1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793
|
/* PrintData.cpp
Copyright (c) 2014 by Michael Zahniser, 2022 by warp-core
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 "PrintData.h"
#include "DataFile.h"
#include "DataNode.h"
#include "DataWriter.h"
#include "GameData.h"
#include "GameEvent.h"
#include "LocationFilter.h"
#include "Outfit.h"
#include "Planet.h"
#include "PlayerInfo.h"
#include "Port.h"
#include "Ship.h"
#include "Shop.h"
#include "System.h"
#include <iostream>
#include <map>
#include <set>
using namespace std;
namespace {
// For getting the name of a ship model or outfit.
// The relevant method for each class has a different signature,
// so use template specialisation to select the appropriate version of the method.
template<class Type>
string ObjectName(const Type &object) = delete;
template<>
string ObjectName(const Ship &object) { return object.TrueModelName(); }
template<>
string ObjectName(const Outfit &object) { return object.TrueName(); }
// Take a set of items and a set of sales and print a list of each item followed by the sales it appears in.
template<class Type>
void PrintItemSales(const Set<Type> &items, const Set<Shop<Type>> &sales,
const string &itemNoun, const string &saleNoun)
{
cout << DataWriter::Quote(itemNoun) << ',' << DataWriter::Quote(saleNoun) << '\n';
map<string, set<string>> itemSales;
for(auto &saleIt : sales)
for(auto &itemIt : saleIt.second.Stock())
itemSales[ObjectName(*itemIt)].insert(saleIt.first);
for(auto &itemIt : items)
{
if(itemIt.first != ObjectName(itemIt.second))
continue;
cout << DataWriter::Quote(itemIt.first);
for(auto &saleName : itemSales[itemIt.first])
cout << ',' << DataWriter::Quote(saleName);
cout << '\n';
}
}
// Take a set of sales and print a list of each followed by the items it contains.
// Will fail to compile for items not of type Ship or Outfit.
template<class Type>
void PrintSales(const Set<Shop<Type>> &sales, const string &saleNoun, const string &itemNoun)
{
cout << DataWriter::Quote(saleNoun) << ';' << DataWriter::Quote(itemNoun) << '\n';
for(auto &saleIt : sales)
{
cout << DataWriter::Quote(saleIt.first);
int index = 0;
for(auto &item : saleIt.second.Stock())
cout << (index++ ? ';' : ',') << DataWriter::Quote(ObjectName(*item));
cout << '\n';
}
}
// Take a Set and print a list of the names (keys) it contains.
template<class Type>
void PrintObjectList(const Set<Type> &objects, const string &name)
{
cout << DataWriter::Quote(name) << '\n';
for(const auto &it : objects)
cout << DataWriter::Quote(it.first) << endl;
}
// Takes a Set of objects and prints the key for each, followed by a list of its attributes.
// The class 'Type' must have an accessible 'Attributes()' member method which returns a collection of strings.
template<class Type>
void PrintObjectAttributes(const Set<Type> &objects, const string &name)
{
cout << DataWriter::Quote(name) << ',' << DataWriter::Quote("attributes") << '\n';
for(auto &it : objects)
{
cout << DataWriter::Quote(it.first);
const Type &object = it.second;
int index = 0;
for(const string &attribute : object.Attributes())
cout << (index++ ? ';' : ',') << DataWriter::Quote(attribute);
cout << '\n';
}
}
// Takes a Set of objects, which must have an accessible member `Attributes()`, returning a collection of strings.
// Prints a list of all those string attributes and, for each, the list of keys of objects with that attribute.
template<class Type>
void PrintObjectsByAttribute(const Set<Type> &objects, const string &name)
{
cout << DataWriter::Quote("attribute") << ',' << DataWriter::Quote(name) << '\n';
set<string> attributes;
for(auto &it : objects)
{
const Type &object = it.second;
for(const string &attribute : object.Attributes())
attributes.insert(attribute);
}
for(const string &attribute : attributes)
{
cout << DataWriter::Quote(attribute);
int index = 0;
for(auto &it : objects)
{
const Type &object = it.second;
if(object.Attributes().contains(attribute))
cout << (index++ ? ';' : ',') << DataWriter::Quote(it.first);
}
cout << '\n';
}
}
void Ships(const char *const *argv)
{
auto PrintBaseShipStats = []() -> void
{
cout << "model" << ',' << "category" << ',' << DataWriter::Quote("chassis cost") << ','
<< DataWriter::Quote("loaded cost") << ',' << "shields" << ',' << "hull" << ',' << "mass" << ',' << "drag" << ','
<< DataWriter::Quote("heat dissipation") << ',' << DataWriter::Quote("required crew") << ',' << "bunks" << ','
<< DataWriter::Quote("cargo space") << ',' << "fuel" << ',' << DataWriter::Quote("outfit space") << ','
<< DataWriter::Quote("weapon capacity") << ',' << DataWriter::Quote("engine capacity") << ','
<< DataWriter::Quote("gun mounts") << ',' << DataWriter::Quote("turret mounts") << ','
<< DataWriter::Quote("fighter bays") << ',' << DataWriter::Quote("drone bays") << '\n';
for(auto &it : GameData::Ships())
{
// Skip variants and unnamed / partially-defined ships.
if(it.second.TrueModelName() != it.first)
continue;
const Ship &ship = it.second;
cout << DataWriter::Quote(it.first) << ',';
const Outfit &attributes = ship.BaseAttributes();
cout << DataWriter::Quote(attributes.Category()) << ',';
cout << ship.ChassisCost() << ',';
cout << ship.Cost() << ',';
auto mass = attributes.Mass() ? attributes.Mass() : 1.;
cout << ship.MaxShields() << ',';
cout << ship.MaxHull() << ',';
cout << mass << ',';
cout << attributes.Get("drag") << ',';
cout << ship.HeatDissipation() * 1000. << ',';
cout << attributes.Get("required crew") << ',';
cout << attributes.Get("bunks") << ',';
cout << attributes.Get("cargo space") << ',';
cout << attributes.Get("fuel capacity") << ',';
cout << attributes.Get("outfit space") << ',';
cout << attributes.Get("weapon capacity") << ',';
cout << attributes.Get("engine capacity") << ',';
int numTurrets = 0;
int numGuns = 0;
for(auto &hardpoint : ship.Weapons())
{
if(hardpoint.IsTurret())
++numTurrets;
else
++numGuns;
}
cout << numGuns << ',' << numTurrets << ',';
int numFighters = ship.BaysTotal("Fighter");
int numDrones = ship.BaysTotal("Drone");
cout << numFighters << ',' << numDrones << '\n';
}
};
auto PrintLoadedShipStats = [](bool variants) -> void
{
cout << "model" << ',' << "category" << ',' << "cost" << ',' << "shields" << ',' << "hull" << ',' << "mass" << ','
<< DataWriter::Quote("required crew") << ',' << "bunks" << ',' << DataWriter::Quote("cargo space") << ','
<< "fuel" << ',' << DataWriter::Quote("outfit space") << ',' << DataWriter::Quote("weapon capacity") << ','
<< DataWriter::Quote("engine capacity") << ',' << "speed" << ',' << "accel" << ',' << "turn" << ','
<< DataWriter::Quote("energy generation") << ',' << DataWriter::Quote("max energy usage") << ','
<< DataWriter::Quote("energy capacity") << ',' << DataWriter::Quote("idle/max heat") << ','
<< DataWriter::Quote("max heat generation") << ',' << DataWriter::Quote("max heat dissipation") << ','
<< DataWriter::Quote("gun mounts") << ',' << DataWriter::Quote("turret mounts") << ','
<< DataWriter::Quote("fighter bays") << ',' << DataWriter::Quote("drone bays") << ',' << "deterrence" << '\n';
for(auto &it : GameData::Ships())
{
// Skip variants and unnamed / partially-defined ships, unless specified otherwise.
if(it.second.TrueModelName() != it.first && !variants)
continue;
const Ship &ship = it.second;
cout << DataWriter::Quote(it.first) << ',';
const Outfit &attributes = ship.Attributes();
cout << DataWriter::Quote(attributes.Category()) << ',';
cout << ship.Cost() << ',';
auto mass = attributes.Mass() ? attributes.Mass() : 1.;
cout << ship.MaxShields() << ',';
cout << ship.MaxHull() << ',';
cout << mass << ',';
cout << attributes.Get("required crew") << ',';
cout << attributes.Get("bunks") << ',';
cout << attributes.Get("cargo space") << ',';
cout << attributes.Get("fuel capacity") << ',';
cout << ship.BaseAttributes().Get("outfit space") << ',';
cout << ship.BaseAttributes().Get("weapon capacity") << ',';
cout << ship.BaseAttributes().Get("engine capacity") << ',';
cout << (attributes.Get("drag") ? (60. * attributes.Get("thrust") / attributes.Get("drag")) : 0) << ',';
cout << 3600. * attributes.Get("thrust") / mass << ',';
cout << 60. * attributes.Get("turn") / mass << ',';
double energyConsumed = attributes.Get("energy consumption")
+ max(attributes.Get("thrusting energy"), attributes.Get("reverse thrusting energy"))
+ attributes.Get("turning energy")
+ attributes.Get("afterburner energy")
+ attributes.Get("fuel energy")
+ (attributes.Get("hull energy") * (1 + attributes.Get("hull energy multiplier")))
+ (attributes.Get("shield energy") * (1 + attributes.Get("shield energy multiplier")))
+ attributes.Get("cooling energy")
+ attributes.Get("cloaking energy");
double heatProduced = attributes.Get("heat generation") - attributes.Get("cooling")
+ max(attributes.Get("thrusting heat"), attributes.Get("reverse thrusting heat"))
+ attributes.Get("turning heat")
+ attributes.Get("afterburner heat")
+ attributes.Get("fuel heat")
+ (attributes.Get("hull heat") * (1. + attributes.Get("hull heat multiplier")))
+ (attributes.Get("shield heat") * (1. + attributes.Get("shield heat multiplier")))
+ attributes.Get("solar heat")
+ attributes.Get("cloaking heat");
for(const auto &oit : ship.Outfits())
if(oit.first->IsWeapon() && oit.first->Reload())
{
double reload = oit.first->Reload();
energyConsumed += oit.second * oit.first->FiringEnergy() / reload;
heatProduced += oit.second * oit.first->FiringHeat() / reload;
}
cout << 60. * (attributes.Get("energy generation") + attributes.Get("solar collection")) << ',';
cout << 60. * energyConsumed << ',';
cout << attributes.Get("energy capacity") << ',';
cout << ship.IdleHeat() / max(1., ship.MaximumHeat()) << ',';
cout << 60. * heatProduced << ',';
// Maximum heat is 100 degrees per ton. Bleed off rate is 1/1000 per 60th of a second, so:
cout << 60. * ship.HeatDissipation() * ship.MaximumHeat() << ',';
int numTurrets = 0;
int numGuns = 0;
for(auto &hardpoint : ship.Weapons())
{
if(hardpoint.IsTurret())
++numTurrets;
else
++numGuns;
}
cout << numGuns << ',' << numTurrets << ',';
int numFighters = ship.BaysTotal("Fighter");
int numDrones = ship.BaysTotal("Drone");
cout << numFighters << ',' << numDrones << ',';
double deterrence = 0.;
for(const Hardpoint &hardpoint : ship.Weapons())
if(hardpoint.GetOutfit())
{
const Outfit *weapon = hardpoint.GetOutfit();
if(weapon->Ammo() && !ship.OutfitCount(weapon->Ammo()))
continue;
double damage = weapon->ShieldDamage() + weapon->HullDamage()
+ (weapon->RelativeShieldDamage() * ship.MaxShields())
+ (weapon->RelativeHullDamage() * ship.MaxHull());
deterrence += .12 * damage / weapon->Reload();
}
cout << deterrence << '\n';
}
};
auto PrintShipList = [](bool variants) -> void
{
for(auto &it : GameData::Ships())
{
// Skip variants and unnamed / partially-defined ships, unless specified otherwise.
if(it.second.TrueModelName() != it.first && !variants)
continue;
cout << DataWriter::Quote(it.first) << "\n";
}
};
bool loaded = false;
bool variants = false;
bool sales = false;
bool list = false;
for(const char *const *it = argv + 2; *it; ++it)
{
string arg = *it;
if(arg == "--variants")
variants = true;
else if(arg == "--sales")
sales = true;
else if(arg == "--loaded")
loaded = true;
else if(arg == "--list")
list = true;
}
if(sales)
PrintItemSales(GameData::Ships(), GameData::Shipyards(), "ship", "shipyards");
else if(loaded)
PrintLoadedShipStats(variants);
else if(list)
PrintShipList(variants);
else
PrintBaseShipStats();
}
void Outfits(const char *const *argv)
{
auto PrintWeaponStats = []() -> void
{
cout << "name" << ',' << "category" << ',' << "cost" << ',' << "space" << ',' << "range" << ',' << "reload" << ','
<< DataWriter::Quote("burst count") << ',' << DataWriter::Quote("burst reload") << ',' << "lifetime" << ','
<< "shots/second" << ',' << "energy/shot" << ',' << "heat/shot" << ',' << "recoil/shot" << ',' << "energy/s" << ','
<< "heat/s" << ',' << "recoil/s" << ',' << "shield/s" << ',' << "discharge/s" << ',' << "hull/s" << ','
<< "corrosion/s" << ',' << "heat dmg/s" << ',' << DataWriter::Quote("burn dmg/s") << ','
<< DataWriter::Quote("energy dmg/s") << ',' << DataWriter::Quote("ion dmg/s") << ','
<< DataWriter::Quote("scrambling dmg/s") << ',' << DataWriter::Quote("slow dmg/s") << ','
<< DataWriter::Quote("disruption dmg/s") << ',' << "piercing" << ',' << DataWriter::Quote("fuel dmg/s") << ','
<< DataWriter::Quote("leak dmg/s") << ',' << "push/s" << ',' << ',' << "strength" << ','
<< "deterrence" << '\n';
for(auto &it : GameData::Outfits())
{
// Skip non-weapons and submunitions.
if(!it.second.IsWeapon() || it.second.Category().empty())
continue;
const Outfit &outfit = it.second;
cout << DataWriter::Quote(it.first)<< ',';
cout << DataWriter::Quote(outfit.Category()) << ',';
cout << outfit.Cost() << ',';
cout << -outfit.Get("weapon capacity") << ',';
cout << outfit.Range() << ',';
double reload = outfit.Reload();
cout << reload << ',';
cout << outfit.BurstCount() << ',';
cout << outfit.BurstReload() << ',';
cout << outfit.TotalLifetime() << ',';
double fireRate = 60. / reload;
cout << fireRate << ',';
double firingEnergy = outfit.FiringEnergy();
cout << firingEnergy << ',';
firingEnergy *= fireRate;
double firingHeat = outfit.FiringHeat();
cout << firingHeat << ',';
firingHeat *= fireRate;
double firingForce = outfit.FiringForce();
cout << firingForce << ',';
firingForce *= fireRate;
cout << firingEnergy << ',';
cout << firingHeat << ',';
cout << firingForce << ',';
double shieldDmg = outfit.ShieldDamage() * fireRate;
cout << shieldDmg << ',';
double dischargeDmg = outfit.DischargeDamage() * 100. * fireRate;
cout << dischargeDmg << ',';
double hullDmg = outfit.HullDamage() * fireRate;
cout << hullDmg << ',';
double corrosionDmg = outfit.CorrosionDamage() * 100. * fireRate;
cout << corrosionDmg << ',';
double heatDmg = outfit.HeatDamage() * fireRate;
cout << heatDmg << ',';
double burnDmg = outfit.BurnDamage() * 100. * fireRate;
cout << burnDmg << ',';
double energyDmg = outfit.EnergyDamage() * fireRate;
cout << energyDmg << ',';
double ionDmg = outfit.IonDamage() * 100. * fireRate;
cout << ionDmg << ',';
double scramblingDmg = outfit.ScramblingDamage() * 100. * fireRate;
cout << scramblingDmg << ',';
double slowDmg = outfit.SlowingDamage() * fireRate;
cout << slowDmg << ',';
double disruptDmg = outfit.DisruptionDamage() * fireRate;
cout << disruptDmg << ',';
cout << outfit.Piercing() << ',';
double fuelDmg = outfit.FuelDamage() * fireRate;
cout << fuelDmg << ',';
double leakDmg = outfit.LeakDamage() * 100. * fireRate;
cout << leakDmg << ',';
double hitforce = outfit.HitForce() * fireRate;
cout << hitforce << ',';
double strength = outfit.MissileStrength() + outfit.AntiMissile();
cout << strength << ',';
double damage = outfit.ShieldDamage() + outfit.HullDamage();
double deterrence = .12 * damage / outfit.Reload();
cout << deterrence << '\n';
}
cout.flush();
};
auto PrintEngineStats = []() -> void
{
cout << "name" << ',' << "cost" << ',' << "mass" << ',' << DataWriter::Quote("outfit space") << ','
<< DataWriter::Quote("engine capacity") << ',' << "thrust/s" << ',' << DataWriter::Quote("thrust energy/s") << ','
<< DataWriter::Quote("thrust heat/s") << ',' << "turn/s" << ',' << DataWriter::Quote("turn energy/s") << ','
<< DataWriter::Quote("turn heat/s") << ',' << DataWriter::Quote("reverse thrust/s") << ','
<< DataWriter::Quote("reverse energy/s") << ',' << DataWriter::Quote("reverse heat/s") << ','
<< DataWriter::Quote("afterburner thrust/s") << ',' << DataWriter::Quote("afterburner energy/s") << ','
<< DataWriter::Quote("afterburner heat/s") << ',' << DataWriter::Quote("afterburner fuel/s") << '\n';
for(auto &it : GameData::Outfits())
{
// Skip non-engines.
if(it.second.Category() != "Engines")
continue;
const Outfit &outfit = it.second;
cout << DataWriter::Quote(it.first) << ',';
cout << outfit.Cost() << ',';
cout << outfit.Mass() << ',';
cout << outfit.Get("outfit space") << ',';
cout << outfit.Get("engine capacity") << ',';
cout << outfit.Get("thrust") * 3600. << ',';
cout << outfit.Get("thrusting energy") * 60. << ',';
cout << outfit.Get("thrusting heat") * 60. << ',';
cout << outfit.Get("turn") * 60. << ',';
cout << outfit.Get("turning energy") * 60. << ',';
cout << outfit.Get("turning heat") * 60. << ',';
cout << outfit.Get("reverse thrust") * 3600. << ',';
cout << outfit.Get("reverse thrusting energy") * 60. << ',';
cout << outfit.Get("reverse thrusting heat") * 60. << ',';
cout << outfit.Get("afterburner thrust") * 3600. << ',';
cout << outfit.Get("afterburner energy") * 60. << ',';
cout << outfit.Get("afterburner heat") * 60. << ',';
cout << outfit.Get("afterburner fuel") * 60. << '\n';
}
cout.flush();
};
auto PrintPowerStats = []() -> void
{
cout << "name" << ',' << "cost" << ',' << "mass" << ',' << DataWriter::Quote("outfit space") << ','
<< DataWriter::Quote("energy generation") << ',' << DataWriter::Quote("heat generation") << ','
<< DataWriter::Quote("energy capacity") << '\n';
for(auto &it : GameData::Outfits())
{
// Skip non-power.
if(it.second.Category() != "Power")
continue;
const Outfit &outfit = it.second;
cout << DataWriter::Quote(it.first) << ',';
cout << outfit.Cost() << ',';
cout << outfit.Mass() << ',';
cout << outfit.Get("outfit space") << ',';
cout << outfit.Get("energy generation") << ',';
cout << outfit.Get("heat generation") << ',';
cout << outfit.Get("energy capacity") << '\n';
}
cout.flush();
};
auto PrintOutfitsAllStats = []() -> void
{
set<string> attributes;
for(auto &it : GameData::Outfits())
{
const Outfit &outfit = it.second;
for(const auto &attribute : outfit.Attributes())
attributes.insert(attribute.first);
}
cout << "name" << ',' << "category" << ',' << "cost" << ',' << "mass";
for(const auto &attribute : attributes)
cout << ',' << DataWriter::Quote(attribute);
cout << '\n';
for(auto &it : GameData::Outfits())
{
const Outfit &outfit = it.second;
cout << DataWriter::Quote(outfit.TrueName()) << ',';
cout << DataWriter::Quote(outfit.Category()) << ',';
cout << outfit.Cost() << ',';
cout << outfit.Mass();
for(const auto &attribute : attributes)
cout << ',' << outfit.Attributes().Get(attribute);
cout << '\n';
}
};
bool weapons = false;
bool engines = false;
bool power = false;
bool sales = false;
bool all = false;
for(const char *const *it = argv + 1; *it; ++it)
{
string arg = *it;
if(arg == "-w" || arg == "--weapons")
weapons = true;
else if(arg == "-e" || arg == "--engines")
engines = true;
else if(arg == "--power")
power = true;
else if(arg == "-s" || arg == "--sales")
sales = true;
else if(arg == "-a" || arg == "--all")
all = true;
}
if(weapons)
PrintWeaponStats();
else if(engines)
PrintEngineStats();
else if(power)
PrintPowerStats();
else if(sales)
PrintItemSales(GameData::Outfits(), GameData::Outfitters(), "outfit", "outfitters");
else if(all)
PrintOutfitsAllStats();
else
PrintObjectList(GameData::Outfits(), "outfit");
}
void Sales(const char *const *argv)
{
bool ships = false;
bool outfits = false;
for(const char *const *it = argv + 2; *it; ++it)
{
string arg = *it;
if(arg == "-s" || arg == "--ships")
ships = true;
else if(arg == "-o" || arg == "--outfits")
outfits = true;
}
if(!(ships || outfits))
{
ships = true;
outfits = true;
}
if(ships)
PrintSales(GameData::Shipyards(), "shipyards", "ships");
if(outfits)
PrintSales(GameData::Outfitters(), "outfitters", "outfits");
}
void Planets(const char *const *argv)
{
auto PrintPlanetDescriptions = []() -> void
{
cout << "planet::description::spaceport\n";
for(auto &it : GameData::Planets())
{
cout << it.first << "::";
const Planet &planet = it.second;
for(auto &whenText : planet.Description())
cout << whenText.second;
cout << "::";
for(auto &whenText : planet.GetPort().Description())
cout << whenText.second;
cout << "\n";
}
};
bool descriptions = false;
bool attributes = false;
bool byAttribute = false;
for(const char *const *it = argv + 2; *it; ++it)
{
string arg = *it;
if(arg == "--descriptions")
descriptions = true;
else if(arg == "--attributes")
attributes = true;
else if(arg == "--reverse")
byAttribute = true;
}
if(descriptions)
PrintPlanetDescriptions();
if(attributes && byAttribute)
PrintObjectsByAttribute(GameData::Planets(), "planets");
else if(attributes)
PrintObjectAttributes(GameData::Planets(), "planet");
if(!(descriptions || attributes))
PrintObjectList(GameData::Planets(), "planet");
}
void Systems(const char *const *argv)
{
bool attributes = false;
bool byAttribute = false;
for(const char *const *it = argv + 2; *it; ++it)
{
string arg = *it;
if(arg == "--attributes")
attributes = true;
else if(arg == "--reverse")
byAttribute = true;
}
if(attributes && byAttribute)
PrintObjectsByAttribute(GameData::Systems(), "systems");
else if(attributes)
PrintObjectAttributes(GameData::Systems(), "system");
else
PrintObjectList(GameData::Systems(), "system");
}
void LocationFilterMatches(const char *const *argv, const PlayerInfo &player)
{
StellarObject::UsingMatchesCommand();
DataFile file(cin);
LocationFilter filter;
const set<const System *> *visitedSystems = &player.VisitedSystems();
const set<const Planet *> *visitedPlanets = &player.VisitedPlanets();
for(const DataNode &node : file)
{
const string &key = node.Token(0);
if(key == "changes" || (key == "event" && node.Size() == 1))
for(const DataNode &child : node)
GameData::Change(child, player);
else if(key == "event")
{
const auto *event = GameData::Events().Get(node.Token(1));
for(const auto &change : event->Changes())
GameData::Change(change, player);
}
else if(key == "location")
{
filter.Load(node, visitedSystems, visitedPlanets);
break;
}
}
cout << "Systems matching provided location filter:\n";
for(const auto &it : GameData::Systems())
if(filter.Matches(&it.second))
cout << it.first << '\n';
cout << "Planets matching provided location filter:\n";
for(const auto &it : GameData::Planets())
if(filter.Matches(&it.second))
cout << it.first << '\n';
}
const set<string> OUTFIT_ARGS = {
"-w",
"--weapons",
"-e",
"--engines",
"--power",
"-o",
"--outfits"
};
const set<string> OTHER_VALID_ARGS = {
"-s",
"--ships",
"--sales",
"--planets",
"--systems",
"--matches"
};
}
bool PrintData::IsPrintDataArgument(const char *const *argv)
{
for(const char *const *it = argv + 1; *it; ++it)
{
string arg = *it;
if(OTHER_VALID_ARGS.contains(arg) || OUTFIT_ARGS.contains(arg))
return true;
}
return false;
}
void PrintData::Print(const char *const *argv, const PlayerInfo &player)
{
for(const char *const *it = argv + 1; *it; ++it)
{
string arg = *it;
if(arg == "-s" || arg == "--ships")
{
Ships(argv);
break;
}
else if(OUTFIT_ARGS.contains(arg))
{
Outfits(argv);
break;
}
else if(arg == "--sales")
{
Sales(argv);
break;
}
else if(arg == "--planets")
Planets(argv);
else if(arg == "--systems")
Systems(argv);
else if(arg == "--matches")
LocationFilterMatches(argv, player);
}
cout.flush();
}
void PrintData::Help()
{
cerr << " -s, --ships: prints a table of ship stats (just the base stats, not considering any stored outfits)."
<< endl;
cerr << " --sales: prints a table of ships with every 'shipyard' each appears in." << endl;
cerr << " --loaded: prints a table of ship stats accounting for installed outfits. Does not include variants."
<< endl;
cerr << " --list: prints a list of all ship names." << endl;
cerr << " Use the modifier `--variants` with the above two commands to include variants." << endl;
cerr << " -w, --weapons: prints a table of weapon stats." << endl;
cerr << " -e, --engines: prints a table of engine stats." << endl;
cerr << " --power: prints a table of power outfit stats." << endl;
cerr << " -o, --outfits: prints a list of outfits." << endl;
cerr << " --sales: prints a list of outfits and every 'outfitter' each appears in." << endl;
cerr << " -a, --all: prints a table of outfits and all attributes used by any outfits present." << endl;
cerr << " --sales: prints a list of all shipyards and outfitters, and the ships or outfits they each contain."
<< endl;
cerr << " -s, --ships: prints a list of shipyards and the ships they each contain." << endl;
cerr << " -o, --outfits: prints a list of outfitters and the outfits they each contain." << endl;
cerr << " --planets: prints a list of all planets." << endl;
cerr << " --descriptions: prints a table of all planets and their descriptions." << endl;
cerr << " --attributes: prints a table of all planets and their attributes." << endl;
cerr << " --reverse: prints a table of all planet attributes and which planets have them."
<< endl;
cerr << " --systems: prints a list of all systems." << endl;
cerr << " --attributes: prints a list of all systems and their attributes." << endl;
cerr << " --reverse: prints a list of all system attributes and which systems have them."
<< endl;
cerr << " --matches: prints a list of all planets and systems matching a location filter passed in STDIN."
<< endl;
cerr << " The first node of the location filter should be `location`." << endl;
}
|