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/* PlayerInfo.h
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/>.
*/
#pragma once
#include "Account.h"
#include "CargoHold.h"
#include "ConditionsStore.h"
#include "CoreStartData.h"
#include "DataNode.h"
#include "Date.h"
#include "Depreciation.h"
#include "EsUuid.h"
#include "GameEvent.h"
#include "Mission.h"
#include "SystemEntry.h"
#include <chrono>
#include <filesystem>
#include <list>
#include <map>
#include <memory>
#include <set>
#include <string>
#include <utility>
#include <vector>
class DistanceMap;
class Outfit;
class Planet;
class RaidFleet;
class Rectangle;
class Ship;
class ShipEvent;
class StartConditions;
class StellarObject;
class System;
class UI;
// Class holding information about a "player" - their name, their finances, what
// ship(s) they own and with what outfits, what systems they have visited, etc.
// This class also handles saving the player's info to disk so it can be read
// back in exactly the same state later. This includes what changes the player
// has made to the universe, what jobs are being offered to them right now,
// and what their current travel plan is, if any.
class PlayerInfo {
public:
struct FleetBalance {
int64_t maintenanceCosts = 0;
int64_t assetsReturns = 0;
};
enum SortType {
ABC,
PAY,
SPEED,
CONVENIENT
};
public:
PlayerInfo() = default;
// Don't allow copying this class.
PlayerInfo(const PlayerInfo &) = delete;
PlayerInfo &operator=(const PlayerInfo &) = delete;
PlayerInfo(PlayerInfo &&) = delete;
PlayerInfo &operator=(PlayerInfo &&) = default;
~PlayerInfo() noexcept = default;
// Reset the player to an "empty" state, i.e. no player is loaded.
void Clear();
// Check if any player's information is loaded.
bool IsLoaded() const;
// Make a new player.
void New(const StartConditions &start);
// Load an existing player.
void Load(const std::filesystem::path &path);
// Load the most recently saved player. If no save could be loaded, returns false.
bool LoadRecent();
// Save this player (using the Identifier() as the file name).
void Save() const;
// Get the root filename used for this player's saved game files. (If there
// are multiple pilots with the same name it may have a digit appended.)
std::string Identifier() const;
// Start a transaction. This stores the current state, and any Save()
// calls during the transaction will store this saved state.
void StartTransaction();
// Complete the transaction.
void FinishTransaction();
// Apply the given changes and store them in the player's saved game file.
void AddChanges(std::list<DataNode> &changes, bool instantChanges = false);
// Add an event that will happen at the given date.
void AddEvent(GameEvent event, const Date &date);
// Mark the player as dead, or check if they have died.
void Die(int response = 0, const std::shared_ptr<Ship> &capturer = nullptr);
bool IsDead() const;
// Get or set the player's name.
const std::string &FirstName() const;
const std::string &LastName() const;
void SetName(const std::string &first, const std::string &last);
// Get or change the current date.
const Date &GetDate() const;
void AdvanceDate(int amount = 1);
// Get basic data about the player's starting scenario.
const CoreStartData &StartData() const noexcept;
// Sets the means the player used to enter the system.
void SetSystemEntry(SystemEntry entryType);
SystemEntry GetSystemEntry() const;
// Set the system the player is in. This must be stored here so that even if
// the player sells all their ships, we still know where the player is.
// This also marks the given system as visited.
void SetSystem(const System &system);
const System *GetSystem() const;
const System *GetPreviousSystem() const;
// Set what planet the player is on (or nullptr, if taking off).
void SetPlanet(const Planet *planet);
const Planet *GetPlanet() const;
// If the player is landed, return the stellar object they are on.
const StellarObject *GetStellarObject() const;
// Check whether a mission conversation has raised a flag that the player
// must leave the planet immediately (without time to do anything else).
bool ShouldLaunch() const;
// Access the player's accounting information.
const Account &Accounts() const;
Account &Accounts();
// Calculate the daily salaries for crew, not counting crew on "parked" ships.
int64_t Salaries() const;
// Calculate the daily maintenance cost and generated income for all ships and in cargo outfits.
FleetBalance MaintenanceAndReturns() const;
// Access to the licenses the player owns.
void AddLicense(const std::string &name);
void RemoveLicense(const std::string &name);
bool HasLicense(const std::string &name) const;
const std::set<std::string> &Licenses() const;
// Access the flagship (the first ship in the list). This returns null if
// the player does not have any ships that can be a flagship.
const Ship *Flagship() const;
Ship *Flagship();
const std::shared_ptr<Ship> &FlagshipPtr();
// Get the full list of ships the player owns.
const std::vector<std::shared_ptr<Ship>> &Ships() const;
// Inspect the flightworthiness of the player's active fleet as a whole to
// determine which ships cannot travel with the group.
std::map<const std::shared_ptr<Ship>, std::vector<std::string>> FlightCheck() const;
// Add a captured ship to your fleet.
void AddShip(const std::shared_ptr<Ship> &ship);
// Buy, receive or sell a ship.
// In the case of a gift, return a pointer to the newly instantiated ship.
void BuyShip(const Ship *model, const std::string &name);
const Ship *GiftShip(const Ship *model, const std::string &name, const std::string &id);
void SellShip(const Ship *selected, bool storeOutfits = false);
// 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 TakeShip(const Ship *shipToTake, const Ship *model = nullptr, bool takeOutfits = false);
std::vector<std::shared_ptr<Ship>>::iterator DisownShip(const Ship *selected);
void ParkShip(const Ship *selected, bool isParked);
void RenameShip(const Ship *selected, const std::string &name);
// Change the order of the given ship in the list.
void ReorderShip(int fromIndex, int toIndex);
void SetShipOrder(const std::vector<std::shared_ptr<Ship>> &newOrder);
// Get the attraction factors of the player's fleet to raid fleets.
std::pair<double, double> RaidFleetFactors() const;
double RaidFleetAttraction(const RaidFleet &raidFleet, const System *system) const;
// Get cargo information.
CargoHold &Cargo();
const CargoHold &Cargo() const;
// Get items stored on the player's current planet.
CargoHold &Storage();
// Get items stored on all planets (for map display).
const std::map<const Planet *, CargoHold> &PlanetaryStorage() const;
// Get cost basis for commodities.
void AdjustBasis(const std::string &commodity, int64_t adjustment);
int64_t GetBasis(const std::string &commodity, int tons = 1) const;
// Call this when leaving the outfitter, shipyard, or hiring panel.
void UpdateCargoCapacities();
// Switch cargo from being stored in ships to being stored here.
void Land(UI *ui);
// Make ships ready for take off. This may require selling excess cargo.
bool TakeOff(UI *ui, bool distributeCargo);
// Pool cargo from local ships.
void PoolCargo();
// Distribute cargo to local ships. Returns a reference to the player's cargo.
const CargoHold &DistributeCargo();
// Get or add to pilot's playtime.
double GetPlayTime() const noexcept;
void AddPlayTime(std::chrono::nanoseconds timeVal);
// Get the player's logbook.
const std::multimap<Date, std::string> &Logbook() const;
void AddLogEntry(const std::string &text);
const std::map<std::string, std::map<std::string, std::string>> &SpecialLogs() const;
void AddSpecialLog(const std::string &type, const std::string &name, const std::string &text);
void RemoveSpecialLog(const std::string &type, const std::string &name);
void RemoveSpecialLog(const std::string &type);
bool HasLogs() const;
// Get mission information.
const std::list<Mission> &Missions() const;
const std::list<Mission> &AvailableJobs() const;
bool HasAvailableEnteringMissions() const;
// Determine how many days left the player has for each mission with a deadline, for
// the purpose of determining how frequently the MapPanel should blink the mission
// marker.
void CalculateRemainingDeadlines();
// Add a mission that was just accepted to the cached remaining deadlines.
void CalculateRemainingDeadline(const Mission &mission, DistanceMap &here);
// The number of days left before this mission's deadline has elapsed, or,
// if the "Deadline blink by distance" preference is true, before the player
// doesn't have enough days left to complete the mission before the deadline
// will elapse. Returns 0 if the give mission doesn't have a deadline.
int RemainingDeadline(const Mission &mission) const;
const SortType GetAvailableSortType() const;
void NextAvailableSortType();
const bool ShouldSortAscending() const;
void ToggleSortAscending();
const bool ShouldSortSeparateDeadline() const;
void ToggleSortSeparateDeadline();
const bool ShouldSortSeparatePossible() const;
void ToggleSortSeparatePossible();
void SortAvailable();
const Mission *ActiveInFlightMission() const;
void UpdateMissionNPCs();
void AcceptJob(const Mission &mission, UI *ui);
// Check to see if there is any mission to offer right now.
Mission *MissionToOffer(Mission::Location location);
Mission *BoardingMission(const std::shared_ptr<Ship> &ship);
void CreateEnteringMissions();
Mission *EnteringMission();
// Return true if the given ship is capturable only because it's the source
// of a boarding mission which allows it to be.
bool CaptureOverriden(const std::shared_ptr<Ship> &ship) const;
void ClearActiveInFlightMission();
// 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 HandleBlockedMissions(Mission::Location location, UI *ui);
// Display the blocked message for the first available entering mission,
// then remove it from the available entering missions list.
void HandleBlockedEnteringMissions(UI *ui);
// Callback for accepting or declining whatever mission has been offered.
void MissionCallback(int response);
// Basic callback for handling forced departure from a planet.
void BasicCallback(int response);
// Complete or fail a mission.
void RemoveMission(Mission::Trigger trigger, const Mission &mission, UI *ui);
// Mark a mission as failed, but do not remove it from the mission list yet.
void FailMission(const Mission &mission);
// Update mission status based on an event.
void HandleEvent(const ShipEvent &event, UI *ui);
// Access the "condition" flags for this player.
ConditionsStore &Conditions();
const ConditionsStore &Conditions() const;
// Maps defined names for gifted ships to UUIDs for the ship instances.
const std::map<std::string, EsUuid> &GiftedShips() const;
std::map<std::string, std::string> GetSubstitutions() const;
void AddPlayerSubstitutions(std::map<std::string, std::string> &subs) const;
// Get and set the "tribute" that the player receives from dominated planets.
bool SetTribute(const Planet *planet, int64_t payment);
bool SetTribute(const std::string &planetTrueName, int64_t payment);
const std::map<const Planet *, int64_t> &GetTribute() const;
int64_t GetTributeTotal() const;
// Check what the player knows about the given system or planet.
bool HasSeen(const System &system) const;
bool CanView(const System &system) const;
bool HasVisited(const System &system) const;
bool HasVisited(const Planet &planet) const;
bool KnowsName(const System &system) const;
// Marking a system as visited also "sees" its neighbors.
void Visit(const System &system);
void Visit(const Planet &planet);
// Mark a system and its planets as unvisited, even if visited previously.
void Unvisit(const System &system);
void Unvisit(const Planet &planet);
const std::set<const System *> &VisitedSystems() const;
const std::set<const Planet *> &VisitedPlanets() const;
// Check whether the player has visited the <mapSize> systems around the current one.
bool HasMapped(int mapSize, bool mapMinables) const;
// Mark a whole map of systems as visited.
void Map(int mapSize, bool mapMinables);
// Access the player's travel plan.
bool HasTravelPlan() const;
const std::vector<const System *> &TravelPlan() const;
std::vector<const System *> &TravelPlan();
// Remove the first or last system from the travel plan.
void PopTravel();
// Get or set the planet to land on at the end of the travel path.
const Planet *TravelDestination() const;
void SetTravelDestination(const Planet *planet);
// Toggle which secondary weapon the player has selected.
const std::set<const Outfit *> &SelectedSecondaryWeapons() const;
void SelectNextSecondary();
void DeselectAllSecondaries();
void ToggleAnySecondary(const Outfit *outfit);
// Escorts currently selected for giving orders.
const std::vector<std::weak_ptr<Ship>> &SelectedShips() const;
// Select any player ships in the given box or list. Return true if any were
// selected.
bool SelectShips(const Rectangle &box, bool hasShift);
bool SelectShips(const std::vector<const Ship *> &stack, bool hasShift);
void SelectShip(const Ship *ship, bool hasShift);
void DeselectShip(const Ship *ship);
void SelectGroup(int group, bool hasShift);
void SetGroup(int group, const std::set<Ship *> *newShips = nullptr);
std::set<Ship *> GetGroup(int group);
// Keep track of any outfits that you have sold since landing. These will be
// available to buy back until you take off.
const std::map<const Outfit*, int> &GetStock() const;
int Stock(const Outfit *outfit) const;
void AddStock(const Outfit *outfit, int count);
// Get depreciation information.
const Depreciation &FleetDepreciation() const;
const Depreciation &StockDepreciation() const;
// Keep track of what materials you have mined in each system.
void Harvest(const Outfit *type);
const std::set<std::pair<const System *, const Outfit *>> &Harvested() const;
// Get or set the travel destination for selected escorts via the map.
const std::pair<const System *, Point> &GetEscortDestination() const;
void SetEscortDestination(const System *system = nullptr, Point pos = Point());
bool HasEscortDestination() const;
// Get or set what coloring is currently selected in the map.
int MapColoring() const;
void SetMapColoring(int index);
// Get or set the map zoom level.
int MapZoom() const;
void SetMapZoom(int level);
// Get the set of collapsed categories for the named panel.
std::set<std::string> &Collapsed(const std::string &name);
// Should help dialogs relating to carriers be displayed?
bool DisplayCarrierHelp() const;
private:
// Apply any "changes" saved in this player info to the global game state.
void ApplyChanges();
// After loading & applying changes, make sure the player & ship locations are sensible.
void ValidateLoad();
// Helper to register derived conditions.
void RegisterDerivedConditions();
// New missions are generated each time you land on a planet.
void CreateMissions();
void StepMissions(UI *ui);
void Autosave() const;
void Save(const std::string &path) const;
void Save(DataWriter &out) const;
// Check for and apply any punitive actions from planetary security.
void Fine(UI *ui);
// Set the flagship (on departure or during flight).
void SetFlagship(Ship &other);
void HandleFlagshipParking(Ship *oldFirstShip, Ship *newFirstShip);
// Helper function to update the ship selection.
void SelectShip(const std::shared_ptr<Ship> &ship, bool *first);
// Instantiate the given model and add it to the player's fleet.
void AddStockShip(const Ship *model, const std::string &name);
// When we remove a ship, forget it's stored Uuid.
void ForgetGiftedShip(const Ship &oldShip, bool failsMissions = true);
// Check that this player's current state can be saved.
bool CanBeSaved() const;
// Handle the daily salaries and payments.
void DoAccounting();
bool HasClearance() const;
private:
std::string firstName;
std::string lastName;
std::string filePath;
Date date;
SystemEntry entry = SystemEntry::TAKE_OFF;
const System *previousSystem = nullptr;
const System *system = nullptr;
const Planet *planet = nullptr;
bool shouldLaunch = false;
bool isDead = false;
bool displayCarrierHelp = false;
// The amount of in-game time played, in seconds.
double playTime = 0.;
Account accounts;
// The licenses that the player owns.
std::set<std::string> licenses;
std::shared_ptr<Ship> flagship;
std::vector<std::shared_ptr<Ship>> ships;
std::vector<std::weak_ptr<Ship>> selectedShips;
std::map<const Ship *, int> groups;
CargoHold cargo;
std::map<const Planet *, CargoHold> planetaryStorage;
std::map<std::string, int64_t> costBasis;
std::multimap<Date, std::string> logbook;
std::map<std::string, std::map<std::string, std::string>> specialLogs;
// A list of the player's active, accepted missions.
std::list<Mission> missions;
// These lists are populated when you land on a planet, and saved so that
// they will not change if you reload the game.
std::list<Mission> availableJobs;
std::list<Mission> availableMissions;
// This list is populated upon entering a system, and isn't saved since
// you can't save in space.
std::list<Mission> availableEnteringMissions;
// This list is populated upon boarding a ship, and isn't saved since
// you can't save in space. As of right now, only one boarding mission
// can be offered at a time, so this list will only ever contain one or
// zero missions.
std::list<Mission> availableBoardingMissions;
// If any mission component is not fully defined, the mission is deactivated
// until its components are fully evaluable (i.e. needed plugins are reinstalled).
std::list<Mission> inactiveMissions;
// Missions that are failed or aborted, but not yet deleted, and any
// missions offered while in-flight are not saved.
std::list<Mission> doneMissions;
// This pointer to the most recently accepted boarding/assisting/entering mission
// enables its NPCs to be placed before the player lands, and is then cleared.
Mission *activeInFlightMission = nullptr;
// For each active mission with a deadline, calculate how many days the player
// has left to compelete the mission. The number of days remaining is reduced
// by the number of days of travel it will take to complete the mission if the
// "Deadline blink by distance" preference is true.
std::map<const Mission *, int> remainingDeadlines;
// How to sort availableJobs
bool availableSortAsc = true;
SortType availableSortType;
bool sortSeparateDeadline = false;
bool sortSeparatePossible = false;
ConditionsStore conditions;
std::map<std::string, EsUuid> giftedShips;
std::set<const System *> seen;
std::set<const System *> visitedSystems;
std::set<const Planet *> visitedPlanets;
std::vector<const System *> travelPlan;
const Planet *travelDestination = nullptr;
std::set<const Outfit *> selectedWeapons;
std::map<const Outfit *, int> stock;
Depreciation depreciation;
Depreciation stockDepreciation;
std::set<std::pair<const System *, const Outfit *>> harvested;
// Changes that this PlayerInfo wants to make to the global galaxy state:
std::vector<std::pair<const Government *, double>> reputationChanges;
std::map<const Planet *, int64_t> tributeReceived;
std::list<DataNode> dataChanges;
DataNode economy;
// Persons that have been killed in this player's universe:
std::vector<std::string> destroyedPersons;
// Events that are going to happen some time in the future (sorted by date for easy chronological access):
std::multiset<GameEvent> gameEvents;
// The system and position therein to which the "orbits" system UI issued a move order.
std::pair<const System *, Point> interstellarEscortDestination;
// Currently selected coloring, in the map panel (defaults to reputation):
int mapColoring = -6;
int mapZoom = 0;
// Currently collapsed categories for various panels.
std::map<std::string, std::set<std::string>> collapsed;
bool freshlyLoaded = true;
int desiredCrew = 0;
// Basic information about the player's starting scenario.
CoreStartData startData;
DataWriter *transactionSnapshot = nullptr;
};
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