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/* PlayerInfo.cpp
Copyright (c) 2014 by Michael Zahniser
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "PlayerInfo.h"
#include "AI.h"
#include "audio/Audio.h"
#include "ConversationPanel.h"
#include "DataFile.h"
#include "DataWriter.h"
#include "Dialog.h"
#include "DistanceMap.h"
#include "Files.h"
#include "text/Format.h"
#include "GameData.h"
#include "Gamerules.h"
#include "Government.h"
#include "Logger.h"
#include "Messages.h"
#include "Outfit.h"
#include "Person.h"
#include "Planet.h"
#include "Plugins.h"
#include "Politics.h"
#include "Port.h"
#include "Preferences.h"
#include "RaidFleet.h"
#include "Random.h"
#include "SavedGame.h"
#include "Ship.h"
#include "ShipEvent.h"
#include "StartConditions.h"
#include "StellarObject.h"
#include "System.h"
#include "UI.h"
#include <algorithm>
#include <cassert>
#include <cmath>
#include <cstring>
#include <ctime>
#include <functional>
#include <iterator>
#include <limits>
#include <sstream>
#include <stdexcept>
using namespace std;
namespace {
// Move the flagship to the start of your list of ships. It does not make sense
// that the flagship would change if you are reunited with a different ship that
// was higher up the list.
void MoveFlagshipBegin(vector<shared_ptr<Ship>> &ships, const shared_ptr<Ship> &flagship)
{
if(!flagship)
return;
// Find the current location of the flagship.
auto it = find(ships.begin(), ships.end(), flagship);
if(it != ships.begin() && it != ships.end())
{
// Move all ships before the flagship one position backwards (which overwrites
// the flagship at its position).
move_backward(ships.begin(), it, next(it));
// Re-add the flagship at the beginning of the list.
ships[0] = flagship;
}
}
string EntryToString(SystemEntry entryType)
{
switch(entryType)
{
case SystemEntry::HYPERDRIVE:
return "hyperdrive";
case SystemEntry::JUMP:
return "jump drive";
case SystemEntry::WORMHOLE:
return "wormhole";
default:
case SystemEntry::TAKE_OFF:
return "takeoff";
}
}
SystemEntry StringToEntry(const string &entry)
{
if(entry == "hyperdrive")
return SystemEntry::HYPERDRIVE;
else if(entry == "jump drive")
return SystemEntry::JUMP;
else if(entry == "wormhole")
return SystemEntry::WORMHOLE;
return SystemEntry::TAKE_OFF;
}
// Sort the given list of missions in the order they should be offered.
void SortMissions(list<Mission> &missions, bool hasPriorityMissions, unsigned nonBlockingMissions)
{
if(missions.empty())
return;
// This list is already in alphabetical order by virtue of the way that the Set
// class stores objects, so stable sorting on the offer precedence will maintain
// the alphabetical ordering for missions with the same precedence.
missions.sort([](const Mission &a, const Mission &b)
{
return a.OfferPrecedence() > b.OfferPrecedence();
});
// If any of the available missions are "priority" missions, then only priority
// and non-blocking missions are allowed to offer.
if(hasPriorityMissions)
erase_if(missions, [](const Mission &m) noexcept -> bool
{
return !m.HasPriority() && !m.IsNonBlocking();
});
else if(missions.size() > 1 + nonBlockingMissions)
{
// Minor missions only get offered if no other missions (including other
// minor missions) are competing with them, except for "non-blocking" missions.
// This is to avoid having two or three missions pop up as soon as you enter the spaceport.
// Note that the manner in which excess minor missions are discarded means that the
// minor mission with the lowest precedence is the one that will be offered.
auto it = missions.begin();
while(it != missions.end())
{
if(it->IsMinor())
{
it = missions.erase(it);
if(missions.size() <= 1 + nonBlockingMissions)
break;
}
else
++it;
}
}
}
}
// Completely clear all loaded information, to prepare for loading a file or
// creating a new pilot.
void PlayerInfo::Clear()
{
*this = PlayerInfo();
Random::Seed(time(nullptr));
GameData::Revert();
Messages::Reset();
delete transactionSnapshot;
transactionSnapshot = nullptr;
}
// Check if a player has been loaded.
bool PlayerInfo::IsLoaded() const
{
return !firstName.empty();
}
// Make a new player.
void PlayerInfo::New(const StartConditions &start)
{
// Clear any previously loaded data.
Clear();
// Copy the core information from the full starting scenario.
startData = start;
// Copy any ships in the start conditions.
for(const Ship &ship : start.Ships())
{
ships.emplace_back(new Ship(ship));
ships.back()->SetSystem(&start.GetSystem());
ships.back()->SetPlanet(&start.GetPlanet());
ships.back()->SetIsSpecial();
ships.back()->SetIsYours();
ships.back()->SetGovernment(GameData::PlayerGovernment());
}
// Load starting conditions from a "start" item in the data files. If no
// such item exists, StartConditions defines default values.
date = start.GetDate();
GameData::SetDate(date);
// Make sure the fleet depreciation object knows it is tracking the player's
// fleet, not the planet's stock.
depreciation.Init(ships, date.DaysSinceEpoch());
SetSystem(start.GetSystem());
SetPlanet(&start.GetPlanet());
accounts = start.GetAccounts();
RegisterDerivedConditions();
start.GetConditions().Apply();
// Generate missions that will be available on the first day.
CreateMissions();
// Add to the list of events that should happen on certain days.
for(const auto &it : GameData::Events())
if(it.second.GetDate())
AddEvent(it.second, it.second.GetDate());
}
// Load player information from a saved game file.
void PlayerInfo::Load(const filesystem::path &path)
{
// Make sure any previously loaded data is cleared.
Clear();
// A listing of missions and the ships where their cargo or passengers were when the game was saved.
// Missions and ships are referred to by string UUIDs.
// Any mission cargo or passengers that were in the player's system will not be recorded here,
// as that can be safely redistributed from the player's overall CargoHold to any ships in their system.
map<string, map<string, int>> missionCargoToDistribute;
map<string, map<string, int>> missionPassengersToDistribute;
filePath = path.string();
// Strip anything after the "~" from snapshots, so that the file we save
// will be the auto-save, not the snapshot.
size_t pos = filePath.find('~');
size_t namePos = filePath.length() - Files::Name(filePath).length();
if(pos != string::npos && pos > namePos)
filePath = filePath.substr(0, pos) + ".txt";
// The player may have bribed their current planet in the last session. Ensure
// we provide the same access to services in this session, too.
bool hasFullClearance = false;
// Register derived conditions now, so old primary versions can load into them.
RegisterDerivedConditions();
DataFile file(path);
for(const DataNode &child : file)
{
const string &key = child.Token(0);
bool hasValue = child.Size() >= 2;
// Basic player information and persistent UI settings:
if(key == "pilot" && child.Size() >= 3)
{
firstName = child.Token(1);
lastName = child.Token(2);
}
else if(key == "date" && child.Size() >= 4)
date = Date(child.Value(1), child.Value(2), child.Value(3));
else if(key == "system entry method" && hasValue)
entry = StringToEntry(child.Token(1));
else if(key == "previous system" && hasValue)
previousSystem = GameData::Systems().Get(child.Token(1));
else if(key == "system" && hasValue)
system = GameData::Systems().Get(child.Token(1));
else if(key == "planet" && hasValue)
planet = GameData::Planets().Get(child.Token(1));
else if(key == "clearance")
hasFullClearance = true;
else if(key == "launching")
shouldLaunch = true;
else if(key == "playtime" && hasValue)
playTime = child.Value(1);
else if(key == "travel" && hasValue)
travelPlan.push_back(GameData::Systems().Get(child.Token(1)));
else if(key == "travel destination" && hasValue)
travelDestination = GameData::Planets().Get(child.Token(1));
else if(key == "map coloring" && hasValue)
mapColoring = child.Value(1);
else if(key == "map zoom" && hasValue)
mapZoom = child.Value(1);
else if(key == "collapsed" && hasValue)
{
for(const DataNode &grand : child)
collapsed[child.Token(1)].insert(grand.Token(0));
}
else if(key == "reputation with")
{
for(const DataNode &grand : child)
if(grand.Size() >= 2)
reputationChanges.emplace_back(
GameData::Governments().Get(grand.Token(0)), grand.Value(1));
}
else if(key == "tribute received")
{
for(const DataNode &grand : child)
if(grand.Size() >= 2)
tributeReceived[GameData::Planets().Get(grand.Token(0))] = grand.Value(1);
}
// Records of things you own:
else if(key == "ship")
{
// Ships owned by the player have various special characteristics:
ships.push_back(make_shared<Ship>(child, &conditions));
ships.back()->SetIsSpecial();
ships.back()->SetIsYours();
// Defer finalizing this ship until we have processed all changes to game state.
}
else if(key == "groups" && hasValue && !ships.empty())
groups[ships.back().get()] = child.Value(1);
else if(key == "storage")
{
for(const DataNode &grand : child)
if(grand.Token(0) == "planet" && grand.Size() >= 2)
{
const Planet *planet = GameData::Planets().Get(grand.Token(1));
for(const DataNode &great : grand)
{
if(great.Token(0) == "cargo")
{
CargoHold &storage = planetaryStorage[planet];
storage.Load(great);
}
}
}
}
else if(key == "licenses")
{
for(const DataNode &grand : child)
AddLicense(grand.Token(0));
}
else if(key == "account")
accounts.Load(child, true);
else if(key == "cargo")
cargo.Load(child);
else if(key == "basis")
{
for(const DataNode &grand : child)
if(grand.Size() >= 2)
costBasis[grand.Token(0)] += grand.Value(1);
}
else if(key == "stock")
{
for(const DataNode &grand : child)
if(grand.Size() >= 2)
stock[GameData::Outfits().Get(grand.Token(0))] += grand.Value(1);
}
else if(key == "fleet depreciation")
depreciation.Load(child);
else if(key == "stock depreciation")
stockDepreciation.Load(child);
// Records of things you have done or are doing, or have happened to you:
else if(key == "mission")
{
missions.emplace_back(child, &conditions, &visitedSystems, &visitedPlanets);
cargo.AddMissionCargo(&missions.back());
}
else if((key == "mission cargo" || key == "mission passengers") && child.HasChildren())
{
map<string, map<string, int>> &toDistribute = (key == "mission cargo")
? missionCargoToDistribute : missionPassengersToDistribute;
for(const DataNode &grand : child)
if(grand.Token(0) == "player ships" && grand.HasChildren())
for(const DataNode &great : grand)
{
if(great.Size() != 3)
continue;
toDistribute[great.Token(0)][great.Token(1)] = great.Value(2);
}
}
else if(key == "available job")
availableJobs.emplace_back(child, &conditions, &visitedSystems, &visitedPlanets);
else if(key == "sort type")
availableSortType = static_cast<SortType>(child.Value(1));
else if(key == "sort descending")
availableSortAsc = false;
else if(key == "separate deadline")
sortSeparateDeadline = true;
else if(key == "separate possible")
sortSeparatePossible = true;
else if(key == "available mission")
availableMissions.emplace_back(child, &conditions, &visitedSystems, &visitedPlanets);
else if(key == "conditions")
conditions.Load(child);
else if(key == "gifted ships" && child.HasChildren())
{
for(const DataNode &grand : child)
giftedShips[grand.Token(0)] = EsUuid::FromString(grand.Token(1));
}
else if(key == "event")
gameEvents.emplace(GameEvent(child, &conditions));
else if(key == "changes")
{
for(const DataNode &grand : child)
dataChanges.push_back(grand);
}
else if(key == "economy")
economy = child;
else if(key == "destroyed" && hasValue)
destroyedPersons.push_back(child.Token(1));
// Records of things you have discovered:
else if(key == "visited" && hasValue)
Visit(*GameData::Systems().Get(child.Token(1)));
else if(key == "visited planet" && hasValue)
Visit(*GameData::Planets().Get(child.Token(1)));
else if(key == "harvested")
{
for(const DataNode &grand : child)
if(grand.Size() >= 2)
harvested.emplace(
GameData::Systems().Get(grand.Token(0)),
GameData::Outfits().Get(grand.Token(1)));
}
else if(key == "logbook")
{
for(const DataNode &grand : child)
{
if(grand.Size() >= 3)
{
Date date(grand.Value(0), grand.Value(1), grand.Value(2));
string text;
for(const DataNode &great : grand)
{
if(!text.empty())
text += "\n\t";
text += great.Token(0);
}
logbook.emplace(date, text);
}
else if(grand.Size() >= 2)
{
string &text = specialLogs[grand.Token(0)][grand.Token(1)];
for(const DataNode &great : grand)
{
if(!text.empty())
text += "\n\t";
text += great.Token(0);
}
}
}
}
else if(key == "start")
startData.Load(child);
}
// Modify the game data with any changes that were loaded from this file.
ApplyChanges();
// Ensure the player is in a valid state after loading & applying changes.
ValidateLoad();
// Cache the remaining number of days for all deadline missions.
CalculateRemainingDeadlines();
// Restore access to services, if it was granted previously.
if(planet && hasFullClearance)
planet->Bribe();
// Based on the ships that were loaded, calculate the player's capacity for
// cargo and passengers.
UpdateCargoCapacities();
auto DistributeMissionCargo = [](const map<string, map<string, int>> &toDistribute, const list<Mission> &missions,
vector<shared_ptr<Ship>> &ships, CargoHold &cargo, bool passengers) -> void
{
for(const auto &it : toDistribute)
{
const auto missionIt = find_if(missions.begin(), missions.end(),
[&it](const Mission &mission) { return mission.UUID().ToString() == it.first; });
if(missionIt != missions.end())
{
const Mission *cargoOf = &*missionIt;
for(const auto &shipCargo : it.second)
{
auto shipIt = find_if(ships.begin(), ships.end(),
[&shipCargo](const shared_ptr<Ship> &ship) { return ship->UUID().ToString() == shipCargo.first; });
if(shipIt != ships.end())
{
Ship *destination = shipIt->get();
if(passengers)
cargo.TransferPassengers(cargoOf, shipCargo.second, destination->Cargo());
else
cargo.Transfer(cargoOf, shipCargo.second, destination->Cargo());
}
}
}
}
};
DistributeMissionCargo(missionCargoToDistribute, missions, ships, cargo, false);
DistributeMissionCargo(missionPassengersToDistribute, missions, ships, cargo, true);
// If no depreciation record was loaded, every item in the player's fleet
// will count as non-depreciated.
if(!depreciation.IsLoaded())
depreciation.Init(ships, date.DaysSinceEpoch());
}
// Load the most recently saved player (if any). Returns false when no save was loaded.
bool PlayerInfo::LoadRecent()
{
string recentPath = Files::Read(Files::Config() / "recent.txt");
// Trim trailing whitespace (including newlines) from the path.
while(!recentPath.empty() && recentPath.back() <= ' ')
recentPath.pop_back();
if(recentPath.empty() || !Files::Exists(recentPath))
{
Clear();
return false;
}
Load(recentPath);
return true;
}
// Save this player. The file name is based on the player's name.
void PlayerInfo::Save() const
{
// Don't save dead players or players that are not fully created.
if(!CanBeSaved())
return;
// Remember that this was the most recently saved player.
Files::Write(Files::Config() / "recent.txt", filePath + '\n');
if(filePath.rfind(".txt") == filePath.length() - 4)
{
// Only update the backups if this save will have a newer date.
SavedGame saved(filePath);
if(saved.GetDate() != date.ToString())
{
string root = filePath.substr(0, filePath.length() - 4);
const int previousCount = Preferences::GetPreviousSaveCount();
const string rootPrevious = root + "~~previous-";
for(int i = previousCount - 1; i > 0; --i)
{
const string toMove = rootPrevious + to_string(i) + ".txt";
if(Files::Exists(toMove))
Files::Move(toMove, rootPrevious + to_string(i + 1) + ".txt");
}
if(Files::Exists(filePath))
Files::Move(filePath, rootPrevious + "1.txt");
if(planet->HasServices())
Save(rootPrevious + "spaceport.txt");
}
}
Save(filePath);
// Save global conditions:
DataWriter globalConditions(Files::Config() / "global conditions.txt");
GameData::GlobalConditions().Save(globalConditions);
}
// Get the base file name for the player, without the ".txt" extension. This
// will usually be "<first> <last>", but may be different if multiple players
// exist with the same name, in which case a number is appended.
string PlayerInfo::Identifier() const
{
string name = Files::Name(filePath);
return (name.length() < 4) ? "" : name.substr(0, name.length() - 4);
}
void PlayerInfo::StartTransaction()
{
assert(!transactionSnapshot && "Starting PlayerInfo transaction while one is already active");
// Create in-memory DataWriter and save to it.
transactionSnapshot = new DataWriter();
Save(*transactionSnapshot);
}
void PlayerInfo::FinishTransaction()
{
assert(transactionSnapshot && "Finishing PlayerInfo while one hasn't been started");
delete transactionSnapshot;
transactionSnapshot = nullptr;
}
// Apply the given set of changes to the game data.
void PlayerInfo::AddChanges(list<DataNode> &changes, bool instantChanges)
{
bool changedSystems = false;
for(const DataNode &change : changes)
{
const string &key = change.Token(0);
changedSystems |= (key == "system");
changedSystems |= (key == "link");
changedSystems |= (key == "unlink");
GameData::Change(change, *this);
}
if(changedSystems)
{
// Recalculate what systems have been seen.
GameData::UpdateSystems();
seen.clear();
for(const System *system : visitedSystems)
{
seen.insert(system);
for(const System *neighbor : system->VisibleNeighbors())
if(!neighbor->Hidden() || system->Links().contains(neighbor))
seen.insert(neighbor);
}
// Update the deadline calculations for missions in case the system
// changes resulted in a change in DistanceMap calculations.
if(instantChanges)
CalculateRemainingDeadlines();
}
// Only move the changes into my list if they are not already there.
if(&changes != &dataChanges)
dataChanges.splice(dataChanges.end(), changes);
}
// Add an event that will happen at the given date.
void PlayerInfo::AddEvent(GameEvent event, const Date &date)
{
// Check if the event should be applied right now or scheduled for later.
if(date <= this->date)
{
GameEvent eventCopy = event;
list<DataNode> eventChanges = {eventCopy.Apply(*this)};
if(!eventChanges.empty())
AddChanges(eventChanges, true);
}
else
{
event.SetDate(date);
gameEvents.insert(std::move(event));
}
}
// Mark this player as dead, and handle the changes to the player's fleet.
void PlayerInfo::Die(int response, const shared_ptr<Ship> &capturer)
{
isDead = true;
// The player loses access to all their ships if they die on a planet.
if(GetPlanet() || !flagship)
ships.clear();
// If the flagship should explode due to choices made in a mission's
// conversation, it should still appear in the player's ship list (but
// will be red, because it is dead). The player's escorts will scatter
// automatically, as they have a now-dead parent.
else if(response == Conversation::EXPLODE)
flagship->Destroy();
// If it died in open combat, it is already marked destroyed.
else if(!flagship->IsDestroyed())
{
// The player died due to the failed capture of an NPC or a
// "mutiny". The flagship is either captured or changes government.
if(!flagship->IsYours())
{
// The flagship was already captured, via BoardingPanel,
// and its parent-escort relationships were updated in
// Ship::WasCaptured().
}
// The referenced ship may not be boarded by the player, so before
// letting it capture the flagship it must be near the flagship.
else if(capturer && capturer->Position().Distance(flagship->Position()) <= 1.)
flagship->WasCaptured(capturer);
else
{
// A "mutiny" occurred.
flagship->SetIsYours(false);
// TODO: perhaps allow missions to set the new government.
flagship->SetGovernment(GameData::Governments().Get("Independent"));
// Your escorts do not follow it, nor does it wait for them.
for(const shared_ptr<Ship> &ship : ships)
ship->SetParent(nullptr);
}
// Remove the flagship from the player's ship list.
auto it = find(ships.begin(), ships.end(), flagship);
if(it != ships.end())
ships.erase(it);
}
}
// Query whether this player is dead.
bool PlayerInfo::IsDead() const
{
return isDead;
}
// Get the player's first name.
const string &PlayerInfo::FirstName() const
{
return firstName;
}
// Get the player's last name.
const string &PlayerInfo::LastName() const
{
return lastName;
}
// Set the player's name. This will also set the saved game file name.
void PlayerInfo::SetName(const string &first, const string &last)
{
firstName = first;
lastName = last;
string fileName = first + " " + last;
// If there are multiple pilots with the same name, append a number to the
// pilot name to generate a unique file name.
filePath = (Files::Saves() / fileName).string();
int index = 0;
while(true)
{
string path = filePath;
if(index++)
path += " " + to_string(index);
path += ".txt";
if(!Files::Exists(path))
{
filePath.swap(path);
break;
}
}
}
// Get the current date (game world, not real world).
const Date &PlayerInfo::GetDate() const
{
return date;
}
// Set the date, and perform all daily actions the given number of times.
void PlayerInfo::AdvanceDate(int amount)
{
if(amount <= 0)
return;
while(amount--)
{
++date;
// Check if any special events should happen today.
auto it = gameEvents.begin();
list<DataNode> eventChanges;
while(it != gameEvents.end() && date >= it->GetDate())
{
GameEvent event = *it;
eventChanges.splice(eventChanges.end(), event.Apply(*this));
it = gameEvents.erase(it);
}
if(!eventChanges.empty())
AddChanges(eventChanges);
// Check if any missions have failed because of deadlines and
// do any daily mission actions for those that have not failed.
for(Mission &mission : missions)
{
if(mission.CheckDeadline(date) && mission.IsVisible())
Messages::Add("You failed to meet the deadline for the mission \"" + mission.DisplayName() + "\".",
Messages::Importance::Highest);
if(!mission.IsFailed())
mission.Do(Mission::DAILY, *this);
}
DoAccounting();
}
// Reset the reload counters for all your ships.
for(const shared_ptr<Ship> &ship : ships)
ship->GetArmament().ReloadAll();
// Recalculate how many days you have left for deadline missions.
// We need to fully recalculate the number of days remaining instead of
// just reducing the cached values by 1 because the player may have
// explored new systems that change the DistanceMap calculations.
CalculateRemainingDeadlines();
}
const CoreStartData &PlayerInfo::StartData() const noexcept
{
return startData;
}
void PlayerInfo::SetSystemEntry(SystemEntry entryType)
{
entry = entryType;
}
SystemEntry PlayerInfo::GetSystemEntry() const
{
return entry;
}
// Set the player's current start system, and mark that system as visited.
void PlayerInfo::SetSystem(const System &system)
{
this->previousSystem = this->system;
this->system = &system;
Visit(system);
}
// Get the player's current star system.
const System *PlayerInfo::GetSystem() const
{
return system;
}
const System *PlayerInfo::GetPreviousSystem() const
{
return previousSystem;
}
// Set the planet the player is landed on.
void PlayerInfo::SetPlanet(const Planet *planet)
{
this->planet = planet;
}
// Get the planet the player is landed on.
const Planet *PlayerInfo::GetPlanet() const
{
return planet;
}
// If the player is landed, return the stellar object they are on. Some planets
// (e.g. ringworlds) may include multiple stellar objects in the same system.
const StellarObject *PlayerInfo::GetStellarObject() const
{
if(!system || !planet)
return nullptr;
double closestDistance = numeric_limits<double>::infinity();
const StellarObject *closestObject = nullptr;
for(const StellarObject &object : system->Objects())
if(object.GetPlanet() == planet)
{
if(!Flagship())
return &object;
double distance = Flagship()->Position().Distance(object.Position());
if(distance < closestDistance)
{
closestDistance = distance;
closestObject = &object;
}
}
return closestObject;
}
// Check if the player must take off immediately.
bool PlayerInfo::ShouldLaunch() const
{
return shouldLaunch;
}
// Access the player's account information.
const Account &PlayerInfo::Accounts() const
{
return accounts;
}
// Access the player's account information (and allow modifying it).
Account &PlayerInfo::Accounts()
{
return accounts;
}
// Calculate how much the player pays in daily salaries.
int64_t PlayerInfo::Salaries() const
{
// Don't count extra crew on anything but the flagship.
int64_t crew = 0;
const Ship *flagship = Flagship();
if(flagship)
crew = flagship->Crew() - flagship->RequiredCrew();
// A ship that is "parked" remains on a planet and requires no salaries.
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsParked() && !ship->IsDestroyed())
crew += ship->RequiredCrew();
if(!crew)
return 0;
// Every crew member except the player receives 100 credits per day.
return 100 * (crew - 1);
}
// Calculate the daily maintenance cost and generated income for all ships and in cargo outfits.
PlayerInfo::FleetBalance PlayerInfo::MaintenanceAndReturns() const
{
FleetBalance b;
// If the player is landed, then cargo will be in the player's
// pooled cargo. Check there so that the bank panel can display the
// correct total maintenance costs. When launched all cargo will be
// in the player's ships instead of in the pooled cargo, so no outfit
// will be counted twice.
for(const auto &outfit : Cargo().Outfits())
{
b.maintenanceCosts += max<int64_t>(0, outfit.first->Get("maintenance costs")) * outfit.second;
b.assetsReturns += max<int64_t>(0, outfit.first->Get("income")) * outfit.second;
}
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsDestroyed())
{
b.maintenanceCosts += max<int64_t>(0, ship->Attributes().Get("maintenance costs"));
b.assetsReturns += max<int64_t>(0, ship->Attributes().Get("income"));
for(const auto &outfit : ship->Cargo().Outfits())
{
b.maintenanceCosts += max<int64_t>(0, outfit.first->Get("maintenance costs")) * outfit.second;
b.assetsReturns += max<int64_t>(0, outfit.first->Get("income")) * outfit.second;
}
if(!ship->IsParked())
{
b.maintenanceCosts += max<int64_t>(0, ship->Attributes().Get("operating costs"));
b.assetsReturns += max<int64_t>(0, ship->Attributes().Get("operating income"));
}
}
return b;
}
void PlayerInfo::AddLicense(const string &name)
{
licenses.insert(name);
}
void PlayerInfo::RemoveLicense(const string &name)
{
licenses.erase(name);
}
bool PlayerInfo::HasLicense(const string &name) const
{
return licenses.contains(name);
}
const set<string> &PlayerInfo::Licenses() const
{
return licenses;
}
// Get a pointer to the ship that the player controls. This is usually the first
// ship in the list.
const Ship *PlayerInfo::Flagship() const
{
return const_cast<PlayerInfo *>(this)->FlagshipPtr().get();
}
// Get a pointer to the ship that the player controls. This is usually the first
// ship in the list.
Ship *PlayerInfo::Flagship()
{
return FlagshipPtr().get();
}
// Determine which ship is the flagship and return the shared pointer to it.
const shared_ptr<Ship> &PlayerInfo::FlagshipPtr()
{
if(!flagship)
{
bool clearance = false;
if(planet)
clearance = planet->CanLand() || HasClearance();
for(const shared_ptr<Ship> &it : ships)
{
if(it->IsParked())
continue;
if(it->GetSystem() != system)
continue;
if(!it->CanBeFlagship())
continue;
const bool sameLocation = !planet || it->GetPlanet() == planet;
if(sameLocation || (clearance && !it->GetPlanet() && planet->IsAccessible(it.get())))
{
flagship = it;
break;
}
}
}
static const shared_ptr<Ship> empty;
return (flagship && flagship->IsYours()) ? flagship : empty;
}
// Access the full list of ships that the player owns.
const vector<shared_ptr<Ship>> &PlayerInfo::Ships() const
{
return ships;
}
// Inspect the flightworthiness of the player's active fleet, individually and
// as a whole, to determine which ships cannot travel with the group.
// Returns a mapping of ships to the reason their flight check failed.
map<const shared_ptr<Ship>, vector<string>> PlayerInfo::FlightCheck() const
{
// Count of all bay types in the active fleet.
auto bayCount = map<string, size_t>{};
// Classification of the present ships by category. Parked ships are ignored.
auto categoryCount = map<string, vector<shared_ptr<Ship>>>{};
auto flightChecks = map<const shared_ptr<Ship>, vector<string>>{};
for(const auto &ship : ships)
if(ship->GetSystem() && !ship->IsDisabled() && !ship->IsParked())
{
auto checks = ship->FlightCheck();
if(!checks.empty())
flightChecks.emplace(ship, checks);
// Only check bays for in-system ships.
if(ship->GetSystem() != system)
continue;
categoryCount[ship->Attributes().Category()].emplace_back(ship);
// Ensure bayCount has an entry for this category for the special case
// where we have no bays at all available for this type of ship.
if(ship->CanBeCarried())
bayCount.emplace(ship->Attributes().Category(), 0);
if(ship->CanBeCarried() || !ship->HasBays())
continue;
for(auto &bay : ship->Bays())
{
++bayCount[bay.category];
// The bays should always be empty. But if not, count that ship too.
if(bay.ship)
{
Logger::LogError("Expected bay to be empty for " + ship->TrueModelName() + ": " + ship->GivenName());
categoryCount[bay.ship->Attributes().Category()].emplace_back(bay.ship);
}
}
}
// Identify transportable ships that cannot jump and have no bay to be carried in.
for(auto &bayType : bayCount)
{
const auto &shipsOfType = categoryCount[bayType.first];
if(shipsOfType.empty())
continue;
for(const auto &carriable : shipsOfType)
{
if(carriable->JumpsRemaining() != 0)
{
// This ship can travel between systems and does not require a bay.
}
// This ship requires a bay to travel between systems.
else if(bayType.second > 0)
--bayType.second;
else
{
// Include the lack of bay availability amongst any other
// warnings for this carriable ship.
auto it = flightChecks.find(carriable);
string warning = "no bays?";
if(it != flightChecks.end())
it->second.emplace_back(warning);
else
flightChecks.emplace(carriable, vector<string>{warning});
}
}
}
return flightChecks;
}
// Add a captured ship to your fleet.
void PlayerInfo::AddShip(const shared_ptr<Ship> &ship)
{
ships.push_back(ship);
ship->SetIsSpecial();
ship->SetIsYours();
if(ship->HasBays())
displayCarrierHelp = true;
}
// Adds a ship of the given model with the given name to the player's fleet.
void PlayerInfo::BuyShip(const Ship *model, const string &name)
{
if(!model)
return;
int day = date.DaysSinceEpoch();
int64_t cost = stockDepreciation.Value(*model, day);
if(accounts.Credits() >= cost)
{
AddStockShip(model, name);
accounts.AddCredits(-cost);
flagship.reset();
depreciation.Buy(*model, day, &stockDepreciation);
for(const auto &it : model->Outfits())
stock[it.first] -= it.second;
if(ships.back()->HasBays())
displayCarrierHelp = true;
}
}
// Because this ship is being gifted, it costs nothing and starts fully depreciated.
const Ship *PlayerInfo::GiftShip(const Ship *model, const string &name, const string &id)
{
if(!model)
return nullptr;
AddStockShip(model, name);
flagship.reset();
// If an id was given, associate and store it with the UUID of the gifted ship.
if(!id.empty())
giftedShips[id].Clone(ships.back()->UUID());
return ships.back().get();
}
// Sell the given ship (if it belongs to the player).
void PlayerInfo::SellShip(const Ship *selected, bool storeOutfits)
{
for(auto it = ships.begin(); it != ships.end(); ++it)
if(it->get() == selected)
{
int day = date.DaysSinceEpoch();
int64_t cost;
// Passing a pointer to Value gets only the hull cost. Passing a reference
// gets hull and outfit costs.
if(storeOutfits)
cost = depreciation.Value(selected, day);
else
cost = depreciation.Value(*selected, day);
// Record the transfer of this ship in the depreciation and stock info.
stockDepreciation.Buy(*selected, day, &depreciation, storeOutfits);
if(storeOutfits)
{
CargoHold &storage = Storage();
for(const auto &it : selected->Outfits())
storage.Add(it.first, it.second);
}
else
{
for(const auto &it : selected->Outfits())
stock[it.first] += it.second;
}
accounts.AddCredits(cost);
ForgetGiftedShip(*it->get());
ships.erase(it);
flagship.reset();
break;
}
}
// Take the ship from the player, if a model is specified this will permanently remove outfits in said model,
// instead of allowing the player to buy them back by putting them in the stock.
void PlayerInfo::TakeShip(const Ship *shipToTake, const Ship *model, bool takeOutfits)
{
for(auto it = ships.begin(); it != ships.end(); ++it)
if(it->get() == shipToTake)
{
// Record the transfer of this ship in the depreciation and stock info.
stockDepreciation.Buy(*shipToTake, date.DaysSinceEpoch(), &depreciation);
if(takeOutfits)
for(const auto &it : shipToTake->Outfits())
{
// We only take all of the outfits specified in the model without putting them in the stock.
// The extra outfits of this ship are transferred into the stock.
int amountToTake = 0;
if(model)
{
auto outfit = model->Outfits().find(it.first);
if(outfit != model->Outfits().end())
amountToTake = max(it.second, outfit->second);
}
stock[it.first] += it.second - amountToTake;
}
ForgetGiftedShip(*it->get(), false);
ships.erase(it);
flagship.reset();
break;
}
}
vector<shared_ptr<Ship>>::iterator PlayerInfo::DisownShip(const Ship *selected)
{
for(auto it = ships.begin(); it != ships.end(); ++it)
if(it->get() == selected)
{
flagship.reset();
ForgetGiftedShip(*it->get());
it = ships.erase(it);
return (it == ships.begin()) ? it : --it;
}
return ships.begin();
}
// Park or unpark the given ship. A parked ship remains on a planet instead of
// flying with the player, and requires no daily crew payments.
void PlayerInfo::ParkShip(const Ship *selected, bool isParked)
{
for(auto &ship : ships)
if(ship.get() == selected)
{
isParked &= !ship->IsDisabled();
ship->SetIsParked(isParked);
UpdateCargoCapacities();
flagship.reset();
return;
}
}
// Rename the given ship.
void PlayerInfo::RenameShip(const Ship *selected, const string &name)
{
for(auto &ship : ships)
if(ship.get() == selected)
{
ship->SetGivenName(name);
return;
}
}
// Change the order of the given ship in the list.
void PlayerInfo::ReorderShip(int fromIndex, int toIndex)
{
// Make sure the indices are valid.
if(fromIndex == toIndex)
return;
if(static_cast<unsigned>(fromIndex) >= ships.size())
return;
if(static_cast<unsigned>(toIndex) >= ships.size())
return;
// Reorder the list.
shared_ptr<Ship> ship = ships[fromIndex];
auto oldFirstShip = ships[0];
ships.erase(ships.begin() + fromIndex);
ships.insert(ships.begin() + toIndex, ship);
auto newFirstShip = ships[0];
// Check if the ship in the first position can be a flagship and is in the current system.
HandleFlagshipParking(oldFirstShip.get(), newFirstShip.get());
flagship.reset();
}
void PlayerInfo::SetShipOrder(const vector<shared_ptr<Ship>> &newOrder)
{
// Check if the incoming vector contains the same elements
if(std::is_permutation(ships.begin(), ships.end(), newOrder.begin()))
{
Ship *oldFirstShip = ships.front().get();
ships = newOrder;
Ship *newFirstShip = ships.front().get();
// Check if the position of the flagship has changed, and the ship in the first position
// can be a flagship and is in the current system.
HandleFlagshipParking(oldFirstShip, newFirstShip);
flagship.reset();
}
else
throw runtime_error("Cannot reorder ships because the new order does not contain the same ships");
}
// Find out how attractive the player's fleet is to pirates. Aside from a
// heavy freighter, no single ship should attract extra pirate attention.
pair<double, double> PlayerInfo::RaidFleetFactors() const
{
double attraction = 0.;
double deterrence = 0.;
for(const shared_ptr<Ship> &ship : Ships())
{
if(ship->IsParked() || ship->IsDestroyed())
continue;
attraction += ship->Attraction();
deterrence += ship->Deterrence();
}
return make_pair(attraction, deterrence);
}
double PlayerInfo::RaidFleetAttraction(const RaidFleet &raid, const System *system) const
{
double attraction = 0.;
const Fleet *raidFleet = raid.GetFleet();
const Government *raidGov = raidFleet ? raidFleet->GetGovernment() : nullptr;
if(raidGov && raidGov->IsEnemy())
{
// The player's base attraction to a fleet is determined by their fleet attraction minus
// their fleet deterrence, minus whatever the minimum attraction of this raid fleet is.
pair<double, double> factors = RaidFleetFactors();
// If there is a maximum attraction for this fleet, and we are above it, it will not spawn.
if(raid.MaxAttraction() > 0 && factors.first > raid.MaxAttraction())
return 0;
attraction = .005 * (factors.first - factors.second - raid.MinAttraction());
// Then we consider the strength of other fleets in the system.
int64_t raidStrength = raidFleet->Strength();
if(system && raidStrength)
for(const auto &fleet : system->Fleets())
{
const Government *gov = fleet.Get()->GetGovernment();
if(gov)
{
// If this fleet is neutral or hostile to both the player and raid fleet, it has
// no impact on the attraction. If the fleet is hostile to only the player, the
// raid attraction will increase. If the fleet is hostile to only the raid fleet,
// the raid attraction will decrease. The amount of increase or decrease is determined
// by the strength of the fleet relative to the raid fleet. System fleets which are
// stronger have a larger impact.
double strength = fleet.Get()->Strength() / fleet.Period();
attraction -= (gov->IsEnemy(raidGov) - gov->IsEnemy()) * (strength / raidStrength);
}
}
}
return max(0., min(1., attraction));
}
// Get cargo information.
CargoHold &PlayerInfo::Cargo()
{
return cargo;
}
// Get cargo information.
const CargoHold &PlayerInfo::Cargo() const
{
return cargo;
}
// Get items stored on the player's current planet.
CargoHold &PlayerInfo::Storage()
{
assert(planet && "can't get planetary storage in-flight");
return planetaryStorage[planet];
}
// Get planetary storage information for all planets (for map and overviews).
const map<const Planet *, CargoHold> &PlayerInfo::PlanetaryStorage() const
{
return planetaryStorage;
}
// Adjust the cost basis for the given commodity.
void PlayerInfo::AdjustBasis(const string &commodity, int64_t adjustment)
{
costBasis[commodity] += adjustment;
}
// Get the cost basis for some number of tons of the given commodity. Each ton
// of the commodity that you own is assumed to have the same basis.
int64_t PlayerInfo::GetBasis(const string &commodity, int tons) const
{
// Handle cost basis even when not landed on a planet.
int total = cargo.Get(commodity);
for(const auto &ship : ships)
total += ship->Cargo().Get(commodity);
if(!total)
return 0;
auto it = costBasis.find(commodity);
int64_t basis = (it == costBasis.end()) ? 0 : it->second;
return (basis * tons) / total;
}
// Call this after missions update, if leaving the outfitter, shipyard, or
// hiring panel, or after backing out of a take-off warning.
// Updates the information on how much space is available.
void PlayerInfo::UpdateCargoCapacities()
{
int size = 0;
int bunks = 0;
flagship = FlagshipPtr();
for(const shared_ptr<Ship> &ship : ships)
if(ship->GetPlanet() == planet && !ship->IsParked())
{
size += ship->Attributes().Get("cargo space");
int crew = (ship == flagship ? ship->Crew() : ship->RequiredCrew());
bunks += ship->Attributes().Get("bunks") - crew;
}
cargo.SetSize(size);
cargo.SetBunks(bunks);
}
// Switch cargo from being stored in ships to being stored here. Also recharge
// ships, check for mission completion, and apply fines for contraband.
void PlayerInfo::Land(UI *ui)
{
// This can only be done while landed.
if(!system || !planet)
return;
if(!freshlyLoaded)
Audio::Play(Audio::Get("landing"), SoundCategory::ENGINE);
Audio::PlayMusic(planet->MusicName());
// Mark this planet as visited.
Visit(*planet);
if(planet == travelDestination)
travelDestination = nullptr;
// Remove any ships that have been destroyed or captured.
map<string, int> lostCargo;
vector<shared_ptr<Ship>>::iterator it = ships.begin();
while(it != ships.end())
{
if((*it)->IsDestroyed() || !(*it)->IsYours())
{
// If any of your ships are destroyed, your cargo "cost basis" should
// be adjusted based on what you lost.
for(const auto &cargo : (*it)->Cargo().Commodities())
if(cargo.second)
lostCargo[cargo.first] += cargo.second;
// Also, the ship and everything in it should be removed from your
// depreciation records. Transfer it to a throw-away record:
Depreciation().Buy(**it, date.DaysSinceEpoch(), &depreciation);
ForgetGiftedShip(*it->get());
it = ships.erase(it);
}
else
++it;
}
// "Unload" all fighters, so they will get recharged, etc.
for(const shared_ptr<Ship> &ship : ships)
ship->UnloadBays();
// Ships that are landed with you on the planet should fully recharge.
// Those in remote systems restore what they can without landing.
bool clearance = HasClearance();
const bool canUseServices = planet->CanUseServices();
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsParked() && !ship->IsDisabled())
{
if(ship->GetSystem() == system)
{
const bool alreadyLanded = ship->GetPlanet() == planet;
if(alreadyLanded || planet->CanLand(*ship) || (clearance && planet->IsAccessible(ship.get())))
{
const Port &port = planet->GetPort();
ship->Recharge(canUseServices ? port.GetRecharges() : Port::RechargeType::None,
port.HasService(Port::ServicesType::HireCrew));
if(!ship->GetPlanet())
ship->SetPlanet(planet);
}
// Ships that cannot land with the flagship choose the most suitable planet
// in the system.
else
{
const StellarObject *landingObject = AI::FindLandingLocation(*ship);
if(!landingObject)
landingObject = AI::FindLandingLocation(*ship, false);
if(landingObject)
{
const Planet *landingPlanet = landingObject->GetPlanet();
const Port &port = landingPlanet->GetPort();
ship->Recharge(landingPlanet->CanUseServices() ? port.GetRecharges() : Port::RechargeType::None,
port.HasService(Port::ServicesType::HireCrew));
ship->SetPlanet(landingPlanet);
}
else
ship->Recharge(Port::RechargeType::None, false);
}
}
else
ship->Recharge(Port::RechargeType::None, false);
}
// Cargo management needs to be done after updating ship locations (above).
UpdateCargoCapacities();
// If the player is actually landing (rather than simply loading the game),
// new fines may be levied.
if(!freshlyLoaded)
Fine(ui);
// Ships that are landed with you on the planet should pool all their cargo together.
PoolCargo();
// Adjust cargo cost basis for any cargo lost due to a ship being destroyed.
for(const auto &it : lostCargo)
AdjustBasis(it.first, -(costBasis[it.first] * it.second) / (cargo.Get(it.first) + it.second));
// Evaluate changes to NPC spawning criteria.
if(!freshlyLoaded)
UpdateMissionNPCs();
// Update missions that are completed, or should be failed.
StepMissions(ui);
UpdateCargoCapacities();
// Create whatever missions this planet has to offer.
if(!freshlyLoaded)
CreateMissions();
// Upon loading the game, prompt the player about any paused missions, but if there are many
// do not name them all (since this would overflow the screen).
else if(ui && !inactiveMissions.empty())
{
string message = "These active missions or jobs were deactivated due to a missing definition"
" - perhaps you recently removed a plugin?\n";
auto mit = inactiveMissions.rbegin();
int named = 0;
while(mit != inactiveMissions.rend() && (++named < 10))
{
message += "\t\"" + mit->DisplayName() + "\"\n";
++mit;
}
if(mit != inactiveMissions.rend())
message += " and " + to_string(distance(mit, inactiveMissions.rend())) + " more.\n";
message += "They will be reactivated when the necessary plugin is reinstalled.";
ui->Push(new Dialog(message));
}
// Hire extra crew back if any were lost in-flight (i.e. boarding) or
// some bunks were freed up upon landing (i.e. completed missions).
if(Preferences::Has("Rehire extra crew when lost")
&& (planet->GetPort().HasService(Port::ServicesType::HireCrew) && canUseServices) && flagship)
{
int added = desiredCrew - flagship->Crew();
if(added > 0)
{
flagship->AddCrew(added);
Messages::Add("You hire " + to_string(added) + (added == 1
? " extra crew member to fill your now-empty bunk."
: " extra crew members to fill your now-empty bunks."), Messages::Importance::High);
}
}
freshlyLoaded = false;
flagship.reset();
}
// Load the cargo back into your ships. This may require selling excess, in
// which case a message will be returned.
bool PlayerInfo::TakeOff(UI *ui, const bool distributeCargo)
{
// This can only be done while landed.
if(!system || !planet)
return false;
flagship = FlagshipPtr();
if(!flagship)
return false;
shouldLaunch = false;
Audio::Play(Audio::Get("takeoff"), SoundCategory::ENGINE);
// Jobs are only available when you are landed.
availableJobs.clear();
availableMissions.clear();
doneMissions.clear();
stock.clear();
// Special persons who appeared last time you left the planet, can appear again.
GameData::ResetPersons();
// Store the total cargo counts in case we need to adjust cost bases below.
map<string, int> originalTotals = cargo.Commodities();
// Move the flagship to the start of the list of ships and ensure that all
// escorts know which ship is acting as flagship.
SetFlagship(*flagship);
// Recharge any ships that can be recharged, and load available cargo.
const bool canUseServices = planet->CanUseServices();
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsParked() && !ship->IsDisabled())
{
// Recalculate the weapon cache in case a mass-less change had an effect.
ship->UpdateCaches(true);
if(ship->GetSystem() != system)
{
ship->Recharge(Port::RechargeType::None, false);
continue;
}
else
ship->Recharge(canUseServices ? planet->GetPort().GetRecharges() : Port::RechargeType::None,
planet->GetPort().HasService(Port::ServicesType::HireCrew));
}
if(distributeCargo)
DistributeCargo();
if(cargo.Passengers())
{
int extra = min(cargo.Passengers(), flagship->Crew() - flagship->RequiredCrew());
if(extra)
{
flagship->AddCrew(-extra);
if(extra == 1)
Messages::Add("You fired a crew member to free up a bunk for a passenger.", Messages::Importance::High);
else
Messages::Add("You fired " + to_string(extra) + " crew members to free up bunks for passengers.",
Messages::Importance::High);
flagship->Cargo().SetBunks(flagship->Attributes().Get("bunks") - flagship->Crew());
cargo.TransferAll(flagship->Cargo());
}
}
int extra = flagship->Crew() + flagship->Cargo().Passengers() - flagship->Attributes().Get("bunks");
if(extra > 0)
{
flagship->AddCrew(-extra);
if(extra == 1)
Messages::Add("You fired a crew member because you have no bunk for them.", Messages::Importance::High);
else
Messages::Add("You fired " + to_string(extra) + " crew members because you have no bunks for them.",
Messages::Importance::High);
flagship->Cargo().SetBunks(flagship->Attributes().Get("bunks") - flagship->Crew());
}
// For each active, carriable ship you own, try to find an active ship that has a bay for it.
auto carriers = vector<Ship *>{};
auto toLoad = vector<shared_ptr<Ship>>{};
for(auto &ship : ships)
if(!ship->IsParked() && !ship->IsDisabled())
{
if(ship->CanBeCarried() && ship != flagship)
toLoad.emplace_back(ship);
else if(ship->HasBays())
carriers.emplace_back(ship.get());
}
if(!toLoad.empty())
{
size_t uncarried = toLoad.size();
if(!carriers.empty())
{
// Order carried ships such that those requiring bays are loaded first. For
// jump-capable carried ships, prefer loading those with a shorter range.
stable_sort(toLoad.begin(), toLoad.end(),
[](const shared_ptr<Ship> &a, const shared_ptr<Ship> &b)
{
return a->JumpsRemaining() < b->JumpsRemaining();
});
// We are guaranteed that each carried `ship` is not parked and not disabled, and that
// all possible parents are also not parked, not disabled, and not `ship`.
for(auto &ship : toLoad)
for(auto &parent : carriers)
if(parent->GetSystem() == ship->GetSystem() && parent->Carry(ship))
{
--uncarried;
break;
}
}
if(uncarried)
{
// The remaining uncarried ships are launched alongside the player.
string message = (uncarried > 1) ? "Some escorts were" : "One escort was";
Messages::Add(message + " unable to dock with a carrier.", Messages::Importance::High);
}
}
// By now, all cargo should have been divvied up among your ships. So, any
// mission cargo or passengers left behind cannot be carried, and those
// missions have aborted.
vector<const Mission *> missionsToRemove;
for(const auto &it : cargo.MissionCargo())
if(it.second)
{
if(it.first->IsVisible())
Messages::Add("Mission \"" + it.first->DisplayName()
+ "\" aborted because you do not have space for the cargo."
, Messages::Importance::Highest);
missionsToRemove.push_back(it.first);
}
for(const auto &it : cargo.PassengerList())
if(it.second)
{
if(it.first->IsVisible())
Messages::Add("Mission \"" + it.first->DisplayName()
+ "\" aborted because you do not have enough passenger bunks free."
, Messages::Importance::Highest);
missionsToRemove.push_back(it.first);
}
for(const Mission *mission : missionsToRemove)
RemoveMission(Mission::ABORT, *mission, ui);
// Any ordinary cargo left behind can be sold.
int64_t income = 0;
int day = date.DaysSinceEpoch();
int64_t sold = cargo.Used();
int64_t totalBasis = 0;
double stored = 0.;
if(sold)
{
for(const auto &commodity : cargo.Commodities())
{
if(!commodity.second)
continue;
// Figure out how much income you get for selling this cargo.
int64_t value = commodity.second * static_cast<int64_t>(system->Trade(commodity.first));
income += value;
int original = originalTotals[commodity.first];
auto it = costBasis.find(commodity.first);
if(!original || it == costBasis.end() || !it->second)
continue;
// Now, figure out how much of that income is profit by calculating
// the cost basis for this cargo (which is just the total cost basis
// multiplied by the percent of the cargo you are selling).
int64_t basis = it->second * commodity.second / original;
it->second -= basis;
totalBasis += basis;
}
if(!planet->HasOutfitter())
for(const auto &outfit : cargo.Outfits())
{
// Compute the total value for each type of excess outfit.
if(!outfit.second)
continue;
int64_t cost = depreciation.Value(outfit.first, day, outfit.second);
for(int i = 0; i < outfit.second; ++i)
stockDepreciation.Buy(outfit.first, day, &depreciation);
income += cost;
}
else
for(const auto &outfit : cargo.Outfits())
{
// Transfer the outfits from cargo to the storage on this planet.
if(!outfit.second)
continue;
stored += outfit.first->Mass() * outfit.second;
cargo.Transfer(outfit.first, outfit.second, Storage());
}
}
accounts.AddCredits(income);
cargo.Clear();
stockDepreciation = Depreciation();
sold -= ceil(stored);
if(sold || stored)
{
// Report how much excess cargo was sold (and what profit you earned),
// and how many tons of outfits were stored.
ostringstream out;
out << "You ";
if(sold)
{
out << "sold " << Format::CargoString(sold, "excess cargo") << " for " << Format::CreditString(income);
if(totalBasis && totalBasis != income)
out << " (for a profit of " << Format::CreditString(income - totalBasis) << ")";
if(stored)
out << ", and ";
}
if(stored)
{
out << "stored " << Format::CargoString(stored, "outfits") << " you could not carry";
}
out << ".";
Messages::Add(out.str(), Messages::Importance::High);
}
return true;
}
void PlayerInfo::PoolCargo()
{
// This can only be done while landed.
if(!planet)
return;
// To make sure all cargo and passengers get unloaded from each ship,
// temporarily uncap the player's cargo and bunk capacity.
cargo.SetSize(-1);
cargo.SetBunks(-1);
for(const shared_ptr<Ship> &ship : ships)
if(ship->GetPlanet() == planet && !ship->IsParked())
ship->Cargo().TransferAll(cargo);
UpdateCargoCapacities();
}
const CargoHold &PlayerInfo::DistributeCargo()
{
desiredCrew = flagship->Crew();
flagship->Cargo().SetBunks(flagship->Attributes().Get("bunks") - desiredCrew);
// First, try to transfer to the flagship depending on the priority preference.
Preferences::FlagshipSpacePriority prioritySetting = Preferences::GetFlagshipSpacePriority();
if(prioritySetting == Preferences::FlagshipSpacePriority::PASSENGERS)
for(const auto &it : cargo.PassengerList())
cargo.TransferPassengers(it.first, it.second, flagship->Cargo());
else if(prioritySetting != Preferences::FlagshipSpacePriority::NONE)
cargo.TransferAll(flagship->Cargo(), prioritySetting == Preferences::FlagshipSpacePriority::BOTH);
// Distribute the remaining cargo among the escorts.
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsParked() && !ship->IsDisabled() && ship->GetPlanet() == planet && ship != flagship)
{
ship->Cargo().SetBunks(ship->Attributes().Get("bunks") - ship->RequiredCrew());
cargo.TransferAll(ship->Cargo());
}
// If the escorts couldn't fit all of the cargo or passengers, try to move the rest to the flagship
// regardless of the priority preference.
cargo.TransferAll(flagship->Cargo());
return cargo;
}
double PlayerInfo::GetPlayTime() const noexcept
{
return playTime;
}
void PlayerInfo::AddPlayTime(chrono::nanoseconds timeVal)
{
playTime += timeVal.count() * .000000001;
}
// Get the player's logbook.
const multimap<Date, string> &PlayerInfo::Logbook() const
{
return logbook;
}
void PlayerInfo::AddLogEntry(const string &text)
{
logbook.emplace(date, text);
}
const map<string, map<string, string>> &PlayerInfo::SpecialLogs() const
{
return specialLogs;
}
void PlayerInfo::AddSpecialLog(const string &type, const string &name, const string &text)
{
string &entry = specialLogs[type][name];
if(!entry.empty())
entry += "\n\t";
entry += text;
}
void PlayerInfo::RemoveSpecialLog(const string &type, const string &name)
{
auto it = specialLogs.find(type);
if(it == specialLogs.end())
return;
auto &nameMap = it->second;
auto eit = nameMap.find(name);
if(eit != nameMap.end())
nameMap.erase(eit);
}
void PlayerInfo::RemoveSpecialLog(const string &type)
{
auto it = specialLogs.find(type);
if(it != specialLogs.end())
specialLogs.erase(it);
}
bool PlayerInfo::HasLogs() const
{
return !logbook.empty() || !specialLogs.empty();
}
// Get the list of active missions.
const list<Mission> &PlayerInfo::Missions() const
{
return missions;
}
// Get the list of ordinary jobs that are available on the job board.
const list<Mission> &PlayerInfo::AvailableJobs() const
{
return availableJobs;
}
bool PlayerInfo::HasAvailableEnteringMissions() const
{
return !availableEnteringMissions.empty();
}
void PlayerInfo::CalculateRemainingDeadlines()
{
remainingDeadlines.clear();
DistanceMap here(*this, system);
for(const Mission &mission : missions)
CalculateRemainingDeadline(mission, here);
}
void PlayerInfo::CalculateRemainingDeadline(const Mission &mission, DistanceMap &here)
{
if(!mission.Deadline())
return;
int daysLeft = mission.Deadline() - GetDate() + 1;
// If at any point a location can't be reached, it is ignored instead of treating
// it as if it has an infinite distance.
if(daysLeft > 0 && Preferences::Has("Deadline blink by distance")
&& here.HasRoute(*mission.Destination()->GetSystem()))
{
set<const System *> toVisit;
for(const Planet *stopover : mission.Stopovers())
{
if(here.HasRoute(*stopover->GetSystem()))
toVisit.insert(stopover->GetSystem());
// Stopovers require you to land on a planet, which takes an extra day.
--daysLeft;
}
for(const System *waypoint : mission.Waypoints())
if(here.HasRoute(*waypoint))
toVisit.insert(waypoint);
// This is a traveling salesman problem. Estimate the minimum number
// of days that it would take to reach every point of interest by
// traveling to the next closest location after each step.
DistanceMap distance = here;
int systemCount = toVisit.size();
for(int i = 0; i < systemCount; ++i)
{
const System *closest;
int minimalDist = numeric_limits<int>::max();
for(const System *sys : toVisit)
if(distance.Days(*sys) < minimalDist)
{
closest = sys;
minimalDist = distance.Days(*sys);
}
daysLeft -= distance.Days(*closest);
distance = DistanceMap(*this, closest);
toVisit.erase(closest);
}
daysLeft -= distance.Days(*mission.Destination()->GetSystem());
}
remainingDeadlines[&mission] = daysLeft;
}
int PlayerInfo::RemainingDeadline(const Mission &mission) const
{
auto it = remainingDeadlines.find(&mission);
return it == remainingDeadlines.end() ? 0 : it->second;
}
const PlayerInfo::SortType PlayerInfo::GetAvailableSortType() const
{
return availableSortType;
}
void PlayerInfo::NextAvailableSortType()
{
availableSortType = static_cast<SortType>((availableSortType + 1) % (CONVENIENT + 1));
SortAvailable();
}
const bool PlayerInfo::ShouldSortAscending() const
{
return availableSortAsc;
}
void PlayerInfo::ToggleSortAscending()
{
availableSortAsc = !availableSortAsc;
SortAvailable();
}
const bool PlayerInfo::ShouldSortSeparateDeadline() const
{
return sortSeparateDeadline;
}
void PlayerInfo::ToggleSortSeparateDeadline()
{
sortSeparateDeadline = !sortSeparateDeadline;
SortAvailable();
}
const bool PlayerInfo::ShouldSortSeparatePossible() const
{
return sortSeparatePossible;
}
void PlayerInfo::ToggleSortSeparatePossible()
{
sortSeparatePossible = !sortSeparatePossible;
SortAvailable();
}
void PlayerInfo::SortAvailable()
{
// Destinations: planets OR system. Only counting them, so the type doesn't matter.
set<const void *> destinations;
if(availableSortType == CONVENIENT)
{
for(const Mission &mission : Missions())
{
if(mission.IsVisible())
{
destinations.insert(mission.Destination());
destinations.insert(mission.Destination()->GetSystem());
for(const Planet *stopover : mission.Stopovers())
{
destinations.insert(stopover);
destinations.insert(stopover->GetSystem());
}
for(const System *waypoint : mission.Waypoints())
destinations.insert(waypoint);
}
}
}
availableJobs.sort([&](const Mission &lhs, const Mission &rhs) {
// First, separate rush orders with deadlines, if wanted
if(sortSeparateDeadline)
{
// availableSortAsc instead of true, to counter the reverse below
if(!lhs.Deadline() && rhs.Deadline())
return availableSortAsc;
if(lhs.Deadline() && !rhs.Deadline())
return !availableSortAsc;
}
// Then, separate greyed-out jobs you can't accept
if(sortSeparatePossible)
{
if(lhs.CanAccept(*this) && !rhs.CanAccept(*this))
return availableSortAsc;
if(!lhs.CanAccept(*this) && rhs.CanAccept(*this))
return !availableSortAsc;
}
// Sort by desired type:
switch(availableSortType)
{
case CONVENIENT:
{
// Sorting by "convenience" means you already have a mission to a
// planet. Missions at the same planet are sorted higher.
// 0 : No convenient mission; 1: same system; 2: same planet (because both system+planet means 1+1 = 2)
const int lConvenient = destinations.count(lhs.Destination()) + destinations.count(lhs.Destination()->GetSystem());
const int rConvenient = destinations.count(rhs.Destination()) + destinations.count(rhs.Destination()->GetSystem());
if(lConvenient < rConvenient)
return true;
if(lConvenient > rConvenient)
return false;
}
// Tiebreaker for equal CONVENIENT is SPEED.
case SPEED:
{
// A higher "Speed" means the mission takes less time, i.e. fewer
// jumps.
const int lJumps = lhs.ExpectedJumps();
const int rJumps = rhs.ExpectedJumps();
if(lJumps == rJumps)
{
// SPEED compares equal - follow through to tiebreaker 'case PAY' below
}
else if(lJumps > 0 && rJumps > 0)
{
// Lower values are better, so this '>' is not '<' as expected
return lJumps > rJumps;
}
else
{
// Negative values indicate indeterminable mission paths.
// e.g. through a wormhole, meaning lower values are worse.
// A value of 0 indicates the mission destination is the
// source, implying the actual path is complicated; consider
// that slow, but not as bad as an indeterminable path.
// Positive values are 'greater' because at least the number
// of jumps is known. (Comparing two positive values is already
// handled above, so the actual positive value doesn't matter.)
// Compare the value when at least one value is not positive.
return lJumps < rJumps;
}
}
// Tiebreaker for equal SPEED is PAY.
case PAY:
{
const int64_t lPay = lhs.DisplayedPayment();
const int64_t rPay = rhs.DisplayedPayment();
if(lPay < rPay)
return true;
else if(lPay > rPay)
return false;
}
// Tiebreaker for equal PAY is ABC.
case ABC:
{
if(lhs.DisplayName() < rhs.DisplayName())
return true;
else if(lhs.DisplayName() > rhs.DisplayName())
return false;
}
// Tiebreaker fallback to keep sorting consistent is unique UUID:
default:
return lhs.UUID() < rhs.UUID();
}
});
if(!availableSortAsc)
availableJobs.reverse();
}
// Return a pointer to the mission that was most recently accepted while in-flight.
const Mission *PlayerInfo::ActiveInFlightMission() const
{
return activeInFlightMission;
}
// Update mission NPCs with the player's current conditions.
void PlayerInfo::UpdateMissionNPCs()
{
for(Mission &mission : missions)
mission.UpdateNPCs(*this);
}
// Accept the given job.
void PlayerInfo::AcceptJob(const Mission &mission, UI *ui)
{
for(auto it = availableJobs.begin(); it != availableJobs.end(); ++it)
if(&*it == &mission)
{
cargo.AddMissionCargo(&mission);
auto spliceIt = it->IsUnique() ? missions.begin() : missions.end();
missions.splice(spliceIt, availableJobs, it);
it->Do(Mission::OFFER, *this);
it->Do(Mission::ACCEPT, *this, ui);
if(it->IsFailed())
RemoveMission(Mission::Trigger::FAIL, *it, ui);
// Might not have cargo anymore, so some jobs can be sorted to end.
SortAvailable();
break;
}
}
// Look at the list of available missions and see if any of them can be offered
// right now, in the given location. If there are no missions that can be accepted,
// return a null pointer.
Mission *PlayerInfo::MissionToOffer(Mission::Location location)
{
if(ships.empty())
return nullptr;
// If a mission can be offered right now, move it to the start of the list
// so we know what mission the callback is referring to, and return it.
for(auto it = availableMissions.begin(); it != availableMissions.end(); ++it)
if(it->IsAtLocation(location) && it->CanOffer(*this) && it->CanAccept(*this))
{
availableMissions.splice(availableMissions.begin(), availableMissions, it);
return &availableMissions.front();
}
return nullptr;
}
// Check if any of the game's missions can be offered from this ship, given its
// relationship with the player. If none offer, return nullptr.
Mission *PlayerInfo::BoardingMission(const shared_ptr<Ship> &ship)
{
// Do not create missions from existing mission NPC's, or the player's ships.
if(ship->IsSpecial())
return nullptr;
// Ensure that boarding this NPC again does not create a mission.
ship->SetIsSpecial();
// "boardingMissions" is emptied by MissionCallback, but to be sure:
availableBoardingMissions.clear();
Mission::Location location = (ship->GetGovernment()->IsEnemy()
? Mission::BOARDING : Mission::ASSISTING);
// Check for available boarding or assisting missions.
for(const auto &[name, mission] : GameData::Missions())
if(mission.IsAtLocation(location) && mission.CanOffer(*this, ship))
{
availableBoardingMissions.push_back(mission.Instantiate(*this, ship));
if(availableBoardingMissions.back().IsFailed())
availableBoardingMissions.pop_back();
else
return &availableBoardingMissions.back();
}
return nullptr;
}
void PlayerInfo::CreateEnteringMissions()
{
availableEnteringMissions.clear();
bool hasPriorityMissions = false;
unsigned nonBlockingMissions = 0;
for(const auto &[name, mission] : GameData::Missions())
if(mission.IsAtLocation(Mission::ENTERING) && mission.CanOffer(*this))
{
availableEnteringMissions.push_back(mission.Instantiate(*this));
if(availableEnteringMissions.back().IsFailed())
availableEnteringMissions.pop_back();
else
{
hasPriorityMissions |= missions.back().HasPriority();
nonBlockingMissions += missions.back().IsNonBlocking();
}
}
SortMissions(availableMissions, hasPriorityMissions, nonBlockingMissions);
}
Mission *PlayerInfo::EnteringMission()
{
if(!flagship)
return nullptr;
// If a mission can be offered right now, move it to the start of the list
// so we know what mission the callback is referring to, and return it.
for(auto it = availableEnteringMissions.begin(); it != availableEnteringMissions.end(); ++it)
if(it->HasSpace(*flagship))
{
availableEnteringMissions.splice(availableEnteringMissions.begin(), availableEnteringMissions, it);
return &availableEnteringMissions.front();
}
return nullptr;
}
bool PlayerInfo::CaptureOverriden(const shared_ptr<Ship> &ship) const
{
if(ship->IsCapturable())
return false;
// Check if there's a boarding mission being offered which allows this ship to be captured. If the boarding
// mission was declined, then this results in one-time capture access to the ship. If it was accepted, then
// the next boarding attempt will have the boarding mission in the player's active missions list, checked below.
const Mission *mission = availableBoardingMissions.empty() ? nullptr : &availableBoardingMissions.back();
// Otherwise, check if there's an already active mission which grants access. This allows trying to board the
// ship again after accepting the mission.
if(!mission)
for(const Mission &mission : Missions())
if(mission.OverridesCapture() && !mission.IsFailed() && mission.SourceShip() == ship.get())
return true;
return mission && mission->OverridesCapture() && !mission->IsFailed() && mission->SourceShip() == ship.get();
}
// Engine calls this after placing the boarding/assisting/entering mission's NPCs.
void PlayerInfo::ClearActiveInFlightMission()
{
activeInFlightMission = nullptr;
}
// If one of your missions cannot be offered because you do not have enough
// space for it, and it specifies a message to be shown in that situation,
// show that message.
void PlayerInfo::HandleBlockedMissions(Mission::Location location, UI *ui)
{
list<Mission> &missionList = availableMissions.empty() ? availableBoardingMissions : availableMissions;
if(ships.empty() || missionList.empty())
return;
for(auto &it : missionList)
if(it.IsAtLocation(location) && it.CanOffer(*this) && !it.CanAccept(*this))
{
string message = it.BlockedMessage(*this);
if(!message.empty())
{
ui->Push(new Dialog(message));
return;
}
}
}
void PlayerInfo::HandleBlockedEnteringMissions(UI *ui)
{
if(!flagship || availableEnteringMissions.empty())
return;
for(auto it = availableEnteringMissions.begin(); it != availableEnteringMissions.end(); )
{
if(!it->HasSpace(*flagship))
{
string message = it->BlockedMessage(*this);
// Remove this mission from the list so that the MainPanel stops
// trying to offer it.
it = availableEnteringMissions.erase(it);
if(!message.empty())
{
ui->Push(new Dialog(message));
return;
}
}
else
++it;
}
}
// Callback for accepting or declining whatever mission has been offered.
// Responses which would kill the player are handled before the on offer
// conversation ended.
void PlayerInfo::MissionCallback(int response)
{
list<Mission> &missionList = availableMissions.empty() ?
(availableEnteringMissions.empty() ? availableBoardingMissions : availableEnteringMissions) : availableMissions;
if(missionList.empty())
return;
Mission &mission = missionList.front();
// If landed, this conversation may require the player to immediately depart.
shouldLaunch |= (GetPlanet() && Conversation::RequiresLaunch(response));
if(response == Conversation::ACCEPT || response == Conversation::LAUNCH)
{
bool shouldAutosave = mission.RecommendsAutosave();
if(planet)
{
cargo.AddMissionCargo(&mission);
UpdateCargoCapacities();
}
else if(Flagship())
flagship->Cargo().AddMissionCargo(&mission);
else
return;
// Move this mission from the offering list into the "accepted"
// list, viewable on the MissionPanel. Unique missions are moved
// to the front, so they appear at the top of the list if viewed.
auto spliceIt = mission.IsUnique() ? missions.begin() : missions.end();
missions.splice(spliceIt, missionList, missionList.begin());
mission.Do(Mission::ACCEPT, *this);
if(shouldAutosave)
Autosave();
// If this is a mission offered in-flight, expose a pointer to it
// so Engine::SpawnFleets can add its ships without requiring the
// player to land.
if(mission.IsAtLocation(Mission::BOARDING) || mission.IsAtLocation(Mission::ASSISTING)
|| mission.IsAtLocation(Mission::ENTERING))
activeInFlightMission = &*--spliceIt;
}
else if(response == Conversation::DECLINE || response == Conversation::FLEE)
{
mission.Do(Mission::DECLINE, *this);
missionList.pop_front();
}
else if(response == Conversation::DEFER || response == Conversation::DEPART)
{
mission.Do(Mission::DEFER, *this);
missionList.pop_front();
}
}
// Basic callback, allowing conversations to force the player to depart from a
// planet without requiring a mission to offer.
void PlayerInfo::BasicCallback(int response)
{
// If landed, this conversation may require the player to immediately depart.
shouldLaunch |= (GetPlanet() && Conversation::RequiresLaunch(response));
}
// Mark a mission for removal, either because it was completed, or it failed,
// or because the player aborted it.
void PlayerInfo::RemoveMission(Mission::Trigger trigger, const Mission &mission, UI *ui)
{
for(auto it = missions.begin(); it != missions.end(); ++it)
if(&*it == &mission)
{
// Don't delete the mission yet, because the conversation or dialog
// panel may still be showing. Instead, just mark it as done. Doing
// this first avoids the possibility of an infinite loop, e.g. if a
// mission's "on fail" fails the mission itself.
doneMissions.splice(doneMissions.end(), missions, it);
it->Do(trigger, *this, ui);
cargo.RemoveMissionCargo(&mission);
for(shared_ptr<Ship> &ship : ships)
ship->Cargo().RemoveMissionCargo(&mission);
return;
}
}
// Mark a mission as failed, but do not remove it from the mission list yet.
void PlayerInfo::FailMission(const Mission &mission)
{
for(auto &it : missions)
if(&it == &mission)
{
it.Fail();
return;
}
}
// Update mission status based on an event.
void PlayerInfo::HandleEvent(const ShipEvent &event, UI *ui)
{
// Combat rating increases when you disable an enemy ship.
if(event.ActorGovernment() && event.ActorGovernment()->IsPlayer())
if((event.Type() & ShipEvent::DISABLE) && event.Target() && !event.Target()->IsYours())
{
auto &rating = conditions["combat rating"];
static const int64_t maxRating = 2000000000;
rating = min(maxRating, rating + (event.Target()->Cost() + 250000) / 500000);
}
for(Mission &mission : missions)
mission.Do(event, *this, ui);
// If the player's flagship was destroyed, the player is dead.
if((event.Type() & ShipEvent::DESTROY) && !ships.empty() && event.Target().get() == Flagship())
Die();
}
// Get mutable access to the player's list of conditions.
ConditionsStore &PlayerInfo::Conditions()
{
return conditions;
}
// Access the player's list of conditions.
const ConditionsStore &PlayerInfo::Conditions() const
{
return conditions;
}
// Uuid for the gifted ships, with the ship class follow by the names they had when they were gifted to the player.
const map<string, EsUuid> &PlayerInfo::GiftedShips() const
{
return giftedShips;
}
map<string, string> PlayerInfo::GetSubstitutions() const
{
map<string, string> subs;
GameData::GetTextReplacements().Substitutions(subs);
AddPlayerSubstitutions(subs);
return subs;
}
void PlayerInfo::AddPlayerSubstitutions(map<string, string> &subs) const
{
subs["<first>"] = FirstName();
subs["<last>"] = LastName();
const Ship *flag = Flagship();
if(flag)
{
subs["<ship>"] = flag->GivenName();
subs["<model>"] = flag->DisplayModelName();
subs["<flagship>"] = flag->GivenName();
subs["<flagship model>"] = flag->DisplayModelName();
}
subs["<system>"] = GetSystem()->DisplayName();
subs["<date>"] = GetDate().ToString();
subs["<day>"] = GetDate().LongString();
}
bool PlayerInfo::SetTribute(const Planet *planet, int64_t payment)
{
if(payment > 0)
{
tributeReceived[planet] = payment;
// Properly connect this function to the dominated property of planets.
GameData::GetPolitics().DominatePlanet(planet);
}
else
{
tributeReceived.erase(planet);
// Properly connect this function to the (no longer) dominated property of planets.
GameData::GetPolitics().DominatePlanet(planet, false);
}
return true;
}
bool PlayerInfo::SetTribute(const string &planetTrueName, int64_t payment)
{
const Planet *planet = GameData::Planets().Find(planetTrueName);
if(!planet)
return false;
return SetTribute(planet, payment);
}
// Get a list of all tribute that the player receives.
const map<const Planet *, int64_t> &PlayerInfo::GetTribute() const
{
return tributeReceived;
}
// Get the total sum of the tribute the player receives.
int64_t PlayerInfo::GetTributeTotal() const
{
return accumulate(
tributeReceived.begin(),
tributeReceived.end(),
0,
[](int64_t value, const map<const Planet *, int64_t>::value_type &tribute)
{
return value + tribute.second;
}
);
}
// Check if the player knows the location of the given system (whether or not
// they have actually visited it).
bool PlayerInfo::HasSeen(const System &system) const
{
if(&system == this->system)
return true;
// Shrouded systems have special considerations as to whether they're currently seen or not.
bool shrouded = system.Shrouded();
if(!shrouded && seen.contains(&system))
return true;
auto usesSystem = [&system](const Mission &m) noexcept -> bool
{
if(!m.IsVisible())
return false;
if(m.Waypoints().contains(&system))
return true;
if(m.MarkedSystems().contains(&system))
return true;
for(auto &&p : m.Stopovers())
if(p->IsInSystem(&system))
return true;
return m.Destination()->IsInSystem(&system);
};
if(any_of(availableJobs.begin(), availableJobs.end(), usesSystem))
return true;
if(any_of(missions.begin(), missions.end(), usesSystem))
return true;
if(shrouded)
{
// All systems linked to a system the player can view are visible.
if(any_of(system.Links().begin(), system.Links().end(),
[&](const System *s) noexcept -> bool { return CanView(*s); }))
return true;
// A shrouded system not linked to a viewable system must be visible from the current system.
if(!system.VisibleNeighbors().contains(this->system))
return false;
// If a shrouded system is in visible range, then it can be seen if it is not also hidden.
return !system.Hidden();
}
return KnowsName(system);
}
// Check if the player can view the contents of the given system.
bool PlayerInfo::CanView(const System &system) const
{
// A player can always view the contents of the system they are in. Otherwise,
// the system must have been visited before and not be shrouded.
return (HasVisited(system) && !system.Shrouded()) || &system == this->system;
}
// Check if the player has visited the given system.
bool PlayerInfo::HasVisited(const System &system) const
{
return visitedSystems.contains(&system);
}
// Check if the player has visited the given planet.
bool PlayerInfo::HasVisited(const Planet &planet) const
{
return visitedPlanets.contains(&planet);
}
// Check if the player knows the name of a system, either from visiting there or
// because a job or active mission includes the name of that system.
bool PlayerInfo::KnowsName(const System &system) const
{
if(CanView(system))
return true;
for(const Mission &mission : availableJobs)
if(mission.Destination()->IsInSystem(&system))
return true;
for(const Mission &mission : missions)
if(mission.IsVisible() && mission.Destination()->IsInSystem(&system))
return true;
return false;
}
// Mark the given system as visited, and mark all its neighbors as seen.
void PlayerInfo::Visit(const System &system)
{
visitedSystems.insert(&system);
seen.insert(&system);
for(const System *neighbor : system.VisibleNeighbors())
if(!neighbor->Hidden() || system.Links().contains(neighbor))
seen.insert(neighbor);
}
// Mark the given planet as visited.
void PlayerInfo::Visit(const Planet &planet)
{
visitedPlanets.insert(&planet);
}
// Mark a system as unvisited, even if visited previously.
void PlayerInfo::Unvisit(const System &system)
{
visitedSystems.erase(&system);
for(const StellarObject &object : system.Objects())
if(object.GetPlanet())
Unvisit(*object.GetPlanet());
}
void PlayerInfo::Unvisit(const Planet &planet)
{
visitedPlanets.erase(&planet);
}
const set<const System *> &PlayerInfo::VisitedSystems() const
{
return visitedSystems;
}
const set<const Planet *> &PlayerInfo::VisitedPlanets() const
{
return visitedPlanets;
}
bool PlayerInfo::HasMapped(int mapSize, bool mapMinables) const
{
DistanceMap distance(GetSystem(), mapSize);
for(const System *system : distance.Systems())
{
if(!HasVisited(*system))
return false;
if(mapMinables)
for(const Outfit *outfit : system->Payloads())
if(!harvested.contains(make_pair(system, outfit)))
return false;
}
return true;
}
void PlayerInfo::Map(int mapSize, bool mapMinables)
{
DistanceMap distance(GetSystem(), mapSize);
for(const System *system : distance.Systems())
{
if(!HasVisited(*system))
Visit(*system);
if(mapMinables)
for(const Outfit *outfit : system->Payloads())
harvested.insert(make_pair(system, outfit));
}
}
// Check if the player has a hyperspace route set.
bool PlayerInfo::HasTravelPlan() const
{
return !travelPlan.empty();
}
// Access the player's travel plan.
const vector<const System *> &PlayerInfo::TravelPlan() const
{
return travelPlan;
}
vector<const System *> &PlayerInfo::TravelPlan()
{
return travelPlan;
}
// This is called when the player enters the system that is their current
// hyperspace target.
void PlayerInfo::PopTravel()
{
if(!travelPlan.empty())
{
Visit(*travelPlan.back());
travelPlan.pop_back();
}
}
// Get the planet to land on at the end of the travel path.
const Planet *PlayerInfo::TravelDestination() const
{
return travelDestination;
}
// Set the planet to land on at the end of the travel path.
void PlayerInfo::SetTravelDestination(const Planet *planet)
{
travelDestination = planet;
if(planet && planet->IsInSystem(system) && Flagship())
Flagship()->SetTargetStellar(system->FindStellar(planet));
}
// Check which secondary weapons the player has selected.
const set<const Outfit *> &PlayerInfo::SelectedSecondaryWeapons() const
{
return selectedWeapons;
}
// Cycle through all available secondary weapons.
void PlayerInfo::SelectNextSecondary()
{
if(!flagship || flagship->Outfits().empty())
return;
// If multiple weapons were selected, then switch to selecting none.
if(selectedWeapons.size() > 1)
{
selectedWeapons.clear();
return;
}
// If no weapon was selected, then we scan from the beginning.
auto it = flagship->Outfits().begin();
bool hadSingleWeaponSelected = (selectedWeapons.size() == 1);
// If a single weapon was selected, then move the iterator to the
// outfit directly after it.
if(hadSingleWeaponSelected)
{
auto selectedOutfit = *(selectedWeapons.begin());
it = flagship->Outfits().find(selectedOutfit);
if(it != flagship->Outfits().end())
++it;
}
// Find the next secondary weapon.
for( ; it != flagship->Outfits().end(); ++it)
if(it->first->Icon())
{
selectedWeapons.clear();
selectedWeapons.insert(it->first);
return;
}
// If no weapon was selected and we didn't find any weapons at this point,
// then the player just doesn't have any secondary weapons.
if(!hadSingleWeaponSelected)
return;
// Reached the end of the list. Select all possible secondary weapons here.
it = flagship->Outfits().begin();
for( ; it != flagship->Outfits().end(); ++it)
if(it->first->Icon())
selectedWeapons.insert(it->first);
// If we have only one weapon selected at this point, then the player
// only has a single secondary weapon. Clear the list, since the weapon
// was selected when we entered this function.
if(selectedWeapons.size() == 1)
selectedWeapons.clear();
}
void PlayerInfo::DeselectAllSecondaries()
{
selectedWeapons.clear();
}
void PlayerInfo::ToggleAnySecondary(const Outfit *outfit)
{
if(!flagship)
return;
const auto it = selectedWeapons.insert(outfit);
if(!it.second)
selectedWeapons.erase(it.first);
}
// Escorts currently selected for giving orders.
const vector<weak_ptr<Ship>> &PlayerInfo::SelectedShips() const
{
return selectedShips;
}
// Select any player ships in the given box or list. Return true if any were
// selected, so we know not to search further for a match.
bool PlayerInfo::SelectShips(const Rectangle &box, bool hasShift)
{
// If shift is not held down, replace the current selection.
if(!hasShift)
selectedShips.clear();
// If shift is not held, the first ship in the box will also become the
// player's flagship's target.
bool first = !hasShift;
bool matched = false;
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsDestroyed() && !ship->IsParked() && ship->GetSystem() == system && ship.get() != Flagship()
&& box.Contains(ship->Position()))
{
matched = true;
SelectShip(ship, &first);
}
return matched;
}
bool PlayerInfo::SelectShips(const vector<const Ship *> &stack, bool hasShift)
{
// If shift is not held down, replace the current selection.
if(!hasShift)
selectedShips.clear();
// If shift is not held, the first ship in the stack will also become the
// player's flagship's target.
bool first = !hasShift;
// Loop through all the player's ships and check which of them are in the
// given stack.
bool matched = false;
for(const shared_ptr<Ship> &ship : ships)
{
auto it = find(stack.begin(), stack.end(), ship.get());
if(it != stack.end())
{
matched = true;
SelectShip(ship, &first);
}
}
if(matched)
UI::PlaySound(UI::UISound::TARGET);
return matched;
}
void PlayerInfo::SelectShip(const Ship *ship, bool hasShift)
{
// If shift is not held down, replace the current selection.
if(!hasShift)
selectedShips.clear();
bool first = !hasShift;
for(const shared_ptr<Ship> &it : ships)
if(it.get() == ship)
SelectShip(it, &first);
}
void PlayerInfo::DeselectShip(const Ship *ship)
{
for(auto it = selectedShips.begin(); it != selectedShips.end(); ++it)
if(it->lock().get() == ship)
{
selectedShips.erase(it);
return;
}
}
void PlayerInfo::SelectGroup(int group, bool hasShift)
{
int bit = (1 << group);
// If the shift key is held down and all the ships in the given group are
// already selected, deselect them all. Otherwise, select them all. The easy
// way to do this is first to remove all the ships that match in one pass,
// then add them in a subsequent pass if any were not selected.
const Ship *oldTarget = nullptr;
if(Flagship() && Flagship()->GetTargetShip())
{
oldTarget = Flagship()->GetTargetShip().get();
Flagship()->SetTargetShip(shared_ptr<Ship>());
}
if(hasShift)
{
bool allWereSelected = true;
for(const shared_ptr<Ship> &ship : ships)
if(groups[ship.get()] & bit)
{
auto it = selectedShips.begin();
for( ; it != selectedShips.end(); ++it)
if(it->lock() == ship)
break;
if(it != selectedShips.end())
selectedShips.erase(it);
else
allWereSelected = false;
}
if(allWereSelected)
return;
}
else
selectedShips.clear();
// Now, go through and add any ships in the group to the selection. Even if
// shift is held they won't be added twice, because we removed them above.
for(const shared_ptr<Ship> &ship : ships)
if(groups[ship.get()] & bit)
{
selectedShips.push_back(ship);
if(ship.get() == oldTarget)
Flagship()->SetTargetShip(ship);
}
}
void PlayerInfo::SetGroup(int group, const set<Ship *> *newShips)
{
int bit = (1 << group);
int mask = ~bit;
// First, remove any of your ships that are in the group.
for(const shared_ptr<Ship> &ship : ships)
groups[ship.get()] &= mask;
// Then, add all the currently selected ships to the group.
if(newShips)
{
for(const Ship *ship : *newShips)
groups[ship] |= bit;
}
else
{
for(const weak_ptr<Ship> &ptr : selectedShips)
{
shared_ptr<Ship> ship = ptr.lock();
if(ship)
groups[ship.get()] |= bit;
}
}
}
set<Ship *> PlayerInfo::GetGroup(int group)
{
int bit = (1 << group);
set<Ship *> result;
for(const shared_ptr<Ship> &ship : ships)
{
auto it = groups.find(ship.get());
if(it != groups.end() && (it->second & bit))
result.insert(ship.get());
}
return result;
}
// Keep track of any outfits that you have sold since landing. These will be
// available to buy back until you take off.
const map<const Outfit *, int> &PlayerInfo::GetStock() const
{
return stock;
}
int PlayerInfo::Stock(const Outfit *outfit) const
{
auto it = stock.find(outfit);
return (it == stock.end() ? 0 : it->second);
}
// Transfer outfits from the player to the planet or vice versa.
void PlayerInfo::AddStock(const Outfit *outfit, int count)
{
// If you sell an individual outfit that is not sold here and that you
// acquired by buying a ship here, have it appear as "in stock" in case you
// change your mind about selling it. (On the other hand, if you sell an
// entire ship right after buying it, its outfits will not be "in stock.")
if(count > 0 && stock[outfit] < 0)
stock[outfit] = 0;
stock[outfit] += count;
int day = date.DaysSinceEpoch();
if(count > 0)
{
// Remember how depreciated these items are.
for(int i = 0; i < count; ++i)
stockDepreciation.Buy(outfit, day, &depreciation);
}
else
{
// If the count is negative, outfits are being transferred from stock
// into the player's possession.
for(int i = 0; i < -count; ++i)
depreciation.Buy(outfit, day, &stockDepreciation);
}
}
// Get depreciation information.
const Depreciation &PlayerInfo::FleetDepreciation() const
{
return depreciation;
}
const Depreciation &PlayerInfo::StockDepreciation() const
{
return stockDepreciation;
}
void PlayerInfo::Harvest(const Outfit *type)
{
if(type && system)
harvested.insert(make_pair(system, type));
}
const set<pair<const System *, const Outfit *>> &PlayerInfo::Harvested() const
{
return harvested;
}
const pair<const System *, Point> &PlayerInfo::GetEscortDestination() const
{
return interstellarEscortDestination;
}
// Set (or clear) the stored escort travel destination.
void PlayerInfo::SetEscortDestination(const System *system, Point pos)
{
interstellarEscortDestination.first = system;
interstellarEscortDestination.second = pos;
}
// Determine if a system and nonzero position were specified.
bool PlayerInfo::HasEscortDestination() const
{
return interstellarEscortDestination.first && interstellarEscortDestination.second;
}
// Get what coloring is currently selected in the map.
int PlayerInfo::MapColoring() const
{
return mapColoring;
}
// Set what the map is being colored by.
void PlayerInfo::SetMapColoring(int index)
{
mapColoring = index;
}
// Get the map zoom level.
int PlayerInfo::MapZoom() const
{
return mapZoom;
}
// Set the map zoom level.
void PlayerInfo::SetMapZoom(int level)
{
mapZoom = level;
}
// Get the set of collapsed categories for the named panel.
set<string> &PlayerInfo::Collapsed(const string &name)
{
return collapsed[name];
}
bool PlayerInfo::DisplayCarrierHelp() const
{
return displayCarrierHelp;
}
// Apply any "changes" saved in this player info to the global game state.
void PlayerInfo::ApplyChanges()
{
for(const auto &it : reputationChanges)
it.first->SetReputation(it.second);
reputationChanges.clear();
AddChanges(dataChanges);
GameData::ReadEconomy(economy);
economy = DataNode();
// Make sure all stellar objects are correctly positioned. This is needed
// because EnterSystem() is not called the first time through.
GameData::SetDate(GetDate());
// SetDate() clears any bribes from yesterday, so restore any auto-clearance.
for(const Mission &mission : Missions())
if(mission.ClearanceMessage() == "auto")
{
mission.Destination()->Bribe(mission.HasFullClearance());
for(const Planet *planet : mission.Stopovers())
planet->Bribe(mission.HasFullClearance());
}
// Check if any special persons have been destroyed.
GameData::DestroyPersons(destroyedPersons);
destroyedPersons.clear();
// Check which planets you have dominated.
for(auto &it : tributeReceived)
GameData::GetPolitics().DominatePlanet(it.first);
// Issue warnings for any data which has been mentioned but not actually defined, and
// ensure that all "undefined" data is appropriately named.
GameData::CheckReferences();
// Now that all outfits have names, we can finish loading the player's ships.
for(auto &&ship : ships)
{
// Government changes may have changed the player's ship swizzles.
ship->SetGovernment(GameData::PlayerGovernment());
ship->FinishLoading(false);
}
// Recalculate jumps that the available jobs will need
for(Mission &mission : availableJobs)
mission.CalculateJumps(system);
}
// Make change's to the player's planet, system, & ship locations as needed, to ensure the player and
// their ships are in valid locations, even if the player did something drastic, such as remove a mod.
void PlayerInfo::ValidateLoad()
{
// If a system was not specified in the player data, use the flagship's system.
if(!planet && !ships.empty())
{
string warning = "Warning: no planet specified for player";
auto it = find_if(ships.begin(), ships.end(), [](const shared_ptr<Ship> &ship) noexcept -> bool
{ return ship->GetPlanet() && ship->GetPlanet()->IsValid() && !ship->IsParked() && ship->CanBeFlagship(); });
if(it != ships.end())
{
planet = (*it)->GetPlanet();
system = (*it)->GetSystem();
warning += ". Defaulting to location of flagship \"" + (*it)->GivenName() + "\", " + planet->TrueName() + ".";
}
else
warning += " (no ships could supply a valid player location).";
Logger::LogError(warning);
}
// As a result of external game data changes (e.g. unloading a mod) it's possible the player ended up
// with an undefined system or planet. In that case, move them to the starting system to avoid crashing.
if(planet && !system)
{
system = planet->GetSystem();
Logger::LogError("Warning: player system was not specified. Defaulting to the specified planet's system.");
}
if(!planet || !planet->IsValid() || !system || !system->IsValid())
{
system = &startData.GetSystem();
planet = &startData.GetPlanet();
Logger::LogError("Warning: player system and/or planet was not valid. Defaulting to the starting location.");
}
// Every ship ought to have specified a valid location, but if not,
// move it to the player's location to avoid invalid states.
for(auto &&ship : ships)
{
if(!ship->GetSystem() || !ship->GetSystem()->IsValid())
{
ship->SetSystem(system);
Logger::LogError("Warning: player ship \"" + ship->GivenName()
+ "\" did not specify a valid system. Defaulting to the player's system.");
}
// In-system ships that aren't on a valid planet should get moved to the player's planet
// (but e.g. disabled ships or those that didn't have a planet should remain in space).
if(ship->GetSystem() == system && ship->GetPlanet() && !ship->GetPlanet()->IsValid())
{
ship->SetPlanet(planet);
Logger::LogError("Warning: in-system player ship \"" + ship->GivenName()
+ "\" specified an invalid planet. Defaulting to the player's planet.");
}
// Owned ships that are not in the player's system always start in flight.
}
// Validate the travel plan.
if(travelDestination && !travelDestination->IsValid())
{
Logger::LogError("Warning: removed invalid travel plan destination \"" + travelDestination->TrueName() + ".\"");
travelDestination = nullptr;
}
if(!travelPlan.empty() && any_of(travelPlan.begin(), travelPlan.end(),
[](const System *waypoint) noexcept -> bool { return !waypoint->IsValid(); }))
{
travelPlan.clear();
travelDestination = nullptr;
Logger::LogError("Warning: reset the travel plan due to use of invalid system(s).");
}
// For old saves, default to the first start condition (the default "Endless Sky" start).
if(startData.Identifier().empty())
{
// It is possible that there are no start conditions defined (e.g. a bad installation or
// incomplete total conversion plugin). In that case, it is not possible to continue.
const auto startCount = GameData::StartOptions().size();
if(startCount >= 1)
{
startData = GameData::StartOptions().front();
// When necessary, record in the pilot file that the starting data is just an assumption.
if(startCount >= 2)
conditions["unverified start scenario"] = true;
}
else
throw runtime_error("Unable to set a starting scenario for an existing pilot. (No valid \"start\" "
"nodes were found in data files or loaded plugins--make sure you've installed the game properly.)");
}
// Validate the missions that were loaded. Active-but-invalid missions are removed from
// the standard mission list, effectively pausing them until necessary data is restored.
auto mit = stable_partition(missions.begin(), missions.end(), mem_fn(&Mission::IsValid));
if(mit != missions.end())
inactiveMissions.splice(inactiveMissions.end(), missions, mit, missions.end());
// Invalid available jobs or missions are erased (since there is no guarantee
// the player will be on the correct planet when a plugin is re-added).
auto isInvalidMission = [](const Mission &m) noexcept -> bool { return !m.IsValid(); };
availableJobs.remove_if(isInvalidMission);
availableMissions.remove_if(isInvalidMission);
}
// Helper to register derived conditions.
void PlayerInfo::RegisterDerivedConditions()
{
// Read-only date functions.
conditions["day"].ProvideNamed([this](const ConditionEntry &ce) { return date.Day(); });
conditions["month"].ProvideNamed([this](const ConditionEntry &ce) { return date.Month(); });
conditions["year"].ProvideNamed([this](const ConditionEntry &ce) { return date.Year(); });
conditions["weekday: "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
string day = ce.NameWithoutPrefix();
int number = date.WeekdayNumberOffset();
if(day == "saturday")
return number == 0;
if(day == "sunday")
return number == 1;
if(day == "monday")
return number == 2;
if(day == "tuesday")
return number == 3;
if(day == "wednesday")
return number == 4;
if(day == "thursday")
return number == 5;
if(day == "friday")
return number == 6;
return 0;
});
conditions["days since year start"].ProvideNamed([this](const ConditionEntry &ce) {
return date.DaysSinceYearStart(); });
conditions["days until year end"].ProvideNamed([this](const ConditionEntry &ce) {
return date.DaysUntilYearEnd(); });
conditions["days since epoch"].ProvideNamed([this](const ConditionEntry &ce) {
return date.DaysSinceEpoch(); });
conditions["days since start"].ProvideNamed([this](const ConditionEntry &ce) {
return date.DaysSinceEpoch() - StartData().GetDate().DaysSinceEpoch(); });
// Read-only account conditions.
// Bound financial conditions to +/- 4.6 x 10^18 credits, within the range of a 64-bit int.
static constexpr int64_t limit = static_cast<int64_t>(1) << 62;
conditions["net worth"].ProvideNamed([this](const ConditionEntry &ce) {
return min(limit, max(-limit, accounts.NetWorth())); });
conditions["credits"].ProvideNamed([this](const ConditionEntry &ce) {
return min(limit, accounts.Credits()); });
conditions["unpaid mortgages"].ProvideNamed([this](const ConditionEntry &ce) {
return min(limit, accounts.TotalDebt("Mortgage")); });
conditions["unpaid fines"].ProvideNamed([this](const ConditionEntry &ce) {
return min(limit, accounts.TotalDebt("Fine")); });
conditions["unpaid debts"].ProvideNamed([this](const ConditionEntry &ce) {
return min(limit, accounts.TotalDebt("Debt")); });
conditions["unpaid salaries"].ProvideNamed([this](const ConditionEntry &ce) {
return min(limit, accounts.CrewSalariesOwed()); });
conditions["unpaid maintenance"].ProvideNamed([this](const ConditionEntry &ce) {
return min(limit, accounts.MaintenanceDue()); });
conditions["credit score"].ProvideNamed([this](const ConditionEntry &ce) {
return accounts.CreditScore(); });
// Read/write assets and debts.
conditions["salary: "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
const map<string, int64_t> &si = accounts.SalariesIncome();
auto it = si.find(ce.NameWithoutPrefix());
if(it == si.end())
return 0;
return it->second;
}, [this](ConditionEntry &ce, int64_t value) -> void {
accounts.SetSalaryIncome(ce.NameWithoutPrefix(), value);
});
conditions["tribute: "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
const Planet *planet = GameData::Planets().Find(ce.NameWithoutPrefix());
if(!planet)
return 0;
auto it = tributeReceived.find(planet);
if(it == tributeReceived.end())
return 0;
return it->second;
}, [this](ConditionEntry &ce, int64_t value) -> void {
SetTribute(ce.NameWithoutPrefix(), value);
});
conditions["license: "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
return HasLicense(ce.NameWithoutPrefix());
}, [this](ConditionEntry &ce, int64_t value) -> void {
if(!value)
RemoveLicense(ce.NameWithoutPrefix());
else
AddLicense(ce.NameWithoutPrefix());
});
// Read-only flagship conditions.
conditions["flagship crew"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
return flagship ? flagship->Crew() : 0; });
conditions["flagship required crew"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
return flagship ? flagship->RequiredCrew() : 0; });
conditions["flagship bunks"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
return flagship ? flagship->Attributes().Get("bunks") : 0; });
conditions["flagship model: "].ProvidePrefixed([this](const ConditionEntry &ce) -> bool {
if(!flagship)
return false;
return !ce.NameWithoutPrefix().compare(flagship->TrueModelName()); });
conditions["flagship disabled"].ProvideNamed([this](const ConditionEntry &ce) -> bool {
return flagship && flagship->IsDisabled(); });
auto shipAttributeHelper = [](const Ship *ship, const string &attribute, bool base) -> int64_t
{
if(!ship)
return 0;
const Outfit &attributes = base ? ship->BaseAttributes() : ship->Attributes();
if(attribute == "cost")
return attributes.Cost();
if(attribute == "mass")
return round(attributes.Mass() * 1000.);
return round(attributes.Get(attribute) * 1000.);
};
conditions["flagship base attribute: "].ProvidePrefixed([this, shipAttributeHelper](const ConditionEntry &ce) ->
int64_t { return shipAttributeHelper(this->Flagship(), ce.NameWithoutPrefix(), true); });
conditions["flagship attribute: "].ProvidePrefixed([this, shipAttributeHelper](const ConditionEntry &ce) -> int64_t {
return shipAttributeHelper(this->Flagship(), ce.NameWithoutPrefix(), false); });
conditions["flagship bays: "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
if(!flagship)
return 0;
return flagship->BaysTotal(ce.NameWithoutPrefix()); });
// The behaviour of this condition while landed is not stable and may change in the future.
// It should only be used while in-flight.
conditions["flagship bays free: "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
if(!flagship)
return 0;
if(GetPlanet())
Logger::LogError("Warning: Use of \"flagship bays free: <category>\""
" condition while landed is unstable behavior.");
return flagship->BaysFree(ce.NameWithoutPrefix()); });
conditions["flagship bays"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
if(!flagship)
return 0;
return flagship->Bays().size(); });
// The behaviour of this condition while landed is not stable and may change in the future.
// It should only be used while in-flight.
conditions["flagship bays free"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
if(!flagship)
return 0;
if(GetPlanet())
Logger::LogError("Warning: Use of \"flagship bays free\" condition while landed is unstable behavior.");
const vector<Ship::Bay> &bays = flagship->Bays();
return count_if(bays.begin(), bays.end(), [](const Ship::Bay &bay) { return !bay.ship; }); });
conditions["flagship mass"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
return flagship ? flagship->Mass() : 0; });
conditions["flagship shields"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
return flagship ? flagship->ShieldLevel() : 0; });
conditions["flagship hull"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
return flagship ? flagship->HullLevel() : 0; });
conditions["flagship fuel"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
return flagship ? flagship->FuelLevel() : 0; });
conditions["ship base attribute: "].ProvidePrefixed([this, shipAttributeHelper](const ConditionEntry &ce) ->
int64_t {
string attribute = ce.NameWithoutPrefix();
int64_t retVal = 0;
for(const shared_ptr<Ship> &ship : ships)
{
// Destroyed and parked ships aren't checked.
// If not on a planet, the ship's system must match.
// If on a planet, the ship's planet must match.
if(ship->IsDestroyed() || ship->IsParked()
|| (planet && ship->GetPlanet() != planet)
|| (!planet && ship->GetActualSystem() != system))
continue;
retVal += shipAttributeHelper(ship.get(), attribute, true);
}
return retVal; });
conditions["ship base attribute (all): "].ProvidePrefixed([this, shipAttributeHelper](const ConditionEntry &ce) ->
int64_t {
string attribute = ce.NameWithoutPrefix();
int64_t retVal = 0;
for(const shared_ptr<Ship> &ship : ships)
{
if(ship->IsDestroyed())
continue;
retVal += shipAttributeHelper(ship.get(), attribute, true);
}
return retVal; });
conditions["ship base attribute (parked): "].ProvidePrefixed(
[this, shipAttributeHelper](const ConditionEntry &ce) -> int64_t {
// If the player isn't landed then there can be no parked ships local to them.
if(!planet)
return 0;
string attribute = ce.NameWithoutPrefix();
int64_t retVal = 0;
for(const shared_ptr<Ship> &ship : ships)
{
if(!ship->IsParked() || ship->GetPlanet() != planet)
continue;
retVal += shipAttributeHelper(ship.get(), attribute, true);
}
return retVal; });
conditions["ship attribute: "].ProvidePrefixed([this, shipAttributeHelper](const ConditionEntry &ce) -> int64_t {
string attribute = ce.NameWithoutPrefix();
int64_t retVal = 0;
for(const shared_ptr<Ship> &ship : ships)
{
// Destroyed and parked ships aren't checked.
// If not on a planet, the ship's system must match.
// If on a planet, the ship's planet must match.
if(ship->IsDestroyed() || ship->IsParked()
|| (planet && ship->GetPlanet() != planet)
|| (!planet && ship->GetActualSystem() != system))
continue;
retVal += shipAttributeHelper(ship.get(), attribute, false);
}
return retVal; });
conditions["ship attribute (all): "].ProvidePrefixed([this, shipAttributeHelper](const ConditionEntry &ce) -> int64_t {
string attribute = ce.NameWithoutPrefix();
int64_t retVal = 0;
for(const shared_ptr<Ship> &ship : ships)
{
if(ship->IsDestroyed())
continue;
retVal += shipAttributeHelper(ship.get(), attribute, false);
}
return retVal; });
conditions["ship attribute (parked): "].ProvidePrefixed(
[this, shipAttributeHelper](const ConditionEntry &ce) -> int64_t {
// If the player isn't landed then there can be no parked ships local to them.
if(!planet)
return 0;
string attribute = ce.NameWithoutPrefix();
int64_t retVal = 0;
for(const shared_ptr<Ship> &ship : ships)
{
if(!ship->IsParked() || ship->GetPlanet() != planet)
continue;
retVal += shipAttributeHelper(ship.get(), attribute, false);
}
return retVal; });
conditions["name: "].ProvidePrefixed([this](const ConditionEntry &ce) -> bool {
return !ce.NameWithoutPrefix().compare(firstName + " " + lastName); });
conditions["first name: "].ProvidePrefixed([this](const ConditionEntry &ce) -> bool {
return !ce.NameWithoutPrefix().compare(firstName); });
conditions["last name: "].ProvidePrefixed([this](const ConditionEntry &ce) -> bool {
return !ce.NameWithoutPrefix().compare(lastName); });
// Conditions for your fleet's attractiveness to pirates.
conditions["cargo attractiveness"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
return RaidFleetFactors().first; });
conditions["armament deterrence"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
return RaidFleetFactors().second; });
conditions["pirate attraction"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
auto rff = RaidFleetFactors();
return rff.first - rff.second; });
conditions["raid chance in system: "].ProvidePrefixed([this](const ConditionEntry &ce) -> double {
const System *system = GameData::Systems().Find(ce.NameWithoutPrefix());
if(!system)
return 0.;
// This variable represents the probability of no raid fleets spawning.
double safeChance = 1.;
for(const auto &raidFleet : system->RaidFleets())
{
// The attraction is the % chance for a single instance of this fleet to appear.
double attraction = RaidFleetAttraction(raidFleet, system);
// Calculate the % chance for no instances to appear from 10 rolls.
double noFleetProb = pow(1. - attraction, 10.);
// The chance of neither of two fleets appearing is the chance of the first not appearing
// times the chance of the second not appearing.
safeChance *= noFleetProb;
}
// The probability of any single fleet appearing is 1 - chance.
return round((1. - safeChance) * 1000.); });
// Special conditions about combat power.
conditions["flagship strength"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
return flagship ? flagship->Strength() : 0;
});
conditions["player strength"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
int64_t strength = 0;
for(const shared_ptr<Ship> &ship : ships)
strength += ship->Strength();
return strength;
});
// Special conditions for cargo and passenger space.
conditions["cargo space"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
int64_t retVal = 0;
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsParked() && !ship->IsDisabled() && ship->GetActualSystem() == system)
retVal += ship->Attributes().Get("cargo space");
return retVal; });
conditions["passenger space"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
int64_t retVal = 0;
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsParked() && !ship->IsDisabled() && ship->GetActualSystem() == system)
retVal += ship->Attributes().Get("bunks") - ship->RequiredCrew();
return retVal; });
conditions["cargo space free"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
int64_t retVal = 0;
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsParked() && !ship->IsDisabled() && ship->GetActualSystem() == system)
retVal += ship->Cargo().Free();
return retVal; });
conditions["passenger space free"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
int64_t retVal = 0;
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsParked() && !ship->IsDisabled() && ship->GetActualSystem() == system)
retVal += ship->Cargo().BunksFree();
return retVal; });
conditions["flagship: cargo space"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
if(!flagship)
return 0;
return flagship->Attributes().Get("cargo space"); });
conditions["flagship: passenger space"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
if(!flagship)
return 0;
return flagship->Attributes().Get("bunks") - flagship->RequiredCrew(); });
conditions["flagship: cargo space free"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
if(!flagship)
return 0;
return flagship->Cargo().Free(); });
conditions["flagship: passenger space free"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
if(!flagship)
return 0;
return flagship->Cargo().BunksFree(); });
// The number of active, present ships the player has of the given category
// (e.g. Heavy Warships).
conditions["ships: "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
int64_t retVal = 0;
string category = ce.NameWithoutPrefix();
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsParked() && !ship->IsDisabled() && ship->GetActualSystem() == system
&& !category.compare(ship->Attributes().Category()))
++retVal;
return retVal; });
// The number of ships the player has of the given category anywhere in their fleet.
conditions["ships (all): "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
int64_t retVal = 0;
string category = ce.NameWithoutPrefix();
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsDestroyed() && !category.compare(ship->Attributes().Category()))
++retVal;
return retVal; });
// The number of ships the player has of the given model active and present.
conditions["ship model: "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
int64_t retVal = 0;
string model = ce.NameWithoutPrefix();
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsParked() && !ship->IsDisabled() && ship->GetActualSystem() == system
&& !model.compare(ship->TrueModelName()))
++retVal;
return retVal; });
// The number of ships that the player has of the given model anywhere in their fleet.
conditions["ship model (all): "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
int64_t retVal = 0;
string model = ce.NameWithoutPrefix();
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsDestroyed() && !model.compare(ship->TrueModelName()))
++retVal;
return retVal; });
// The total number of ships the player has active and present.
conditions["total ships"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
int64_t retVal = 0;
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsParked() && !ship->IsDisabled() && ship->GetActualSystem() == system)
++retVal;
return retVal; });
// The total number of ships the player has anywhere.
conditions["total ships (all)"].ProvideNamed([this](const ConditionEntry &ce) -> int64_t {
int64_t retVal = 0;
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsDestroyed())
++retVal;
return retVal; });
// The following condition checks all sources of outfits which are present with the player.
// If in orbit, this means checking all ships in-system for installed and in cargo outfits.
// If landed, this means checking all landed ships for installed outfits, the pooled cargo
// hold, and the planetary storage of the planet. Excludes parked ships.
conditions["outfit: "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
const Outfit *outfit = GameData::Outfits().Find(ce.NameWithoutPrefix());
if(!outfit)
return 0;
int64_t retVal = 0;
if(planet)
{
retVal += Cargo().Get(outfit);
auto it = planetaryStorage.find(planet);
if(it != planetaryStorage.end())
retVal += it->second.Get(outfit);
}
for(const shared_ptr<Ship> &ship : ships)
{
// Destroyed and parked ships aren't checked.
// If not on a planet, the ship's system must match.
// If on a planet, the ship's planet must match.
if(ship->IsDestroyed() || ship->IsParked()
|| (planet && ship->GetPlanet() != planet)
|| (!planet && ship->GetActualSystem() != system))
continue;
retVal += ship->OutfitCount(outfit);
retVal += ship->Cargo().Get(outfit);
}
return retVal;
});
// Conditions to determine what outfits the player owns, with various possible locations to check.
// The following condition checks all possible locations for outfits in the player's possession.
conditions["outfit (all): "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
const Outfit *outfit = GameData::Outfits().Find(ce.NameWithoutPrefix());
if(!outfit)
return 0;
int64_t retVal = Cargo().Get(outfit);
for(const shared_ptr<Ship> &ship : ships)
{
if(ship->IsDestroyed())
continue;
retVal += ship->OutfitCount(outfit);
retVal += ship->Cargo().Get(outfit);
}
for(const auto &storage : planetaryStorage)
retVal += storage.second.Get(outfit);
return retVal;
});
// The following condition checks the player's fleet for installed outfits on active
// escorts local to the player.
conditions["outfit (installed): "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
const Outfit *outfit = GameData::Outfits().Find(ce.NameWithoutPrefix());
if(!outfit)
return 0;
int64_t retVal = 0;
for(const shared_ptr<Ship> &ship : ships)
{
// Destroyed and parked ships aren't checked.
// If not on a planet, the ship's system must match.
// If on a planet, the ship's planet must match.
if(ship->IsDestroyed() || ship->IsParked()
|| (planet && ship->GetPlanet() != planet)
|| (!planet && ship->GetActualSystem() != system))
continue;
retVal += ship->OutfitCount(outfit);
}
return retVal;
});
// The following condition checks the player's fleet for installed outfits on parked escorts
// which are local to the player.
conditions["outfit (parked): "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
// If the player isn't landed then there can be no parked ships local to them.
if(!planet)
return 0;
const Outfit *outfit = GameData::Outfits().Find(ce.NameWithoutPrefix());
if(!outfit)
return 0;
int64_t retVal = 0;
for(const shared_ptr<Ship> &ship : ships)
{
if(!ship->IsParked() || ship->GetPlanet() != planet)
continue;
retVal += ship->OutfitCount(outfit);
}
return retVal;
});
// The following condition checks the player's entire fleet for installed outfits.
conditions["outfit (all installed): "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
const Outfit *outfit = GameData::Outfits().Find(ce.NameWithoutPrefix());
if(!outfit)
return 0;
int64_t retVal = 0;
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsDestroyed())
retVal += ship->OutfitCount(outfit);
return retVal;
});
// The following condition checks the flagship's installed outfits.
conditions["outfit (flagship installed): "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
if(!flagship)
return 0;
const Outfit *outfit = GameData::Outfits().Find(ce.NameWithoutPrefix());
if(!outfit)
return 0;
return flagship->OutfitCount(outfit);
});
// The following condition checks the player's fleet for outfits in the cargo of escorts
// local to the player.
conditions["outfit (cargo): "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
const Outfit *outfit = GameData::Outfits().Find(ce.NameWithoutPrefix());
if(!outfit)
return 0;
int64_t retVal = 0;
if(planet)
retVal += Cargo().Get(outfit);
for(const shared_ptr<Ship> &ship : ships)
{
// If not on a planet, parked ships in system don't count.
// If on a planet, the ship's planet must match.
if(ship->IsDestroyed() || (planet && ship->GetPlanet() != planet)
|| (!planet && (ship->GetActualSystem() != system || ship->IsParked())))
continue;
retVal += ship->Cargo().Get(outfit);
}
return retVal;
});
// The following condition checks all cargo locations in the player's fleet.
conditions["outfit (all cargo): "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
const Outfit *outfit = GameData::Outfits().Find(ce.NameWithoutPrefix());
if(!outfit)
return 0;
int64_t retVal = 0;
if(planet)
retVal += Cargo().Get(outfit);
for(const shared_ptr<Ship> &ship : ships)
if(!ship->IsDestroyed())
retVal += ship->Cargo().Get(outfit);
return retVal;
});
// The following condition checks the flagship's cargo or the pooled cargo if landed.
conditions["outfit (flagship cargo): "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
const Outfit *outfit = GameData::Outfits().Find(ce.NameWithoutPrefix());
if(!outfit)
return 0;
return (flagship ? flagship->Cargo().Get(outfit) : 0) + (planet ? Cargo().Get(outfit) : 0);
});
// The following condition checks planetary storage on the current planet, or on
// planets in the current system if in orbit.
conditions["outfit (storage): "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
const Outfit *outfit = GameData::Outfits().Find(ce.NameWithoutPrefix());
if(!outfit)
return 0;
if(planet)
{
auto it = planetaryStorage.find(planet);
return it != planetaryStorage.end() ? it->second.Get(outfit) : 0;
}
else
{
int64_t retVal = 0;
for(const StellarObject &object : system->Objects())
{
auto it = planetaryStorage.find(object.GetPlanet());
if(object.HasValidPlanet() && it != planetaryStorage.end())
retVal += it->second.Get(outfit);
}
return retVal;
}
});
// The following condition checks all planetary storage.
conditions["outfit (all storage): "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
const Outfit *outfit = GameData::Outfits().Find(ce.NameWithoutPrefix());
if(!outfit)
return 0;
int64_t retVal = 0;
for(const auto &storage : planetaryStorage)
retVal += storage.second.Get(outfit);
return retVal;
});
// This condition corresponds to the method by which the flagship entered the current system.
conditions["entered system by: "].ProvidePrefixed([this](const ConditionEntry &ce) -> bool {
return !ce.NameWithoutPrefix().compare(EntryToString(entry)); });
// This condition corresponds to the last system the flagship was in.
conditions["previous system: "].ProvidePrefixed([this](const ConditionEntry &ce) -> bool {
if(!previousSystem)
return false;
return !ce.NameWithoutPrefix().compare(previousSystem->TrueName()); });
// Conditions to determine if flagship is in a system and on a planet.
conditions["flagship system: "].ProvidePrefixed([this](const ConditionEntry &ce) -> bool {
if(!flagship || !flagship->GetSystem())
return false;
return !ce.NameWithoutPrefix().compare(flagship->GetSystem()->TrueName()); });
conditions["flagship landed"].ProvideNamed([this](const ConditionEntry &ce) -> bool {
return (flagship && flagship->GetPlanet()); });
conditions["flagship planet: "].ProvidePrefixed([this](const ConditionEntry &ce) -> bool {
if(!flagship || !flagship->GetPlanet())
return false;
return !ce.NameWithoutPrefix().compare(flagship->GetPlanet()->TrueName()); });
conditions["flagship planet attribute: "].ProvidePrefixed([this](const ConditionEntry &ce) -> bool {
if(!flagship || !flagship->GetPlanet())
return false;
string attribute = ce.NameWithoutPrefix();
return flagship->GetPlanet()->Attributes().contains(attribute); });
// Read only exploration conditions.
conditions["visited planet: "].ProvidePrefixed([this](const ConditionEntry &ce) -> bool {
const Planet *planet = GameData::Planets().Find(ce.NameWithoutPrefix());
return planet ? HasVisited(*planet) : false; });
conditions["visited system: "].ProvidePrefixed([this](const ConditionEntry &ce) -> bool {
const System *system = GameData::Systems().Find(ce.NameWithoutPrefix());
return system ? HasVisited(*system) : false; });
conditions["landing access: "].ProvidePrefixed([this](const ConditionEntry &ce) -> bool {
const Planet *planet = GameData::Planets().Find(ce.NameWithoutPrefix());
return (planet && flagship) ? planet->CanLand(*flagship) : false; });
conditions["installed plugin: "].ProvidePrefixed([](const ConditionEntry &ce) -> bool {
const Plugin *plugin = Plugins::Get().Find(ce.NameWithoutPrefix());
return plugin ? plugin->IsValid() && plugin->enabled : false; });
conditions["person destroyed: "].ProvidePrefixed([](const ConditionEntry &ce) -> bool {
const Person *person = GameData::Persons().Find(ce.NameWithoutPrefix());
return person ? person->IsDestroyed() : false; });
// Read-only navigation conditions.
auto HyperspaceTravelDays = [](const System *origin, const System *destination) -> int
{
if(!origin)
return -1;
auto distanceMap = DistanceMap(origin);
if(!distanceMap.HasRoute(*destination))
return -1;
return distanceMap.Days(*destination);
};
conditions["hyperjumps to system: "].ProvidePrefixed([this, HyperspaceTravelDays](const ConditionEntry &ce) -> int {
const System *system = GameData::Systems().Find(ce.NameWithoutPrefix());
if(!system)
{
Logger::LogError("Warning: System \"" + ce.NameWithoutPrefix()
+ "\" referred to in condition is not valid.");
return -1;
}
return HyperspaceTravelDays(this->GetSystem(), system);
});
conditions["hyperjumps to planet: "].ProvidePrefixed([this, HyperspaceTravelDays](const ConditionEntry &ce) -> int {
const Planet *planet = GameData::Planets().Find(ce.NameWithoutPrefix());
if(!planet)
{
Logger::LogError("Warning: Planet \"" + ce.NameWithoutPrefix()
+ "\" referred to in condition is not valid.");
return -1;
}
const System *system = planet->GetSystem();
if(!system)
{
Logger::LogError("Warning: Planet \"" + ce.NameWithoutPrefix()
+ "\" referred to in condition is not in any system.");
return -1;
}
return HyperspaceTravelDays(this->GetSystem(), system);
});
// Read/write government reputation conditions.
// The erase function is still default (since we cannot erase government conditions).
conditions["reputation: "].ProvidePrefixed([](const ConditionEntry &ce) -> int64_t {
string govName = ce.NameWithoutPrefix();
auto gov = GameData::Governments().Get(govName);
if(!gov)
return 0;
return gov->Reputation();
}, [](ConditionEntry &ce, int64_t value) -> void
{
string govName = ce.NameWithoutPrefix();
auto gov = GameData::Governments().Get(govName);
if(!gov)
return;
gov->SetReputation(value);
});
// A condition for returning a random integer in the range [0, 100).
conditions["random"].ProvideNamed([](const ConditionEntry &ce) -> int64_t {
return Random::Int(100); });
// A condition for returning a random integer in the range [0, input). Input may be a number,
// or it may be the name of a condition. For example, "roll: 100" would roll a random
// integer in the range [0, 100), but if you had a condition "max roll" with a value of 100,
// calling "roll: max roll" would provide a value from the same range.
// Returns 0 if the input condition's value is <= 1.
conditions["roll: "].ProvidePrefixed([this](const ConditionEntry &ce) -> int64_t {
string input = ce.NameWithoutPrefix();
int64_t value = 0;
if(DataNode::IsNumber(input))
value = static_cast<int64_t>(DataNode::Value(input));
else
value = conditions.Get(input);
if(value <= 1)
return 0;
return Random::Int(value);
});
// Gamerule condition getter:
conditions["gamerule: "].ProvidePrefixed([](const ConditionEntry &ce) -> int64_t {
return GameData::GetGamerules().GetValue(ce.NameWithoutPrefix());
});
// Global conditions setters and getters:
conditions["global: "].ProvidePrefixed([](const ConditionEntry &ce) -> int64_t {
string globalCondition = ce.NameWithoutPrefix();
return GameData::GlobalConditions().Get(globalCondition);
}, [](ConditionEntry &ce, int64_t value)
{
GameData::GlobalConditions().Set(ce.NameWithoutPrefix(), value);
});
}
// New missions are generated each time you land on a planet.
void PlayerInfo::CreateMissions()
{
availableBoardingMissions.clear();
availableEnteringMissions.clear();
// Check for available missions.
bool skipJobs = planet && !planet->GetPort().HasService(Port::ServicesType::JobBoard);
bool hasPriorityMissions = false;
unsigned nonBlockingMissions = 0;
for(const auto &[name, mission] : GameData::Missions())
{
if(mission.IsAtLocation(Mission::BOARDING) || mission.IsAtLocation(Mission::ASSISTING)
|| mission.IsAtLocation(Mission::ENTERING))
continue;
if(skipJobs && mission.IsAtLocation(Mission::JOB))
continue;
if(mission.CanOffer(*this))
{
list<Mission> &missions =
mission.IsAtLocation(Mission::JOB) ? availableJobs : availableMissions;
missions.push_back(mission.Instantiate(*this));
if(missions.back().IsFailed())
missions.pop_back();
else if(!mission.IsAtLocation(Mission::JOB))
{
hasPriorityMissions |= missions.back().HasPriority();
nonBlockingMissions += missions.back().IsNonBlocking();
}
}
}
SortMissions(availableMissions, hasPriorityMissions, nonBlockingMissions);
}
// Updates each mission upon landing, to perform landing actions (Stopover,
// Visit, Complete, Fail), and remove now-complete or now-failed missions.
void PlayerInfo::StepMissions(UI *ui)
{
// Check for NPCs that have been destroyed without their destruction
// being registered, e.g. by self-destruct:
for(Mission &mission : missions)
for(const NPC &npc : mission.NPCs())
for(const shared_ptr<Ship> &ship : npc.Ships())
if(ship->IsDestroyed())
mission.Do(ShipEvent(nullptr, ship, ShipEvent::DESTROY), *this, ui);
// Check missions for status changes from landing.
string visitText;
int missionVisits = 0;
auto substitutions = map<string, string>{
{"<first>", firstName},
{"<last>", lastName}
};
const Ship *flag = Flagship();
if(flag)
{
substitutions["<ship>"] = flag->GivenName();
substitutions["<model>"] = flag->DisplayModelName();
substitutions["<flagship>"] = flag->GivenName();
substitutions["<flagship model>"] = flag->DisplayModelName();
}
auto mit = missions.begin();
while(mit != missions.end())
{
Mission &mission = *mit;
++mit;
// If this is a stopover for the mission, perform the stopover action.
mission.Do(Mission::STOPOVER, *this, ui);
if(mission.IsFailed())
RemoveMission(Mission::FAIL, mission, ui);
else if(mission.CanComplete(*this))
RemoveMission(Mission::COMPLETE, mission, ui);
else if(mission.Destination() == GetPlanet() && !freshlyLoaded)
{
mission.Do(Mission::VISIT, *this, ui);
if(mission.IsUnique() || !mission.IsVisible())
continue;
// On visit dialogs are handled separately as to avoid a player
// getting spammed by on visit dialogs if they are stacking jobs
// from the same destination.
if(visitText.empty())
{
const auto &text = mission.GetAction(Mission::VISIT).DialogText();
if(!text.empty())
visitText = Format::Replace(text, substitutions);
}
++missionVisits;
}
}
if(!visitText.empty())
{
if(missionVisits > 1)
visitText += "\n\t(You have " + Format::Number(missionVisits - 1) + " other unfinished "
+ ((missionVisits > 2) ? "missions" : "mission") + " at this location.)";
ui->Push(new Dialog(visitText));
}
// One mission's actions may influence another mission, so loop through one
// more time to see if any mission is now completed or failed due to a change
// that happened in another mission the first time through.
mit = missions.begin();
while(mit != missions.end())
{
Mission &mission = *mit;
++mit;
if(mission.IsFailed())
RemoveMission(Mission::FAIL, mission, ui);
else if(mission.CanComplete(*this))
RemoveMission(Mission::COMPLETE, mission, ui);
}
// Search for any missions that have failed but for which we are still
// holding on to some cargo.
set<const Mission *> active;
for(const Mission &it : missions)
active.insert(&it);
vector<const Mission *> missionsToRemove;
for(const auto &it : cargo.MissionCargo())
if(!active.contains(it.first))
missionsToRemove.push_back(it.first);
for(const auto &it : cargo.PassengerList())
if(!active.contains(it.first))
missionsToRemove.push_back(it.first);
for(const Mission *mission : missionsToRemove)
cargo.RemoveMissionCargo(mission);
}
void PlayerInfo::Autosave() const
{
if(!CanBeSaved() || filePath.length() < 4)
return;
string path = filePath.substr(0, filePath.length() - 4) + "~autosave.txt";
Save(path);
}
void PlayerInfo::Save(const string &filePath) const
{
if(transactionSnapshot)
transactionSnapshot->SaveToPath(filePath);
else
{
DataWriter out(filePath);
Save(out);
}
}
void PlayerInfo::Save(DataWriter &out) const
{
// Basic player information and persistent UI settings:
// Pilot information:
out.Write("pilot", firstName, lastName);
out.Write("date", date.Day(), date.Month(), date.Year());
out.Write("system entry method", EntryToString(entry));
if(previousSystem)
out.Write("previous system", previousSystem->TrueName());
if(system)
out.Write("system", system->TrueName());
if(planet)
out.Write("planet", planet->TrueName());
if(planet && planet->CanUseServices())
out.Write("clearance");
out.Write("playtime", playTime);
// This flag is set if the player must leave the planet immediately upon
// entering their ship (i.e. because a mission forced them to take off).
if(shouldLaunch)
out.Write("launching");
for(const System *system : travelPlan)
out.Write("travel", system->TrueName());
if(travelDestination)
out.Write("travel destination", travelDestination->TrueName());
// Detect which ship number is the current flagship, for showing on LoadPanel.
if(flagship)
{
for(auto it = ships.begin(); it != ships.end(); ++it)
if(*it == flagship)
{
out.Write("flagship index", distance(ships.begin(), it));
break;
}
}
else
out.Write("flagship index", -1);
// Save the current setting for the map coloring;
out.Write("map coloring", mapColoring);
out.Write("map zoom", mapZoom);
// Remember what categories are collapsed.
for(const auto &it : collapsed)
{
// Skip panels where nothing was collapsed.
if(it.second.empty())
continue;
out.Write("collapsed", it.first);
out.BeginChild();
{
for(const auto &cit : it.second)
out.Write(cit);
}
out.EndChild();
}
out.Write("reputation with");
out.BeginChild();
{
for(const auto &it : GameData::Governments())
if(!it.second.IsPlayer())
out.Write(it.first, it.second.Reputation());
}
out.EndChild();
out.Write("tribute received");
out.BeginChild();
{
for(const auto &it : tributeReceived)
if(it.second > 0)
out.Write((it.first)->TrueName(), it.second);
}
out.EndChild();
// Records of things you own:
out.Write();
out.WriteComment("What you own:");
// Save all the data for all the player's ships.
for(const shared_ptr<Ship> &ship : ships)
{
ship->Save(out);
auto it = groups.find(ship.get());
if(it != groups.end() && it->second)
out.Write("groups", it->second);
}
if(!planetaryStorage.empty())
{
out.Write("storage");
out.BeginChild();
{
for(const auto &it : planetaryStorage)
if(!it.second.IsEmpty())
{
out.Write("planet", it.first->TrueName());
out.BeginChild();
{
it.second.Save(out);
}
out.EndChild();
}
}
out.EndChild();
}
if(!licenses.empty())
{
out.Write("licenses");
out.BeginChild();
{
for(const string &license : licenses)
out.Write(license);
}
out.EndChild();
}
// Save accounting information, cargo, and cargo cost bases.
accounts.Save(out);
cargo.Save(out);
if(!costBasis.empty())
{
out.Write("basis");
out.BeginChild();
{
for(const auto &it : costBasis)
if(it.second)
out.Write(it.first, it.second);
}
out.EndChild();
}
if(!stock.empty())
{
out.Write("stock");
out.BeginChild();
{
using StockElement = pair<const Outfit *const, int>;
WriteSorted(stock,
[](const StockElement *lhs, const StockElement *rhs)
{ return lhs->first->TrueName() < rhs->first->TrueName(); },
[&out](const StockElement &it)
{
if(it.second)
out.Write(it.first->TrueName(), it.second);
});
}
out.EndChild();
}
depreciation.Save(out, date.DaysSinceEpoch());
stockDepreciation.Save(out, date.DaysSinceEpoch());
// Records of things you have done or are doing, or have happened to you:
out.Write();
out.WriteComment("What you've done:");
// Save all missions (accepted, accepted-but-invalid, and available).
for(const Mission &mission : missions)
mission.Save(out);
for(const Mission &mission : inactiveMissions)
mission.Save(out);
map<string, map<string, int>> offWorldMissionCargo;
map<string, map<string, int>> offWorldMissionPassengers;
for(const auto &it : ships)
{
const Ship &ship = *it;
// If the ship is at the player's planet, its mission cargo allocation does not need to be saved.
if(ship.GetPlanet() == planet)
continue;
for(const auto &cargo : ship.Cargo().MissionCargo())
offWorldMissionCargo[cargo.first->UUID().ToString()][ship.UUID().ToString()] = cargo.second;
for(const auto &passengers : ship.Cargo().PassengerList())
offWorldMissionPassengers[passengers.first->UUID().ToString()][ship.UUID().ToString()] = passengers.second;
}
auto SaveMissionCargoDistribution = [&out](const map<string, map<string, int>> &toSave, bool passengers) -> void
{
if(passengers)
out.Write("mission passengers");
else
out.Write("mission cargo");
out.BeginChild();
{
out.Write("player ships");
out.BeginChild();
{
for(const auto &it : toSave)
for(const auto &sit : it.second)
out.Write(it.first, sit.first, sit.second);
}
out.EndChild();
}
out.EndChild();
};
if(!offWorldMissionCargo.empty())
SaveMissionCargoDistribution(offWorldMissionCargo, false);
if(!offWorldMissionPassengers.empty())
SaveMissionCargoDistribution(offWorldMissionPassengers, true);
for(const Mission &mission : availableJobs)
mission.Save(out, "available job");
for(const Mission &mission : availableMissions)
mission.Save(out, "available mission");
out.Write("sort type", static_cast<int>(availableSortType));
if(!availableSortAsc)
out.Write("sort descending");
if(sortSeparateDeadline)
out.Write("separate deadline");
if(sortSeparatePossible)
out.Write("separate possible");
// Save any "primary condition" flags that are set.
conditions.Save(out);
// Save the UUID of any ships given to the player with a specified name, and ship class.
if(!giftedShips.empty())
{
out.Write("gifted ships");
out.BeginChild();
{
for(const auto &it : giftedShips)
out.Write(it.first, it.second.ToString());
}
out.EndChild();
}
// Save pending events, and changes that have happened due to past events.
for(const GameEvent &event : gameEvents)
event.Save(out);
if(!dataChanges.empty())
{
out.Write("changes");
out.BeginChild();
{
for(const DataNode &node : dataChanges)
out.Write(node);
}
out.EndChild();
}
GameData::WriteEconomy(out);
// Check which persons have been captured or destroyed.
for(const auto &it : GameData::Persons())
if(it.second.IsDestroyed())
out.Write("destroyed", it.first);
// Records of things you have discovered:
out.Write();
out.WriteComment("What you know:");
// Save a list of systems the player has visited.
WriteSorted(visitedSystems,
[](const System *const *lhs, const System *const *rhs)
{ return (*lhs)->TrueName() < (*rhs)->TrueName(); },
[&out](const System *system)
{
out.Write("visited", system->TrueName());
});
// Save a list of planets the player has visited.
WriteSorted(visitedPlanets,
[](const Planet *const *lhs, const Planet *const *rhs)
{ return (*lhs)->TrueName() < (*rhs)->TrueName(); },
[&out](const Planet *planet)
{
out.Write("visited planet", planet->TrueName());
});
if(!harvested.empty())
{
out.Write("harvested");
out.BeginChild();
{
using HarvestLog = pair<const System *, const Outfit *>;
WriteSorted(harvested,
[](const HarvestLog *lhs, const HarvestLog *rhs) -> bool
{
// Sort by system name and then by outfit name.
if(lhs->first != rhs->first)
return lhs->first->TrueName() < rhs->first->TrueName();
else
return lhs->second->TrueName() < rhs->second->TrueName();
},
[&out](const HarvestLog &it)
{
out.Write(it.first->TrueName(), it.second->TrueName());
});
}
out.EndChild();
}
out.Write("logbook");
out.BeginChild();
{
for(auto &&it : logbook)
{
out.Write(it.first.Day(), it.first.Month(), it.first.Year());
out.BeginChild();
{
// Break the text up into paragraphs.
for(const string &line : Format::Split(it.second, "\n\t"))
out.Write(line);
}
out.EndChild();
}
for(auto &&it : specialLogs)
for(auto &&eit : it.second)
{
out.Write(it.first, eit.first);
out.BeginChild();
{
// Break the text up into paragraphs.
for(const string &line : Format::Split(eit.second, "\n\t"))
out.Write(line);
}
out.EndChild();
}
}
out.EndChild();
out.Write();
out.WriteComment("How you began:");
startData.Save(out);
// Write plugins to player's save file for debugging.
out.Write();
out.WriteComment("Installed plugins:");
out.Write("plugins");
out.BeginChild();
for(const auto &it : Plugins::Get())
{
const auto &plugin = it.second;
if(plugin.IsValid() && plugin.enabled)
out.Write(plugin.name);
}
out.EndChild();
}
// Check (and perform) any fines incurred by planetary security. If the player
// has dominated the planet, or was given clearance to this planet by a mission,
// planetary security is avoided. Infiltrating implies evasion of security.
void PlayerInfo::Fine(UI *ui)
{
const Planet *planet = GetPlanet();
// Dominated planets should never fine you.
// By default, uninhabited planets should not fine the player.
if(GameData::GetPolitics().HasDominated(planet)
|| !(planet->IsInhabited() || planet->HasCustomSecurity()))
return;
// Planets should not fine you if you have mission clearance or are infiltrating.
for(const Mission &mission : missions)
if(mission.HasClearance(planet) || (!mission.HasFullClearance() &&
(mission.Destination() == planet || mission.Stopovers().contains(planet))))
return;
// The planet's government must have the authority to enforce laws.
const Government *gov = planet->GetGovernment();
if(!gov->CanEnforce(planet))
return;
string message = gov->Fine(*this, 0, nullptr, planet->Security());
if(!message.empty())
{
if(message == "atrocity")
{
const Conversation *conversation = gov->DeathSentence();
if(conversation)
ui->Push(new ConversationPanel(*this, *conversation));
else
{
message = "Before you can leave your ship, the " + gov->DisplayName()
+ " authorities show up and begin scanning it. They say, \"Captain "
+ LastName()
+ ", we detect highly illegal material on your ship.\""
"\n\tYou are sentenced to lifetime imprisonment on a penal colony."
" Your days of traveling the stars have come to an end.";
ui->Push(new Dialog(message));
}
// All ships belonging to the player should be removed.
Die();
}
else
ui->Push(new Dialog(message));
}
}
// Set the flagship (on departure or during flight).
void PlayerInfo::SetFlagship(Ship &other)
{
// Remove active data in the old flagship.
if(flagship && flagship.get() != &other)
flagship->ClearTargetsAndOrders();
// Set the new flagship pointer.
flagship = other.shared_from_this();
// Make sure your ships all know who the flagship is.
for(const shared_ptr<Ship> &ship : ships)
{
bool shouldFollowFlagship = (ship != flagship && !ship->IsParked());
ship->SetParent(shouldFollowFlagship ? flagship : shared_ptr<Ship>());
}
// Move the flagship to the beginning to the list of ships.
MoveFlagshipBegin(ships, flagship);
// Make sure your flagship is not included in the escort selection.
for(auto it = selectedShips.begin(); it != selectedShips.end(); )
{
shared_ptr<Ship> ship = it->lock();
if(!ship || ship == flagship)
it = selectedShips.erase(it);
else
++it;
}
}
void PlayerInfo::HandleFlagshipParking(Ship *oldFirstShip, Ship *newFirstShip)
{
if(Preferences::Has("Automatically unpark flagship") && newFirstShip != oldFirstShip
&& newFirstShip->CanBeFlagship() && newFirstShip->GetSystem() == system && newFirstShip->IsParked())
{
newFirstShip->SetIsParked(false);
oldFirstShip->SetIsParked(true);
UpdateCargoCapacities();
}
}
// Helper function to update the ship selection.
void PlayerInfo::SelectShip(const shared_ptr<Ship> &ship, bool *first)
{
// Make sure this ship is not already selected.
auto it = selectedShips.begin();
for( ; it != selectedShips.end(); ++it)
if(it->lock() == ship)
break;
if(it == selectedShips.end())
{
// This ship is not yet selected.
selectedShips.push_back(ship);
Ship *flagship = Flagship();
if(*first && flagship && ship.get() != flagship)
{
flagship->SetTargetShip(ship);
*first = false;
}
}
}
// Instantiate the given model and add it to the player's fleet.
void PlayerInfo::AddStockShip(const Ship *model, const string &name)
{
ships.push_back(make_shared<Ship>(*model));
ships.back()->SetGivenName(!name.empty() ? name : GameData::Phrases().Get("civilian")->Get());
ships.back()->SetSystem(system);
ships.back()->SetPlanet(planet);
ships.back()->SetIsSpecial();
ships.back()->SetIsYours();
ships.back()->SetGovernment(GameData::PlayerGovernment());
}
// When we remove a ship, forget its stored ID.
void PlayerInfo::ForgetGiftedShip(const Ship &oldShip, bool failsMissions)
{
const EsUuid &id = oldShip.UUID();
auto shipToForget = find_if(giftedShips.begin(), giftedShips.end(),
[&id](const pair<const string, EsUuid> &shipId) { return shipId.second == id; });
if(shipToForget != giftedShips.end())
{
if(failsMissions)
for(auto &mission : missions)
if(mission.RequiresGiftedShip(shipToForget->first))
mission.Fail();
giftedShips.erase(shipToForget);
}
}
// Check that this player's current state can be saved.
bool PlayerInfo::CanBeSaved() const
{
return (!isDead && planet && system && !firstName.empty() && !lastName.empty());
}
// Handle the daily salaries and payments.
void PlayerInfo::DoAccounting()
{
// Check what salaries and tribute the player receives.
map<string, int64_t> income;
int64_t salariesIncome = accounts.SalariesIncomeTotal();
if(salariesIncome)
income["salary"] = salariesIncome;
int64_t tributeIncome = GetTributeTotal();
if(tributeIncome)
income["in tribute"] = tributeIncome;
FleetBalance balance = MaintenanceAndReturns();
if(balance.assetsReturns)
income["based on outfits and ships"] = balance.assetsReturns;
if(!income.empty())
{
string message = "You receive " + Format::List<map, string, int64_t>(income,
[](const pair<string, int64_t> &it)
{
return Format::CreditString(it.second) + ' ' + it.first;
}) + '.';
Messages::Add(message, Messages::Importance::High, true);
accounts.AddCredits(salariesIncome + tributeIncome + balance.assetsReturns);
}
// For accounting, keep track of the player's net worth. This is for
// calculation of yearly income to determine maximum mortgage amounts.
int64_t assets = depreciation.Value(ships, date.DaysSinceEpoch());
for(const shared_ptr<Ship> &ship : ships)
assets += ship->Cargo().Value(system);
// Have the player pay salaries, mortgages, etc. and print a message that
// summarizes the payments that were made.
string message = accounts.Step(assets, Salaries(), balance.maintenanceCosts);
if(!message.empty())
Messages::Add(message, Messages::Importance::High, true);
}
bool PlayerInfo::HasClearance() const
{
return any_of(missions.begin(), missions.end(),
[this](const Mission &mission) -> bool {
return mission.HasClearance(planet);
});
}
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