage->PaintImageUL(Output,
						x + (Arranger.GetWidth(i) - cxImage) / 2,
						y + (Arranger.GetHeight(i) - cyImage) / 2,
						0,
						Entry.iRotation);
				}

			//	Paint type specific stuff

			switch (Entry.pType->GetType())
				{
				case designStationType:
					{
					CStationType *pStationType = CStationType::AsType(Entry.pType);
                    int xStationCenter = xCenter - xOffset;
                    int yStationCenter = yCenter - yOffset;

					if (bDockingPorts)
						pStationType->PaintDockPortPositions(Output, xStationCenter, yStationCenter);

					if (bDevicePos)
						pStationType->PaintDevicePositions(Output, xStationCenter, yStationCenter);

                    //  If we have docking or device positions, mark the center of the station

                    if (bDockingPorts || bDevicePos)
                        {
                        const int LINE_HALF_LENGTH = 24;
                        const CG32bitPixel RGB_CENTER_CROSS(255, 255, 0);
                        Output.DrawLine(xStationCenter - LINE_HALF_LENGTH, yStationCenter, xStationCenter + LINE_HALF_LENGTH, yStationCenter, 1, RGB_CENTER_CROSS);
                        Output.DrawLine(xStationCenter, yStationCenter - LINE_HALF_LENGTH, xStationCenter, yStationCenter + LINE_HALF_LENGTH, 1, RGB_CENTER_CROSS);
                        }
					break;
					}
				}

			//	Paint the 3D grid, if necessary

			if (b3DGrid)
				{
				int iScale = Entry.pImage->GetImageViewportSize();
				Metric rMaxRadius = g_KlicksPerPixel * cxImage * 0.5;
				const Metric rGridSize = LIGHT_SECOND;

				Metric rRadius;
				for (rRadius = rGridSize; rRadius <= rMaxRadius; rRadius += rGridSize)
					{
					int iRadius = (int)((rRadius / g_KlicksPerPixel) + 0.5);
					const int iGridAngle = 8;
					int iPrevAngle = 0;
					int iAngle;
					for (iAngle = iGridAngle; iAngle <= 360; iAngle += iGridAngle)
						{
						int xFrom, yFrom;
						C3DConversion::CalcCoord(iScale, iPrevAngle, iRadius, 0, &xFrom, &yFrom);

						int xTo, yTo;
						C3DConversion::CalcCoord(iScale, iAngle, iRadius, 0, &xTo, &yTo);

						Output.DrawLine(xFrom + xCenter, yFrom + yCenter, xTo + xCenter, yTo + yCenter, 1, CG32bitPixel(255, 255, 0));

						iPrevAngle = iAngle;
						}
					}
				}

			//	Paint name

			int xText = Arranger.GetTextX(i);
			int yText = Arranger.GetTextY(i);
			if (xText != -1)
				{
				if (bTextBoxesOnly)
					Output.Fill(xText, yText, Arranger.GetTextWidth(i), Arranger.GetTextHeight(i), 0xffff);

				if (!bTextBoxesOnly)
					{
					Output.FillColumn(xCenter,
							y + Arranger.GetHeight(i),
							yText - (y + Arranger.GetHeight(i)),
							rgbNameColor);

					NameFont.DrawText(Output,
							xText,
							yText,
							rgbNameColor,
							Entry.sName);
					}
				}
			}
		}

	//	Write to file or clipboard

	OutputImage(Output, sFilespec);
	}
Пример #12
0
void InitStationTypeImage (SEntryDesc &Entry, CStationType *pStationType)
	{
	struct SSatImageDesc
		{
		const CObjectImageArray *pImage;
		CCompositeImageSelector Selector;
		int xOffset;
		int yOffset;
		};

	int i;

	SSelectorInitCtx InitCtx;
	pStationType->SetImageSelector(InitCtx, &Entry.Selector);
	const CObjectImageArray *pMainImage = &pStationType->GetImage(Entry.Selector, CCompositeImageModifiers());

	//	If we have no satellites, then we can just return the single station 
	//	image.

	CXMLElement *pSatellites = pStationType->GetSatellitesDesc();
	if (pSatellites == NULL)
		{
		Entry.pImage = pMainImage;
		return;
		}

	//	Figure out the extents of the image

	RECT rcMainImage = pMainImage->GetImageRect();
	RECT rcBounds;
	rcBounds.left = -(RectWidth(rcMainImage) / 2);
	rcBounds.top = -(RectHeight(rcMainImage) / 2);
	rcBounds.right = rcBounds.left + RectWidth(rcMainImage);
	rcBounds.bottom = rcBounds.top + RectHeight(rcMainImage);

	//	Loop over all satellites and get metrics

	TArray<SSatImageDesc> SatImages;
	for (i = 0; i < pSatellites->GetContentElementCount(); i++)
		{
		CXMLElement *pSatDesc = pSatellites->GetContentElement(i);
		if (!pSatDesc->FindAttribute(SEGMENT_ATTRIB)
				|| !strEquals(STATION_TAG, pSatDesc->GetTag()))
			continue;

		//	Get the type of the satellite

		CStationType *pSatType = g_pUniverse->FindStationType(pSatDesc->GetAttributeInteger(TYPE_ATTRIB));
		if (pSatType == NULL)
			continue;

		//	Prepare the image for the satellite

		SSatImageDesc *pSatImage = SatImages.Insert();
		pSatType->SetImageSelector(InitCtx, &pSatImage->Selector);

		//	If we have an image variant, then set it

		int iVariant;
		if (pSatDesc->FindAttributeInteger(IMAGE_VARIANT_ATTRIB, &iVariant))
			{
			IImageEntry *pRoot = pSatType->GetImage().GetRoot();
			DWORD dwID = (pRoot ? pRoot->GetID() : DEFAULT_SELECTOR_ID);

			pSatImage->Selector.DeleteAll();
			pSatImage->Selector.AddVariant(dwID, iVariant);
			}

		pSatImage->pImage = &pSatType->GetImage(pSatImage->Selector, CCompositeImageModifiers());

		//	Now get the offset

		pSatImage->xOffset = pSatDesc->GetAttributeInteger(X_OFFSET_ATTRIB);
		pSatImage->yOffset = pSatDesc->GetAttributeInteger(Y_OFFSET_ATTRIB);

		//	Compute the satellite rect

		RECT rcSatImage = pSatImage->pImage->GetImageRect();
		RECT rcSatBounds;
		rcSatBounds.left = pSatImage->xOffset - (RectWidth(rcSatImage) / 2);
		rcSatBounds.top = -pSatImage->yOffset - (RectHeight(rcSatImage) / 2);
		rcSatBounds.right = rcSatBounds.left + RectWidth(rcSatImage);
		rcSatBounds.bottom = rcSatBounds.top + RectHeight(rcSatImage);

		//	Increase the size of the bounds

		rcBounds.left = Min(rcBounds.left, rcSatBounds.left);
		rcBounds.right = Max(rcBounds.right, rcSatBounds.right);
		rcBounds.top = Min(rcBounds.top, rcSatBounds.top);
		rcBounds.bottom = Max(rcBounds.bottom, rcSatBounds.bottom);
		}

	//	If no segments, then we just return the basic image

	if (SatImages.GetCount() == 0)
		{
		Entry.pImage = pMainImage;
		return;
		}

	//	Create an image that will hold the composite

	CG32bitImage *pCompositeImage = new CG32bitImage;
	pCompositeImage->Create(RectWidth(rcBounds), RectHeight(rcBounds), CG32bitImage::alpha8, CG32bitPixel::Null());
	int xCenter = -rcBounds.left;
	int yCenter = -rcBounds.top;

	//	Paint the main image

	pMainImage->PaintImage(*pCompositeImage, xCenter, yCenter, 0, Entry.iRotation, true);

	//	Paint all the satellites

	for (i = 0; i < SatImages.GetCount(); i++)
		SatImages[i].pImage->PaintImage(*pCompositeImage, xCenter + SatImages[i].xOffset, yCenter - SatImages[i].yOffset, 0, 0, true);

	//	Now create the proper image array

	RECT rcResult;
	rcResult.left = 0;
	rcResult.top = 0;
	rcResult.right = RectWidth(rcBounds);
	rcResult.bottom = RectHeight(rcBounds);

    int xOffset = (RectWidth(rcBounds) / 2) - xCenter;
    int yOffset = (RectHeight(rcBounds) / 2) - yCenter;

	Entry.pCompositeImageArray = new CObjectImageArray;
	Entry.pCompositeImageArray->Init(pCompositeImage, rcResult, 0, 0, true, xOffset, yOffset);

	//	Done

	Entry.pImage = Entry.pCompositeImageArray;
	}
Пример #13
0
void GenerateStationFrequencyTable (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i, j;

	printf("STATION FREQUENCY TABLE\n\n");

	//	Figure out which columns to show

	TArray<CString> Cols;
	Cols.Insert(CONSTLIT("Level"));
	Cols.Insert(CONSTLIT("Freq"));
	Cols.Insert(CONSTLIT("Name"));
	Cols.Insert(CONSTLIT("Type"));
	Cols.Insert(CONSTLIT("Environment"));

	//	Print the header

	for (i = 0; i < Cols.GetCount(); i++)
		{
		if (i != 0)
			printf("\t");
		printf("%s", (LPSTR)Cols[i]);
		}

	printf("\n");

	//	For all levels, 1-25

	int iLevel;
	for (iLevel = 1; iLevel <= MAX_ITEM_LEVEL; iLevel++)
		{
		CSymbolTable Sort(FALSE, TRUE);

		//	Find all stations for this level and add them to
		//	a sorting table

		for (i = 0; i < Universe.GetStationTypeCount(); i++)
			{
			CStationType *pType = Universe.GetStationType(i);

			if (pType->GetFrequencyByLevel(iLevel) > 0)
				{
				char szBuffer[256];
				wsprintf(szBuffer, "%02d %s", 
						ftCommon - pType->GetFrequencyByLevel(iLevel),
						pType->GetName().GetASCIIZPointer());
						
				Sort.AddEntry(CString(szBuffer), (CObject *)pType);
				}
			}

		//	Print out the stations for this level

		if (Sort.GetCount() > 0)
			{
			for (i = 0; i < Sort.GetCount(); i++)
				{
				CStationType *pType = (CStationType *)Sort.GetValue(i);

				for (j = 0; j < Cols.GetCount(); j++)
					{
					if (j != 0)
						printf("\t");

					if (strEquals(Cols[j], CONSTLIT("Level")))
						printf("%d", iLevel);
					else if (strEquals(Cols[j], CONSTLIT("Freq")))
						printf((LPSTR)FrequencyChar(pType->GetFrequencyByLevel(iLevel)));
					else if (strEquals(Cols[j], CONSTLIT("Name")))
						printf((LPSTR)pType->GetName());
					else if (strEquals(Cols[j], CONSTLIT("Type")))
						{
						if (pType->HasAttribute(CONSTLIT("enemy")))
							printf("Enemy");
						else if (pType->HasAttribute(CONSTLIT("debris")))
							printf("Debris");
						else
							printf("Friend");
						}
					else if (strEquals(Cols[j], CONSTLIT("Environment")))
						{
						bool bElements = false;

						if (pType->HasAttribute(CONSTLIT("envAir")))
							{
							if (bElements)
								printf(", ");

							printf("envAir");
							bElements = true;
							}

						if (pType->HasAttribute(CONSTLIT("envEarth")))
							{
							if (bElements)
								printf(", ");

							printf("envEarth");
							bElements = true;
							}

						if (pType->HasAttribute(CONSTLIT("envFire")))
							{
							if (bElements)
								printf(", ");

							printf("envFire");
							bElements = true;
							}

						if (pType->HasAttribute(CONSTLIT("envWater")))
							{
							if (bElements)
								printf(", ");

							printf("envWater");
							bElements = true;
							}

						if (!bElements)
							printf("None");
						}
					}

				printf("\n");
				}
			}
		}
	}
Пример #14
0
void GenerateEncounterTable (CUniverse &Universe, CXMLElement *pCmdLine, CIDTable &EntityTable)
	{
	ALERROR error;
	int i, j;

	//	Get the criteria from the command line. Always append 't' because we
	//	want station types.

	CString sCriteria = strPatternSubst(CONSTLIT("%s t"), pCmdLine->GetAttribute(CRITERIA_ATTRIB));

	//	Parse it

	CDesignTypeCriteria Criteria;
	if (CDesignTypeCriteria::ParseCriteria(sCriteria, &Criteria) != NOERROR)
		{
		printf("ERROR: Unable to parse criteria.\n");
		return;
		}

	bool bAll = pCmdLine->GetAttributeBool(ALL_ATTRIB);
	bool bOnlyNotRandom = pCmdLine->GetAttributeBool(ONLY_NOT_RANDOM_ATTRIB);

	//	Generate a table of all matching encounters

	CSymbolTable Table(FALSE, TRUE);

	//	Loop over all items for this level and add them to
	//	a sorted table.

	for (i = 0; i < Universe.GetStationTypeCount(); i++)
		{
		CStationType *pType = Universe.GetStationType(i);
		int iLevel = pType->GetLevel();

		//	If we're selecting all types, then do it

		if (bAll)
			;

		//	If we only want non-random types, then skip any random encounters.

		else if (bOnlyNotRandom)
			{
			if (pType->CanBeEncounteredRandomly())
				continue;
			}

		//	Otherwise we skip anything except random encounters.

		else
			{
			if (!pType->CanBeEncounteredRandomly())
				continue;
			}

		//	If we don't match the criteria, then continue

		if (!pType->MatchesCriteria(Criteria))
			continue;

		//	Get the category and name

		CString sCategory = pType->GetDataField(FIELD_CATEGORY);
		CString sName = pType->GetDataField(FIELD_NAME);
		if (*sName.GetASCIIZPointer() == '(')
			sName = strSubString(sName, 1, -1);

		//	Figure out the sort order

		char szBuffer[1024];
		wsprintf(szBuffer, "%02d%s%s%08x", 
				iLevel,
				sCategory.GetASCIIZPointer(), 
				sName.GetASCIIZPointer(),
				pType->GetUNID());
		Table.AddEntry(CString(szBuffer), (CObject *)pType);
		}

	//	Generate a list of columns to display

	TArray<CString> Cols;
	Cols.Insert(FIELD_LEVEL);
	Cols.Insert(FIELD_CATEGORY);
	Cols.Insert(FIELD_NAME);

	for (i = 0; i < pCmdLine->GetAttributeCount(); i++)
		{
		CString sAttrib = pCmdLine->GetAttributeName(i);

		if (!IsMainCommandParam(sAttrib)
				&& !strEquals(sAttrib, ONLY_NOT_RANDOM_ATTRIB)
				&& !strEquals(sAttrib, CONSTLIT("encountertable")))
			{
			CString sValue = pCmdLine->GetAttribute(i);
			
			if (!strEquals(sValue, CONSTLIT("true")))
				Cols.Insert(strPatternSubst(CONSTLIT("%s:%s"), sAttrib, sValue));
			else
				Cols.Insert(sAttrib);
			}
		}

	//	If we need to output total count, then load the table

	CDesignTypeStats TotalCount;
	if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT)
			|| pCmdLine->GetAttributeBool(FIELD_COUNT_DISTRIBUTION))
		{
		if (error = LoadDesignTypeStats(&TotalCount))
			return;
		}

	//	If we've got any entries in the table, output now

	if (Table.GetCount())
		{
		//	Output the header

		for (j = 0; j < Cols.GetCount(); j++)
			{
			if (j != 0)
				printf("\t");

			printf(Cols[j].GetASCIIZPointer());
			}

		printf("\n");

		//	Output each row

		for (i = 0; i < Table.GetCount(); i++)
			{
			CStationType *pType = (CStationType *)Table.GetValue(i);

			for (j = 0; j < Cols.GetCount(); j++)
				{
				if (j != 0)
					printf("\t");

				const CString &sField = Cols[j];

				//	Get the value

				CString sValue;
				if (strEquals(sField, FIELD_ENTITY))
					{
					CString *pValue;
					if (EntityTable.Lookup(pType->GetUNID(), (CObject **)&pValue) == NOERROR)
						sValue = *pValue;
					else
						sValue = CONSTLIT("?");
					}
				else
					sValue = pType->GetDataField(sField);

				//	Format and output

				if (strEquals(sField, FIELD_FIRE_RATE_ADJ))
					printf("%.2f", strToInt(sValue, 0, NULL) / 1000.0);
				else if (strEquals(sField, FIELD_TOTAL_COUNT))
					{
					SDesignTypeInfo *pInfo = TotalCount.GetAt(pType->GetUNID());
					double rCount = (pInfo ? pInfo->rPerGameMeanCount : 0.0);
					printf("%.2f", rCount);
					}
				else if (strEquals(sField, FIELD_COUNT_DISTRIBUTION))
					{
					SDesignTypeInfo *pInfo = TotalCount.GetAt(pType->GetUNID());
					printf("%s", (pInfo ? pInfo->sDistribution : NULL_STR).GetASCIIZPointer());
					}
				else
					printf(sValue.GetASCIIZPointer());
				}

			printf("\n");
			}

		printf("\n");
		}
	else
		printf("No entries match criteria.\n");
	}
Пример #15
0
CString CPlayerGameStats::GetStat (const CString &sStat) const

//	GetStat
//
//	Returns the given stat

	{
	if (strEquals(sStat, BEST_ENEMY_SHIPS_DESTROYED_STATS))
		{
		DWORD dwUNID;
		int iCount = GetBestEnemyShipsDestroyed(&dwUNID);
		if (iCount == 0)
			return NULL_STR;

		return strPatternSubst(CONSTLIT("'(%d %d)"), dwUNID, iCount);
		}
	else if (strEquals(sStat, ENEMY_SHIPS_DESTROYED_STAT))
		{
		CMapIterator i;
		int iCount = 0;
		m_ShipStats.Reset(i);
		while (m_ShipStats.HasMore(i))
			{
			SShipClassStats *pStats;
			DWORD dwUNID = m_ShipStats.GetNext(i, &pStats);

			iCount += pStats->iEnemyDestroyed;
			}

		if (iCount + m_iExtraEnemyShipsDestroyed == 0)
			return NULL_STR;

		return ::strFromInt(iCount + m_iExtraEnemyShipsDestroyed);
		}
	else if (strEquals(sStat, ENEMY_STATIONS_DESTROYED_STAT))
		{
		CSovereign *pPlayerSovereign = g_pUniverse->FindSovereign(g_PlayerSovereignUNID);
		if (pPlayerSovereign == NULL)
			return NULL_STR;

		CMapIterator i;
		int iCount = 0;
		m_StationStats.Reset(i);
		while (m_StationStats.HasMore(i))
			{
			SStationTypeStats *pStats;
			DWORD dwUNID = m_StationStats.GetNext(i, &pStats);
			CStationType *pType = g_pUniverse->FindStationType(dwUNID);
			if (pType == NULL)
				continue;

			if (pType->GetSovereign()->IsEnemy(pPlayerSovereign))
				iCount += pStats->iDestroyed;
			}

		if (iCount == 0)
			return NULL_STR;

		return ::strFromInt(iCount);
		}
	else if (strEquals(sStat, FRIENDLY_SHIPS_DESTROYED_STAT))
		{
		CMapIterator i;
		int iCount = 0;
		m_ShipStats.Reset(i);
		while (m_ShipStats.HasMore(i))
			{
			SShipClassStats *pStats;
			DWORD dwUNID = m_ShipStats.GetNext(i, &pStats);

			iCount += pStats->iFriendDestroyed;
			}

		if (iCount == 0)
			return NULL_STR;

		return ::strFromInt(iCount);
		}
	else if (strEquals(sStat, FRIENDLY_STATIONS_DESTROYED_STAT))
		{
		CSovereign *pPlayerSovereign = g_pUniverse->FindSovereign(g_PlayerSovereignUNID);
		if (pPlayerSovereign == NULL)
			return NULL_STR;

		CMapIterator i;
		int iCount = 0;
		m_StationStats.Reset(i);
		while (m_StationStats.HasMore(i))
			{
			SStationTypeStats *pStats;
			DWORD dwUNID = m_StationStats.GetNext(i, &pStats);
			CStationType *pType = g_pUniverse->FindStationType(dwUNID);
			if (pType == NULL)
				continue;

			if (!pType->GetSovereign()->IsEnemy(pPlayerSovereign))
				iCount += pStats->iDestroyed;
			}

		if (iCount == 0)
			return NULL_STR;

		return ::strFromInt(iCount);
		}
	else if (strEquals(sStat, RESURRECT_COUNT_STAT))
		return ::strFromInt(m_iResurrectCount);
	else if (strEquals(sStat, SCORE_STAT))
		return ::strFromInt(m_iScore);
	else if (strEquals(sStat, SYSTEM_DATA_STAT))
		{
		CMemoryWriteStream Output;
		if (Output.Create() != NOERROR)
			return NIL_VALUE;

		Output.Write("'(", 2);

		CMapIterator i;
		m_SystemStats.Reset(i);
		while (m_SystemStats.HasMore(i))
			{
			SSystemStats *pStats;
			const CString &sNodeID = m_SystemStats.GetNext(i, &pStats);

			Output.Write("(", 1);
			Output.Write(sNodeID.GetASCIIZPointer(), sNodeID.GetLength());
			Output.Write(" ", 1);
			WriteTimeValue(Output, pStats->dwFirstEntered);
			Output.Write(" ", 1);
			WriteTimeValue(Output, pStats->dwLastEntered);
			Output.Write(" ", 1);
			WriteTimeValue(Output, pStats->dwLastLeft);
			Output.Write(" ", 1);
			WriteTimeValue(Output, pStats->dwTotalTime);
			Output.Write(") ", 2);
			}

		Output.Write(")", 1);

		return CString(Output.GetPointer(), Output.GetLength());
		}
	else if (strEquals(sStat, SYSTEMS_VISITED_STAT))
		{
		CMapIterator i;
		int iCount = 0;
		m_SystemStats.Reset(i);
		while (m_SystemStats.HasMore(i))
			{
			SSystemStats *pStats;
			const CString &sNodeID = m_SystemStats.GetNext(i, &pStats);

			if (pStats->dwLastEntered != INVALID_TIME)
				iCount++;
			}

		return ::strFromInt(iCount + m_iExtraSystemsVisited);
		}
	else
		return NULL_STR;
	}
Пример #16
0
void CSystemCreateStats::AddFillLocationsTable (CSystem *pSystem, const TProbabilityTable<int> &LocationTable, const CString &sStationCriteria)

//	AddFillLocationsTable
//
//	Adds stats about <FillLocations>

	{
	int i, j;

	if (LocationTable.GetCount() == 0)
		return;

	SFillLocationsTable *pEntry = m_FillLocationsTables.Insert();
	pEntry->iLevel = pSystem->GetLevel();
	pEntry->sSystemName = pSystem->GetName();
	pEntry->pSystemType = pSystem->GetType();
	pEntry->sStationCriteria = sStationCriteria;

	//	Parse station criteria if we've got it.
	//	NOTE: For now we only do enemies.

	CString sEnemyStationCriteria = strPatternSubst(CONSTLIT("%s,%s"), sStationCriteria, CONSTLIT("*enemy"));
	CAttributeCriteria StationCriteria;
	StationCriteria.Parse(sEnemyStationCriteria, 0);

	//	Start by generating a base probability for all station encounters 
	//	relative to the system.

	TProbabilityTable<CStationType *> BaseProb;
	for (i = 0; i < g_pUniverse->GetStationTypeCount(); i++)
		{
		CStationType *pType = g_pUniverse->GetStationType(i);
		int iBaseChance = StationCriteria.AdjStationWeight(pType, ((1000 / ftCommon) * pType->GetFrequencyForSystem(pSystem)));
		if (iBaseChance > 0)
			{
			CAttributeCriteria LocationCriteria;
			LocationCriteria.Parse(pType->GetLocationCriteria(), 0);

			//	Average out our chance of ending up at one of the given locations.

			int iTotal = 0;
			for (j = 0; j < LocationTable.GetCount(); j++)
				{
				int iLocID = LocationTable[j];
				CLocationDef *pLoc = pSystem->GetLocation(iLocID);

				iTotal += LocationCriteria.AdjLocationWeight(pSystem, pLoc);
				}

			int iAverageChance = iTotal / LocationTable.GetCount();

			//	Now adjust the base chance

			int iChance = iBaseChance * iAverageChance / 1000;
			if (iChance <= 0)
				continue;

			//	Add it to our table.

			pEntry->Table.Insert(pType, iChance);
			}
		}
	}
Пример #17
0
void CompileTradeData (CSpaceObject *pObj, SStationData *retAllStations, SItemData *retAllItems)
	{
	int i;

	CDesignType *pType = pObj->GetType();
	CStationType *pStationType = CStationType::AsType(pType);
	if (pStationType == NULL || pStationType->GetTradingDesc() == NULL)
		return;

	//	All prices in default currency (credits)

	CEconomyType *pCurrency = CEconomyType::AsType(g_pUniverse->FindDesignType(DEFAULT_ECONOMY_UNID));

	//	Get the entry

	bool bNew;
	SStationTypeInfo *pStationInfo = retAllStations->SetAt(pStationType, &bNew);
	if (bNew)
		pStationInfo->pType = pStationType;

	//	Loop over all item types and see if that station buys or sells.

	for (i = 0; i < g_pUniverse->GetItemTypeCount(); i++)
		{
		CItemType *pItemType = g_pUniverse->GetItemType(i);
		CItem AnItem(pItemType, 1);
		SItemTypeInfo *pItemInfo = NULL;

		//	See if the stations buys this

		int iBuyPrice = (int)pCurrency->Exchange(pObj->GetDefaultEconomy(), pObj->GetBuyPrice(AnItem, CTradingDesc::FLAG_NO_DONATION));
		if (iBuyPrice > 0)
			{
			//	Add an entry for the station type recording that we buy this 
			//	item type at the given price.

			SItemTradeInfo *pItemEntry = pStationInfo->Buys.SetAt(pItemType, &bNew);
			if (bNew)
				pItemEntry->pItem = pItemType;

			pItemEntry->Records.Insert(iBuyPrice);

			//	Add an entry for the item type recording that this station type
			//	buys the given item.

			pItemInfo = retAllItems->SetAt(pItemType, &bNew);
			if (bNew)
				pItemInfo->pItem = pItemType;

			SStationTradeInfo *pStationEntry = pItemInfo->BoughtBy.SetAt(pStationType, &bNew);
			if (bNew)
				pStationEntry->pStation = pStationType;

			pStationEntry->Records.Insert(iBuyPrice);
			}

		//	See if the station sells this

		int iSellPrice = (int)pCurrency->Exchange(pObj->GetDefaultEconomy(), pObj->GetSellPrice(AnItem, 0));
		if (iSellPrice > 0)
			{
			//	Add an entry for the station type recording that we sell this 
			//	item type at the given price.

			SItemTradeInfo *pItemEntry = pStationInfo->Sells.SetAt(pItemType, &bNew);
			if (bNew)
				pItemEntry->pItem = pItemType;

			pItemEntry->Records.Insert(iSellPrice);

			//	Add an entry for the item type recording that this station type
			//	buys the given item.

			if (pItemInfo == NULL)
				{
				pItemInfo = retAllItems->SetAt(pItemType, &bNew);
				if (bNew)
					pItemInfo->pItem = pItemType;
				}

			SStationTradeInfo *pStationEntry = pItemInfo->SoldAt.SetAt(pStationType, &bNew);
			if (bNew)
				pStationEntry->pStation = pStationType;

			pStationEntry->Records.Insert(iSellPrice);
			}
		}
	}
Пример #18
0
void GenerateEncounterFrequency (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	enum ETypes
		{
		outputFreq,
		outputFillLocations,
		};

	int i, j;

	//	Options

	int iSystemSample = pCmdLine->GetAttributeIntegerBounded(CONSTLIT("count"), 1, -1, 1);
	bool bLogo = !pCmdLine->GetAttributeBool(CONSTLIT("noLogo"));
	bool bAll = pCmdLine->GetAttributeBool(CONSTLIT("all"));

	bool bRawData = pCmdLine->GetAttributeBool(CONSTLIT("rawData"));
	
	ETypes iType;
	if (pCmdLine->GetAttributeBool(CONSTLIT("fillLocations")))
		iType = outputFillLocations;
	else
		iType = outputFreq;

	//	Additional columns

	TArray<CString> Cols;
	for (i = 0; i < pCmdLine->GetAttributeCount(); i++)
		{
		CString sAttrib = pCmdLine->GetAttributeName(i);

		if (!IsMainCommandParam(sAttrib)
				&& !strEquals(sAttrib, CONSTLIT("count"))
				&& !strEquals(sAttrib, CONSTLIT("fillLocations"))
				&& !strEquals(sAttrib, CONSTLIT("rawData"))
				&& !strEquals(sAttrib, CONSTLIT("encounterfreq")))
			{
			CString sValue = pCmdLine->GetAttribute(i);
			
			if (!strEquals(sValue, CONSTLIT("true")))
				Cols.Insert(strPatternSubst(CONSTLIT("%s:%s"), sAttrib, sValue));
			else
				Cols.Insert(sAttrib);
			}
		}

	//	Generate systems for multiple games

	CSystemCreateStats Stats;
	for (i = 0; i < iSystemSample; i++)
		{
		if (bLogo)
			printf("pass %d...\n", i+1);

		//	Initialize the game

		CString sError;
		if (Universe.InitGame(0, &sError) != NOERROR)
			{
			printf("%s\n", sError.GetASCIIZPointer());
			return;
			}

		for (j = 0; j < Universe.GetTopologyNodeCount(); j++)
			{
			CTopologyNode *pNode = Universe.GetTopologyNode(j);
			if (pNode->IsEndGame())
				continue;

			//	Create the system

			CSystem *pSystem;
			if (Universe.CreateStarSystem(pNode, &pSystem, NULL, &Stats) != NOERROR)
				{
				printf("ERROR: Unable to create star system.\n");
				return;
				}

			//	Done with old system

			Universe.DestroySystem(pSystem);
			}

		Universe.Reinit();
		}

	//	Output based on type

	if (iType == outputFreq)
		{
		//	Generate a table for each encounter

		TSortMap<CStationType *, SEncounterFreqEntry> EncounterFreq;
		for (i = 0; i < Stats.GetEncounterTableCount(); i++)
			{
			const CSystemCreateStats::SEncounterTable &Table = Stats.GetEncounterTable(i);

			//	Skip if only planets and asteroids

			if (!Table.bHasStation && !bAll)
				continue;

			//	For each entry in the table, add to the frequency table

			for (j = 0; j < Table.Table.GetCount(); j++)
				{
				CStationType *pEncounterType = Table.Table.GetAt(j);
				int iChance = Table.Table.GetChance(j);

				SEncounterFreqEntry *pEntry = EncounterFreq.SetAt(pEncounterType);
				pEntry->iCount += Table.iCount;
				pEntry->iTotalChance += Table.iCount * iChance;

				if (pEntry->pMaxTable == NULL || iChance > pEntry->iMaxChance)
					{
					pEntry->pMaxTable = &Table;
					pEntry->iMaxChance = iChance;
					}

				if (pEntry->pMinTable == NULL || iChance < pEntry->iMinChance)
					{
					pEntry->pMinTable = &Table;
					pEntry->iMinChance = iChance;
					}
				}
			}

		//	Output encounter frequency distribution

		printf("Level\tCategory\tEncounter\tTotal Chances\tAverage Chance\tMin Chance\tMax Chance");
		for (i = 0; i < Cols.GetCount(); i++)
			printf("\t%s", Cols[i].GetASCIIZPointer());
		printf("\n");

		for (i = 0; i < EncounterFreq.GetCount(); i++)
			{
			CStationType *pEncounterType = EncounterFreq.GetKey(i);
			int iAveWhole = EncounterFreq[i].iTotalChance / EncounterFreq[i].iCount;
			int iAveFrac = 1000 * (EncounterFreq[i].iTotalChance % EncounterFreq[i].iCount) / EncounterFreq[i].iCount;

			printf("%d\t%s\t%s\t%d\t%d.%03d\t%d\t%d",
					pEncounterType->GetLevel(),
					pEncounterType->GetDataField(CONSTLIT("category")).GetASCIIZPointer(),
					pEncounterType->GetName().GetASCIIZPointer(),
					EncounterFreq[i].iCount,
					iAveWhole,
					iAveFrac,
					EncounterFreq[i].iMinChance,
					EncounterFreq[i].iMaxChance);

			for (j = 0; j < Cols.GetCount(); j++)
				{
				CString sValue = pEncounterType->GetDataField(Cols[j]);
				printf("\t%s", sValue.GetASCIIZPointer());
				}

			printf("\n");
			}

		//	Output raw data

		if (bRawData)
			{
			//	Loop over stats and output tables

			for (i = 0; i < Stats.GetEncounterTableCount(); i++)
				{
				const CSystemCreateStats::SEncounterTable &Table = Stats.GetEncounterTable(i);

				//	Skip if only planets and asteroids

				if (!Table.bHasStation && !bAll)
					continue;

				//	Header

				printf("LEVEL %d (%d location%s)\nSystem Type: %08x\nStations: %s\n", 
						Table.iLevel,
						Table.iCount,
						(Table.iCount == 1 ? "" : "s"),
						Table.pSystemType->GetUNID(),
						Table.sStationCriteria.GetASCIIZPointer());

				//	Location attributes

				printf("Location: ");
				for (j = 0; j < Table.LabelAttribs.GetCount(); j++)
					{
					if (j != 0)
						printf(", ");
					printf(Table.LabelAttribs[j].GetASCIIZPointer());
					}
				printf("\n");

				//	Entries

				for (j = 0; j < Table.Table.GetCount(); j++)
					printf("%s\t%d\n", Table.Table.GetAt(j)->GetName().GetASCIIZPointer(), Table.Table.GetChance(j));

				printf("\n");
				}
			}
		}
	else if (iType == outputFillLocations)
		{
		printf("Level\tSystem\tEncounter\tChance\n");

		for (i = 0; i < Stats.GetFillLocationsTableCount(); i++)
			{
			const CSystemCreateStats::SFillLocationsTable &Entry = Stats.GetFillLocationsTable(i);

			for (j = 0; j < Entry.Table.GetCount(); j++)
				{
				int iPercent = (int)(1000.0 * Entry.Table.GetChance(j) / (Metric)Entry.Table.GetTotalChance());

				printf("%d\t%s\t%s\t%d.%d\n",
						Entry.iLevel,
						Entry.sSystemName.GetASCIIZPointer(),
						Entry.Table[j]->GetName().GetASCIIZPointer(), 
						iPercent / 10,
						iPercent % 10);
				}
			}
		}
	}