示例#1
0
void CLocationCriteriaTableEntry::InitSelector (SSelectorInitCtx &InitCtx, CCompositeImageSelector *retSelector)

//	InitSelector
//
//	Initializes the selector

	{
	int i;

	//	Generate the table based on criteria and location

	TProbabilityTable<int> ProbTable;
	for (i = 0; i < m_Table.GetCount(); i++)
		{
		//	Compute the probability of this entry at the
		//	given location.

		int iChance = m_Table[i].Criteria.CalcLocationWeight(InitCtx.pSystem, InitCtx.sLocAttribs, InitCtx.vObjPos);
		if (iChance > 0)
			ProbTable.Insert(i, iChance);
		}

	//	If none match, then add the default element

	if (ProbTable.GetCount() == 0 && m_iDefault != -1)
		ProbTable.Insert(m_iDefault, 1000);

	//	Roll

	if (ProbTable.GetCount() > 0)
		{
		int iRoll = ProbTable.RollPos();
		int iIndex = ProbTable[iRoll];
		retSelector->AddVariant(GetID(), iIndex);
		m_Table[iIndex].pImage->InitSelector(InitCtx, retSelector);
		}
	}
示例#2
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);
			}
		}
	}
CSoundType *CSoundtrackManager::CalcGameTrackToPlay (const CString &sRequiredAttrib)

//	CalcGameTrackToPlay
//
//	Calculates a game track to play.

	{
	int i;
	CSystem *pSystem = g_pUniverse->GetCurrentSystem();

	//	Create a probability table of tracks to play.

	TSortMap<int, TProbabilityTable<CSoundType *>> Table(DescendingSort);
	for (i = 0; i < g_pUniverse->GetSoundTypeCount(); i++)
		{
		CSoundType *pTrack = g_pUniverse->GetSoundType(i);

		//	If this is not appropriate music then skip it

		if (!pTrack->HasAttribute(sRequiredAttrib))
			continue;

		//	If this is a system track and we've already played a
		//	system track, then skip it.

		else if (m_bSystemTrackPlayed
				&& pTrack->HasAttribute(ATTRIB_SYSTEM_SOUNDTRACK))
			continue;

		//	Calculate the chance for this track based on location
		//	criteria.

		int iChance = (pSystem ? pSystem->CalcMatchStrength(pTrack->GetLocationCriteria()) : 1000);
		if (iChance == 0)
			continue;

		//	Adjust probability based on when we last played this tack.

		switch (GetLastPlayedRank(pTrack->GetUNID()))
			{
			case 0:
				iChance = 0;
				break;

			case 1:
				iChance = iChance / 10;
				break;

			case 2:
				iChance = iChance / 5;
				break;

			case 3:
			case 4:
				iChance = iChance / 3;
				break;

			case 5:
			case 6:
			case 7:
				iChance = iChance / 2;
				break;

			case 8:
			case 9:
			case 10:
				iChance = 2 * iChance / 3;
				break;
			}

		if (iChance == 0)
			continue;

		//	Add to the probability table

		TProbabilityTable<CSoundType *> *pEntry = Table.SetAt(pTrack->GetPriority());
		pEntry->Insert(pTrack, iChance);
		}

	//	If the table is empty, then there is nothing to play.

	if (Table.GetCount() == 0)
		return NULL;

	//	Otherwise, roll out of the first table.

	TProbabilityTable<CSoundType *> &Entry = Table[0];
	return Entry.GetAt(Entry.RollPos());
	}