Пример #1
0
void DoTradeSim (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j;
	CSovereign *pPlayer = Universe.FindSovereign(g_PlayerSovereignUNID);

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

	//	For each station type we keep track of the items that it sells and the
	//	various prices that each instances charges.

	SStationData AllStations;

	//	For each item type we keep track of the stations that sell and/or
	//	buy it.

	SItemData AllItems;

	//	Generate systems for multiple games

	for (i = 0; i < iSystemSample; i++)
		{
		if (bLogo)
			printf("pass %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;
				}

			//	For all active stations in the system, get their trading information

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

				if (pObj && pObj->GetCategory() == CSpaceObject::catStation)
					CompileTradeData(pObj, &AllStations, &AllItems);
				}

			//	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();
		}

	if (bLogo)
		printf("FINAL STATISTICS\n\n");

	//	Loop over each item and output the best trading strategy

	printf("Item\tSeller\tSell Price\tBuyer\tBuy Price\tProfit\n");
	for (i = 0; i < AllItems.GetCount(); i++)
		{
		ComputeAverages(&AllItems[i]);
		OutputTradingStrategy(AllItems[i]);
		}
	}
Пример #2
0
void GenerateSnapshot (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i;

	//	Get some parameters

	int iInitialUpdateTime = 10;
	int iUpdateTime = pCmdLine->GetAttributeInteger(CONSTLIT("wait"));

	//	Criteria

	CString sNode = pCmdLine->GetAttribute(CONSTLIT("node"));
	CString sCriteria = pCmdLine->GetAttribute(CONSTLIT("criteria"));

	//	Output

	int cxWidth;
	int cyHeight;
	if (pCmdLine->FindAttributeInteger(CONSTLIT("size"), &cxWidth))
		{
		cyHeight = cxWidth;
		}
	else
		{
		cxWidth = 1024;
		cyHeight = 1024;
		}

	//	Paint flags

	DWORD dwPaintFlags = 0;
	if (pCmdLine->GetAttributeBool(CONSTLIT("noStars")))
		dwPaintFlags |= CSystem::VWP_NO_STAR_FIELD;

	//	Output file

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

	//	Update context

	SSystemUpdateCtx Ctx;
	Ctx.bForceEventFiring = true;
	Ctx.bForcePainted = true;

	//	Loop over all systems until we find what we're looking for

	int iLoops = 20;
	int iNodeIndex = 0;
	CTopologyNode *pNode = Universe.GetTopologyNode(iNodeIndex);
	while (true)
		{
		//	Create the system

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

		//	If this is the node we want, then search

		CSpaceObject *pTarget;
		if (sNode.IsBlank() || strEquals(sNode, pNode->GetID()))
			{
			printf("Searching %s...\n", pNode->GetSystemName().GetASCIIZPointer());

			//	Set the POV

			CSpaceObject *pPOV = pSystem->GetObject(0);
			Universe.SetPOV(pPOV);
			pSystem->SetPOVLRS(pPOV);

			//	Prepare system

			Universe.UpdateExtended();
			Universe.GarbageCollectLibraryBitmaps();

			//	Update for a while

			for (i = 0; i < iInitialUpdateTime; i++)
				Universe.Update(Ctx);

			//	Compose the criteria

			CSpaceObject::Criteria Criteria;
			CSpaceObject::ParseCriteria(pPOV, sCriteria, &Criteria);

			//	Get the list of all objects in the system that match the criteria

			CSpaceObject::SCriteriaMatchCtx Ctx(Criteria);
			TArray<CSpaceObject *> Results;
			for (i = 0; i < pSystem->GetObjectCount(); i++)
				{
				CSpaceObject *pObj = pSystem->GetObject(i);
				if (pObj && pObj->MatchesCriteria(Ctx, Criteria))
					Results.Insert(pObj);
				}

			//	Pick the appropriate object from the list

			if (Results.GetCount() == 0)
				pTarget = NULL;
			else if (Criteria.bNearestOnly || Criteria.bFarthestOnly)
				pTarget = Ctx.pBestObj;
			else
				pTarget = Results[mathRandom(0, Results.GetCount() - 1)];
			}
		else
			pTarget = NULL;

		//	If we found the target, then output

		if (pTarget)
			{
			//	If we found the target, take a snapshot

			printf("Found %s.\n", pTarget->GetNounPhrase(0).GetASCIIZPointer());

			//	Wait a bit

			for (i = 0; i < iUpdateTime; i++)
				{
				if ((i % 100) == 99)
					printf(".");

				Universe.Update(Ctx);
				}

			if (iUpdateTime >= 99)
				printf("\n");

			//	Paint

			CG16bitImage Output;
			Output.CreateBlank(cxWidth, cyHeight, false);
			RECT rcViewport;
			rcViewport.left = 0;
			rcViewport.top = 0;
			rcViewport.right = cxWidth;
			rcViewport.bottom = cyHeight;
			
			pSystem->PaintViewport(Output, rcViewport, pTarget, dwPaintFlags);

			//	Write to file

			if (!sFilespec.IsBlank())
				{
				CFileWriteStream OutputFile(sFilespec);
				if (OutputFile.Create() != NOERROR)
					{
					printf("ERROR: Unable to create '%s'\n", sFilespec.GetASCIIZPointer());
					return;
					}

				Output.WriteToWindowsBMP(&OutputFile);
				OutputFile.Close();
				printf("%s\n", sFilespec.GetASCIIZPointer());
				}

			//	Otherwise, clipboard

			else
				{
				if (error = Output.CopyToClipboard())
					{
					printf("ERROR: Unable to copy image to clipboard.\n");
					return;
					}

				printf("Image copied to clipboard.\n");
				}

			//	Done

			break;
			}

		//	Done with old system

		Universe.DestroySystem(pSystem);

		//	Loop to the next node

		do
			{
			iNodeIndex = ((iNodeIndex + 1) % Universe.GetTopologyNodeCount());
			pNode = Universe.GetTopologyNode(iNodeIndex);
			}
		while (pNode == NULL || pNode->IsEndGame());

		//	If we're back to the first node again, restart

		if (iNodeIndex == 0)
			{
			if (--iLoops > 0)
				{
				Universe.Reinit();

				iNodeIndex = 0;
				pNode = Universe.GetTopologyNode(iNodeIndex);
				}
			else
				{
				printf("ERROR: Specified target could not be found.\n");
				return;
				}
			}
		}
	}
Пример #3
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 #4
0
void GenerateStationPlaceSim (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j, k;
	CSovereign *pPlayer = Universe.FindSovereign(g_PlayerSovereignUNID);

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

	//	Generate systems for multiple games

	CSymbolTable AllSystems(TRUE, TRUE);
	for (i = 0; i < iSystemSample; i++)
		{
		if (bLogo)
			printf("pass %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.

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

				for (j = 0; j < DIST_BUCKET_COUNT; j++)
					pSystemEntry->iEnemies[j] = 0;

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

			//	For all active stations in the system, count the number of enemy stations
			//	within certain distance buckets

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

				//	Find any objects that are lootable by the player

				if (pObj
						&& pObj->GetCategory() == CSpaceObject::catStation
						&& pObj->CanAttack())
					{
					//	Count to see how many enemy stations are in range

					for (k = 0; k < pSystem->GetObjectCount(); k++)
						{
						CSpaceObject *pEnemy = pSystem->GetObject(k);
						if (pEnemy
								&& pEnemy->GetCategory() == CSpaceObject::catStation
								&& pEnemy->CanAttack()
								&& (pEnemy->IsEnemy(pObj) || pObj->IsEnemy(pEnemy)))
							{
							Metric rDist = pObj->GetDistance(pEnemy);
							int iDist = DistToBucketIndex(rDist);
							if (iDist != -1)
								{
								ASSERT(iDist < DIST_BUCKET_COUNT && iDist >= 0);
								pSystemEntry->iEnemies[iDist]++;

								int iLSDist = (int)((rDist / LIGHT_SECOND) + 0.5);
								if (iLSDist < 30)
									{
									printf("%s: %s (%x) and %s (%x) within %d ls\n",
											pSystem->GetName().GetASCIIZPointer(),
											pObj->GetNounPhrase().GetASCIIZPointer(),
											pObj->GetID(),
											pEnemy->GetNounPhrase().GetASCIIZPointer(),
											pEnemy->GetID(),
											iLSDist);
									}
								}
							}
						}
					}
				}

			//	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();
		}

	if (bLogo)
		printf("FINAL SYSTEM STATISTICS\n\n");

	//	Output total value stats

	printf("Level\tSystem\t<10 ls\t<25 ls\t<50ls\t<100 ls\n");

	int iTotals[DIST_BUCKET_COUNT];
	for (i = 0; i < DIST_BUCKET_COUNT; i++)
		iTotals[i] = 0;

	for (i = 0; i < AllSystems.GetCount(); i++)
		{
		SPSimSystemInfo *pSystemEntry = (SPSimSystemInfo *)AllSystems.GetValue(i);

		printf("%d\t%s",
				pSystemEntry->iLevel,
				pSystemEntry->sName.GetASCIIZPointer());

		for (j = 0; j < DIST_BUCKET_COUNT; j++)
			{
			printf("\t%.2f", (double)pSystemEntry->iEnemies[j] / (double)pSystemEntry->iCount);
			iTotals[j] += pSystemEntry->iEnemies[j];
			}

		printf("\n");
		}

	//	Totals

	printf("\n");
	printf("Within  10 ls: %.2f\n", iTotals[0] / (double)iSystemSample);
	printf("Within  25 ls: %.2f\n", iTotals[1] / (double)iSystemSample);
	printf("Within  50 ls: %.2f\n", iTotals[2] / (double)iSystemSample);
	printf("Within 100 ls: %.2f\n", iTotals[3] / (double)iSystemSample);

	printf("\n");
	}
Пример #5
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 #6
0
void GenerateSnapshot (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i;

	//	Get some parameters

	int iInitialUpdateTime = pCmdLine->GetAttributeIntegerBounded(CONSTLIT("initialUpdate"), 0, -1, 10);
	int iUpdateTime = pCmdLine->GetAttributeInteger(CONSTLIT("wait"));
	bool bObjOnly = pCmdLine->GetAttributeBool(CONSTLIT("objOnly"));

	//	Criteria

	CString sNode = pCmdLine->GetAttribute(CONSTLIT("node"));
	CString sCriteria = pCmdLine->GetAttribute(CONSTLIT("criteria"));

	//	Number of snapshots

	int iTotalCount = pCmdLine->GetAttributeIntegerBounded(CONSTLIT("count"), 1, -1, 1);

	//	Output

	int cxWidth;
	int cyHeight;
	if (pCmdLine->FindAttributeInteger(CONSTLIT("size"), &cxWidth))
		{
		cyHeight = cxWidth;
		}
	else
		{
		cxWidth = 1024;
		cyHeight = 1024;
		}

	//	Paint flags

	DWORD dwPaintFlags = 0;
	if (pCmdLine->GetAttributeBool(CONSTLIT("noStars")))
		dwPaintFlags |= CSystem::VWP_NO_STAR_FIELD;

	//	Output file

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

	//	Output image

	CG32bitImage Output;
	Output.Create(cxWidth, cyHeight);

	//	Update context

	SSystemUpdateCtx Ctx;
	Ctx.bForceEventFiring = true;
	Ctx.bForcePainted = true;

	RECT rcViewport;
	rcViewport.left = 0;
	rcViewport.top = 0;
	rcViewport.right = cxWidth;
	rcViewport.bottom = cyHeight;

	//	Loop over all systems until we find what we're looking for

	int iLoops = 20;
	int iNodeIndex = 0;
	int iSnapshotIndex = 0;
	CTopologyNode *pNode = Universe.GetTopologyNode(iNodeIndex);
	while (true)
		{
		//	Create the system

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

		//	If this is the node we want, then search

		CSpaceObject *pTarget;
		if (sNode.IsBlank() || strEquals(sNode, pNode->GetID()))
			{
			printf("Searching %s...\n", pNode->GetSystemName().GetASCIIZPointer());

			//	Set the POV

			CSpaceObject *pPOV = pSystem->GetObject(0);
			Universe.SetPOV(pPOV);
			pSystem->SetPOVLRS(pPOV);

			//	Prepare system

			Universe.UpdateExtended();
			Universe.GarbageCollectLibraryBitmaps();

			//	Update for a while

			for (i = 0; i < iInitialUpdateTime; i++)
				{
				Universe.Update(Ctx);
				Universe.PaintPOV(Output, rcViewport, 0);
				}

			//	Compose the criteria

			CSpaceObject::Criteria Criteria;
			CSpaceObject::ParseCriteria(pPOV, sCriteria, &Criteria);

			//	Get the list of all objects in the system that match the criteria

			CSpaceObject::SCriteriaMatchCtx Ctx(Criteria);
			TArray<CSpaceObject *> Results;
			for (i = 0; i < pSystem->GetObjectCount(); i++)
				{
				CSpaceObject *pObj = pSystem->GetObject(i);
				if (pObj && pObj->MatchesCriteria(Ctx, Criteria))
					Results.Insert(pObj);
				}

			//	Pick the appropriate object from the list

			if (Results.GetCount() == 0)
				pTarget = NULL;
			else if (Criteria.bNearestOnly || Criteria.bFarthestOnly)
				pTarget = Ctx.pBestObj;
			else
				pTarget = Results[mathRandom(0, Results.GetCount() - 1)];
			}
		else
			pTarget = NULL;

		//	If we found the target, then output

		if (pTarget)
			{
			Universe.SetPOV(pTarget);

			//	Wait a bit
			//
			//	NOTE: After we update, pTarget could be invalid (i.e., destroyed)
			//	so we can't use it again.

			CString sTargetName = pTarget->GetNounPhrase(0);

			for (i = 0; i < iUpdateTime; i++)
				{
				if ((i % 100) == 99)
					printf(".");

				Universe.Update(Ctx);
				Universe.PaintPOV(Output, rcViewport, 0);
				}

			if (iUpdateTime >= 99)
				printf("\n");

			//	Paint

			if (bObjOnly)
				{
				SViewportPaintCtx Ctx;
				Ctx.pObj = Universe.GetPOV();
				Ctx.XForm = ViewportTransform(Universe.GetPOV()->GetPos(), 
						g_KlicksPerPixel, 
						cxWidth / 2, 
						cyHeight / 2);
				Ctx.XFormRel = Ctx.XForm;
				Ctx.fNoRecon = true;
				Ctx.fNoDockedShips = true;
				Ctx.fNoSelection = true;
				Ctx.fNoStarfield = true;

				CSpaceObject *pPOV = pSystem->GetObject(0);
				CSpaceObject::Criteria Criteria;
				CSpaceObject::ParseCriteria(pPOV, sCriteria, &Criteria);

				//	Paint all objects that match the criteria

				CSpaceObject::SCriteriaMatchCtx CriteriaCtx(Criteria);
				for (i = 0; i < pSystem->GetObjectCount(); i++)
					{
					CSpaceObject *pObj = pSystem->GetObject(i);
					if (pObj && pObj->MatchesCriteria(CriteriaCtx, Criteria))
						{
						Ctx.pObj = pObj;
						int xObj;
						int yObj;
						Ctx.XForm.Transform(pObj->GetPos(), &xObj, &yObj);

						pObj->Paint(Output, xObj, yObj, Ctx);
						}
					}
				}
			else
				{
			
				Universe.PaintPOV(Output, rcViewport, 0);
				}

			//	Write to file

			if (!sFilespec.IsBlank())
				{
				CString sBmpFilespec;
				if (iTotalCount > 100)
					sBmpFilespec = pathAddExtensionIfNecessary(strPatternSubst(CONSTLIT("%s%03d"), sFilespec, iSnapshotIndex + 1), CONSTLIT(".bmp"));
				else if (iTotalCount > 1)
					sBmpFilespec = pathAddExtensionIfNecessary(strPatternSubst(CONSTLIT("%s%02d"), sFilespec, iSnapshotIndex + 1), CONSTLIT(".bmp"));
				else
					sBmpFilespec = pathAddExtensionIfNecessary(sFilespec, CONSTLIT(".bmp"));

				CFileWriteStream OutputFile(sBmpFilespec);
				if (OutputFile.Create() != NOERROR)
					{
					printf("ERROR: Unable to create '%s'\n", sBmpFilespec.GetASCIIZPointer());
					return;
					}

				Output.WriteToWindowsBMP(&OutputFile);
				OutputFile.Close();
				printf("Found %s: Saved to %s\n", sTargetName.GetASCIIZPointer(), sBmpFilespec.GetASCIIZPointer());
				}

			//	Otherwise, clipboard

			else
				{
				if (error = Output.CopyToClipboard())
					{
					printf("ERROR: Unable to copy image to clipboard.\n");
					return;
					}

				printf("Found %s: Copied to clipboard.\n", sTargetName.GetASCIIZPointer());
				}

			//	Reset maximum loops

			iLoops = 20;

			//	Done

			iSnapshotIndex++;
			if (iSnapshotIndex >= iTotalCount)
				break;
			}

		//	Done with old system

		Universe.DestroySystem(pSystem);

		//	Loop to the next node

		do
			{
			iNodeIndex = ((iNodeIndex + 1) % Universe.GetTopologyNodeCount());
			pNode = Universe.GetTopologyNode(iNodeIndex);
			}
		while (pNode == NULL || pNode->IsEndGame());

		//	If we're back to the first node again, restart

		if (iNodeIndex == 0)
			{
			if (--iLoops > 0)
				{
				//	Reinitialize

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

				iNodeIndex = 0;
				pNode = Universe.GetTopologyNode(iNodeIndex);
				}
			else
				{
				printf("ERROR: Specified target could not be found.\n");
				return;
				}
			}
		}
	}
Пример #7
0
void GenerateTopology (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i, j, k;

	int iCount = pCmdLine->GetAttributeIntegerBounded(COUNT_SWITCH, 1, -1, 1);

	STopologyStats Stats;

	for (k = 0; k < iCount; k++)
		{
		if (iCount > 1)
			printf("sample %d", k+1);

		TSortMap<CString, SNodeInfo> NodeData;
		TSortMap<CString, int> AttribCount;

		//	Initialize the topology

		CString sError;
		Universe.GetFirstTopologyNode();

		//	Loop over all nodes

		for (i = 0; i < Universe.GetTopologyNodeCount(); i++)
			{
			CTopologyNode *pNode = Universe.GetTopologyNode(i);

			SNodeInfo *pNewNode = NodeData.Insert(pNode->GetID());
			pNewNode->sID = pNode->GetID();
			pNewNode->sName = pNode->GetSystemName();
			pNewNode->dwSystemUNID = pNode->GetSystemDescUNID();
			pNewNode->sAttribs = pNode->GetAttributes();

			//	Add the attributes in this node to the list of 
			//	attributes for this try.

			TArray<CString> Attribs;
			ParseAttributes(pNewNode->sAttribs, &Attribs);
			for (j = 0; j < Attribs.GetCount(); j++)
				{
				int *pCount = AttribCount.GetAt(Attribs[j]);
				if (pCount == NULL)
					{
					pCount = AttribCount.Insert(Attribs[j]);
					*pCount = 0;
					}

				*pCount = (*pCount) + 1;
				}
			}

		//	Compute topology stats
		//	Add the node count for this try

		Stats.NodeCount.Insert(NodeData.GetCount());

		//	Loop over all attributes that we know about. If one doesn't
		//	exist in this try, then we set its min to 0

		if (k > 0)
			{
			for (i = 0; i < Stats.Attribs.GetCount(); i++)
				{
				if (AttribCount.GetAt(Stats.Attribs.GetKey(i)) == NULL)
					Stats.Attribs[i].SetMin(0);
				}
			}

		//	Loop over all attributes in this try and add them to the stats

		SStat *pAttribStat;
		for (i = 0; i < AttribCount.GetCount(); i++)
			{
			//	If we have some attributes that no other try had, then
			//	that means that the minimum value is 0.

			if (pAttribStat = Stats.Attribs.GetAt(AttribCount.GetKey(i)))
				pAttribStat->Insert(AttribCount[i]);
			else
				{
				pAttribStat = Stats.Attribs.Insert(AttribCount.GetKey(i));
				pAttribStat->Insert(AttribCount[i]);
				if (k > 0)
					pAttribStat->SetMin(0);
				}
			}

		//	Output all the nodes

		if (iCount == 1)
			{
			printf("Node\tSystemType\tName\tStargates\tAttributes\n");
			for (i = 0; i < NodeData.GetCount(); i++)
				{
				SNodeInfo *pNode = &NodeData.GetValue(i);
				printf("%s\t%08x\t%s\t%d\t%s\n",
						pNode->sID.GetASCIIZPointer(),
						pNode->dwSystemUNID,
						pNode->sName.GetASCIIZPointer(),
						pNode->Stargates.GetCount(),
						pNode->sAttribs.GetASCIIZPointer());
				}
			}
		else
			{
			Universe.Reinit();
			printf("\n");
			}
		}

	//	Output stats

	if (iCount > 0)
		{
		printf("\n");
		printf("STATS\n\n");
		Stats.NodeCount.Print(CONSTLIT("Nodes"), iCount, Stats.NodeCount.GetAverage(iCount));
		printf("\n");

		printf("ATTRIBS\n\n");
		for (i = 0; i < Stats.Attribs.GetCount(); i++)
			Stats.Attribs[i].Print(Stats.Attribs.GetKey(i), iCount, Stats.NodeCount.GetAverage(iCount));
		printf("\n");
		}
	}
Пример #8
0
void GenerateSimTables (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j, k;

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

	//	Keep track of stats for each type

	TSortMap<DWORD, STypeStats> AllStats;
	for (i = 0; i < iSystemSample; i++)
		{
		TSortMap<DWORD, STypeInfo> AllTypes;

		printf("sample %d...\n", i+1);

		//	Initialize the game

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

		//	Loop over all nodes

		for (j = 0; j < Universe.GetTopologyNodeCount(); j++)
			{
			CTopologyNode *pNode = Universe.GetTopologyNode(j);

			//	Skip end game nodes

			if (pNode->IsEndGame())
				continue;

			//	Create the system

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

			//	Accumulate

			AccumulateSystem(pNode, pSystem, AllTypes);

			//	Done with old system

			Universe.DestroySystem(pSystem);
			}

		//	Now accumulate all stats

		for (j = 0; j < Universe.GetDesignTypeCount(); j++)
			{
			CDesignType *pType = Universe.GetDesignType(j);
			STypeStats *pStats = AllStats.SetAt(pType->GetUNID());

			STypeInfo *pTypeInfo = AllTypes.GetAt(pType->GetUNID());
			if (pTypeInfo)
				{
				pStats->PerGame.Insert(pTypeInfo->iTotalCount);

				for (k = 0; k < MAX_TECH_LEVEL; k++)
					pStats->PerLevel[k].Insert(pTypeInfo->PerLevel[k]);
				}
			else
				{
				pStats->PerGame.Insert(0);

				for (k = 0; k < MAX_TECH_LEVEL; k++)
					pStats->PerLevel[k].Insert(0);
				}
			}

		Universe.Reinit();
		}

	//	Output

	if (error = OutputTypeTable(AllStats, iSystemSample))
		return;

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

	printf("Total count statistic computed.\n");
	}
Пример #9
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);
				}
			}
		}
	}
Пример #10
0
void DoSmokeTest (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j;

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

	int iSystemUpdateTime = 100;

	//	Generate systems for multiple games

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

			//	Set the POV

			CSpaceObject *pPOV = pSystem->GetObject(0);
			Universe.SetPOV(pPOV);
			pSystem->SetPOVLRS(pPOV);

			//	Prepare system

			Universe.UpdateExtended();
			Universe.GarbageCollectLibraryBitmaps();
			Universe.LoadLibraryBitmaps();

			//	Update for a while

			for (j = 0; j < iSystemUpdateTime; j++)
				Universe.Update(g_SecondsPerUpdate, true);

			//	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);

			printf(".");
			}

		Universe.Reinit();
		printf("\n");
		}

	//	Done

	printf("Test successful.\n");
	}