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/* ShipInfoDisplay.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 "ShipInfoDisplay.h"
#include "text/Alignment.h"
#include "CategoryList.h"
#include "CategoryType.h"
#include "Color.h"
#include "Depreciation.h"
#include "shader/FillShader.h"
#include "text/Format.h"
#include "GameData.h"
#include "Outfit.h"
#include "PlayerInfo.h"
#include "Ship.h"
#include "text/Table.h"
#include <algorithm>
#include <map>
#include <sstream>
using namespace std;
ShipInfoDisplay::ShipInfoDisplay(const Ship &ship, const PlayerInfo &player, bool descriptionCollapsed)
{
Update(ship, player, descriptionCollapsed);
}
// Call this every time the ship changes.
// Panels that have scrolling abilities are not limited by space, allowing more detailed attributes.
void ShipInfoDisplay::Update(const Ship &ship, const PlayerInfo &player, bool descriptionCollapsed, bool scrollingPanel)
{
UpdateDescription(ship.Description(), ship.Attributes().Licenses(), true);
UpdateAttributes(ship, player, descriptionCollapsed, scrollingPanel);
const Depreciation &depreciation = ship.IsYours() ? player.FleetDepreciation() : player.StockDepreciation();
UpdateOutfits(ship, player, depreciation);
maximumHeight = max(descriptionHeight, max(attributesHeight, outfitsHeight));
}
int ShipInfoDisplay::GetAttributesHeight(bool sale) const
{
return attributesHeight + (sale ? saleHeight : 0);
}
int ShipInfoDisplay::OutfitsHeight() const
{
return outfitsHeight;
}
void ShipInfoDisplay::DrawAttributes(const Point &topLeft) const
{
DrawAttributes(topLeft, false);
}
// Draw each of the panels.
void ShipInfoDisplay::DrawAttributes(const Point &topLeft, const bool sale) const
{
// Header.
Point point = Draw(topLeft, attributeHeaderLabels, attributeHeaderValues);
// Sale info.
if(sale)
{
point = Draw(point, saleLabels, saleValues);
const Color &color = *GameData::Colors().Get("medium");
FillShader::Fill(point + Point(.5 * WIDTH, 5.), Point(WIDTH - 20., 1.), color);
}
else
point -= Point(0, 10.);
// Body.
point = Draw(point, attributeLabels, attributeValues);
// Get standard colors to draw with.
const Color &labelColor = *GameData::Colors().Get("medium");
const Color &valueColor = *GameData::Colors().Get("bright");
Table table;
table.AddColumn(10, {WIDTH - 10, Alignment::LEFT});
table.AddColumn(WIDTH - 90, {WIDTH - 80, Alignment::RIGHT});
table.AddColumn(WIDTH - 10, {WIDTH - 20, Alignment::RIGHT});
table.SetHighlight(0, WIDTH);
table.DrawAt(point);
table.DrawGap(10.);
table.Advance();
table.Draw("energy", labelColor);
table.Draw("heat", labelColor);
for(unsigned i = 0; i < tableLabels.size(); ++i)
{
CheckHover(table, tableLabels[i]);
table.Draw(tableLabels[i], labelColor);
table.Draw(energyTable[i], valueColor);
table.Draw(heatTable[i], valueColor);
}
}
void ShipInfoDisplay::DrawOutfits(const Point &topLeft) const
{
Draw(topLeft, outfitLabels, outfitValues);
}
void ShipInfoDisplay::UpdateAttributes(const Ship &ship, const PlayerInfo &player, bool descriptionCollapsed,
bool scrollingPanel)
{
bool isGeneric = ship.GivenName().empty() || ship.GetPlanet();
attributeHeaderLabels.clear();
attributeHeaderValues.clear();
attributeHeaderLabels.push_back("model:");
attributeHeaderValues.push_back(ship.DisplayModelName());
attributesHeight = 20;
// Only show the ship category on scrolling panels with no risk of overflow.
if(scrollingPanel)
{
attributeHeaderLabels.push_back("category:");
const string &category = ship.BaseAttributes().Category();
attributeHeaderValues.push_back(category.empty() ? "???" : category);
attributesHeight += 20;
}
attributeLabels.clear();
attributeValues.clear();
attributesHeight += 20;
const Outfit &attributes = ship.Attributes();
if(!ship.IsYours())
for(const string &license : attributes.Licenses())
{
if(player.HasLicense(license))
continue;
const auto &licenseOutfit = GameData::Outfits().Find(license + " License");
if(descriptionCollapsed || (licenseOutfit && licenseOutfit->Cost()))
{
attributeLabels.push_back("license:");
attributeValues.push_back(license);
attributesHeight += 20;
}
}
int64_t fullCost = ship.Cost();
const Depreciation &depreciation = ship.IsYours() ? player.FleetDepreciation() : player.StockDepreciation();
int64_t depreciated = depreciation.Value(ship, player.GetDate().DaysSinceEpoch());
if(depreciated == fullCost)
attributeLabels.push_back("cost:");
else
{
ostringstream out;
out << "cost (" << (100 * depreciated) / fullCost << "%):";
attributeLabels.push_back(out.str());
}
attributeValues.push_back(Format::Credits(depreciated));
attributesHeight += 20;
attributeLabels.push_back(string());
attributeValues.push_back(string());
attributesHeight += 10;
double shieldRegen = (attributes.Get("shield generation")
+ attributes.Get("delayed shield generation"))
* (1. + attributes.Get("shield generation multiplier"));
bool hasShieldRegen = shieldRegen > 0.;
if(hasShieldRegen)
{
attributeLabels.push_back("shields (charge):");
attributeValues.push_back(Format::Number(ship.MaxShields())
+ " (" + Format::Number(60. * shieldRegen) + "/s)");
}
else
{
attributeLabels.push_back("shields:");
attributeValues.push_back(Format::Number(ship.MaxShields()));
}
attributesHeight += 20;
double hullRepair = (attributes.Get("hull repair rate")
+ attributes.Get("delayed hull repair rate"))
* (1. + attributes.Get("hull repair multiplier"));
bool hasHullRepair = hullRepair > 0.;
if(hasHullRepair)
{
attributeLabels.push_back("hull (repair):");
attributeValues.push_back(Format::Number(ship.MaxHull())
+ " (" + Format::Number(60. * hullRepair) + "/s)");
}
else
{
attributeLabels.push_back("hull:");
attributeValues.push_back(Format::Number(ship.MaxHull()));
}
attributesHeight += 20;
double emptyMass = attributes.Mass();
double currentMass = ship.Mass();
attributeLabels.push_back(isGeneric ? "mass with no cargo:" : "mass:");
attributeValues.push_back(Format::Number(isGeneric ? emptyMass : currentMass) + " tons");
attributesHeight += 20;
attributeLabels.push_back(isGeneric ? "cargo space:" : "cargo:");
if(isGeneric)
attributeValues.push_back(Format::Number(attributes.Get("cargo space")) + " tons");
else
attributeValues.push_back(Format::Number(ship.Cargo().Used())
+ " / " + Format::Number(attributes.Get("cargo space")) + " tons");
attributesHeight += 20;
attributeLabels.push_back("required crew / bunks:");
attributeValues.push_back(Format::Number(ship.RequiredCrew())
+ " / " + Format::Number(attributes.Get("bunks")));
attributesHeight += 20;
attributeLabels.push_back(isGeneric ? "fuel capacity:" : "fuel:");
double fuelCapacity = attributes.Get("fuel capacity");
if(isGeneric)
attributeValues.push_back(Format::Number(fuelCapacity));
else
attributeValues.push_back(Format::Number(ship.Fuel() * fuelCapacity)
+ " / " + Format::Number(fuelCapacity));
attributesHeight += 20;
double fullMass = emptyMass + attributes.Get("cargo space");
isGeneric &= (fullMass != emptyMass);
double forwardThrust = attributes.Get("thrust") ? attributes.Get("thrust") : attributes.Get("afterburner thrust");
attributeLabels.push_back(string());
attributeValues.push_back(string());
attributesHeight += 10;
attributeLabels.push_back(isGeneric ? "movement (full - no cargo):" : "movement:");
attributeValues.push_back(string());
attributesHeight += 20;
attributeLabels.push_back("max speed:");
attributeValues.push_back(Format::Number(60. * forwardThrust / ship.Drag()));
attributesHeight += 20;
// Movement stats are influenced by inertia reduction.
double reduction = 1. + attributes.Get("inertia reduction");
emptyMass /= reduction;
currentMass /= reduction;
fullMass /= reduction;
attributeLabels.push_back("acceleration:");
double baseAccel = 3600. * forwardThrust * (1. + attributes.Get("acceleration multiplier"));
if(!isGeneric)
attributeValues.push_back(Format::Number(baseAccel / currentMass));
else
attributeValues.push_back(Format::Number(baseAccel / fullMass)
+ " - " + Format::Number(baseAccel / emptyMass));
attributesHeight += 20;
attributeLabels.push_back("turning:");
double baseTurn = 60. * attributes.Get("turn") * (1. + attributes.Get("turn multiplier"));
if(!isGeneric)
attributeValues.push_back(Format::Number(baseTurn / currentMass));
else
attributeValues.push_back(Format::Number(baseTurn / fullMass)
+ " - " + Format::Number(baseTurn / emptyMass));
attributesHeight += 20;
// Find out how much outfit, engine, and weapon space the chassis has.
map<string, double> chassis;
static const vector<string> NAMES = {
"outfit space free:", "outfit space",
" weapon capacity:", "weapon capacity",
" engine capacity:", "engine capacity",
"gun ports free:", "gun ports",
"turret mounts free:", "turret mounts"
};
for(unsigned i = 1; i < NAMES.size(); i += 2)
chassis[NAMES[i]] = attributes.Get(NAMES[i]);
for(const auto &it : ship.Outfits())
for(auto &cit : chassis)
cit.second -= min(0., it.second * it.first->Get(cit.first));
attributeLabels.push_back(string());
attributeValues.push_back(string());
attributesHeight += 10;
for(unsigned i = 0; i < NAMES.size(); i += 2)
{
attributeLabels.push_back(NAMES[i]);
attributeValues.push_back(Format::Number(attributes.Get(NAMES[i + 1]))
+ " / " + Format::Number(chassis[NAMES[i + 1]]));
attributesHeight += 20;
}
// Print the number of bays for each bay-type we have
for(const auto &category : GameData::GetCategory(CategoryType::BAY))
{
const string &bayType = category.Name();
int totalBays = ship.BaysTotal(bayType);
if(totalBays)
{
// make sure the label is printed in lower case
string bayLabel = bayType;
transform(bayLabel.begin(), bayLabel.end(), bayLabel.begin(), ::tolower);
attributeLabels.emplace_back(bayLabel + " bays:");
attributeValues.emplace_back(to_string(totalBays));
attributesHeight += 20;
}
}
tableLabels.clear();
energyTable.clear();
heatTable.clear();
// Skip a spacer and the table header.
attributesHeight += 30;
const double idleEnergyPerFrame = attributes.Get("energy generation")
+ attributes.Get("solar collection")
+ attributes.Get("fuel energy")
- attributes.Get("energy consumption")
- attributes.Get("cooling energy");
const double idleHeatPerFrame = attributes.Get("heat generation")
+ attributes.Get("solar heat")
+ attributes.Get("fuel heat")
- ship.CoolingEfficiency() * (attributes.Get("cooling") + attributes.Get("active cooling"));
tableLabels.push_back("idle:");
energyTable.push_back(Format::Number(60. * idleEnergyPerFrame));
heatTable.push_back(Format::Number(60. * idleHeatPerFrame));
// Add energy and heat while moving to the table.
attributesHeight += 20;
const double movingEnergyPerFrame =
max(attributes.Get("thrusting energy"), attributes.Get("reverse thrusting energy"))
+ attributes.Get("turning energy")
+ attributes.Get("afterburner energy");
const double movingHeatPerFrame = max(attributes.Get("thrusting heat"), attributes.Get("reverse thrusting heat"))
+ attributes.Get("turning heat")
+ attributes.Get("afterburner heat");
tableLabels.push_back("moving:");
energyTable.push_back(Format::Number(-60. * movingEnergyPerFrame));
heatTable.push_back(Format::Number(60. * movingHeatPerFrame));
// Add energy and heat while firing to the table.
attributesHeight += 20;
double firingEnergy = 0.;
double firingHeat = 0.;
for(const auto &it : ship.Outfits())
if(it.first->IsWeapon() && it.first->Reload())
{
firingEnergy += it.second * it.first->FiringEnergy() / it.first->Reload();
firingHeat += it.second * it.first->FiringHeat() / it.first->Reload();
}
tableLabels.push_back("firing:");
energyTable.push_back(Format::Number(-60. * firingEnergy));
heatTable.push_back(Format::Number(60. * firingHeat));
// Add energy and heat when doing shield and hull repair to the table.
attributesHeight += 20;
double shieldEnergy = (hasShieldRegen) ? (attributes.Get("shield energy")
+ attributes.Get("delayed shield energy"))
* (1. + attributes.Get("shield energy multiplier")) : 0.;
double hullEnergy = (hasHullRepair) ? (attributes.Get("hull energy")
+ attributes.Get("delayed hull energy"))
* (1. + attributes.Get("hull energy multiplier")) : 0.;
tableLabels.push_back((shieldEnergy && hullEnergy) ? "shields / hull:" :
hullEnergy ? "repairing hull:" : "charging shields:");
energyTable.push_back(Format::Number(-60. * (shieldEnergy + hullEnergy)));
double shieldHeat = (hasShieldRegen) ? (attributes.Get("shield heat")
+ attributes.Get("delayed shield heat"))
* (1. + attributes.Get("shield heat multiplier")) : 0.;
double hullHeat = (hasHullRepair) ? (attributes.Get("hull heat")
+ attributes.Get("delayed hull heat"))
* (1. + attributes.Get("hull heat multiplier")) : 0.;
heatTable.push_back(Format::Number(60. * (shieldHeat + hullHeat)));
if(scrollingPanel)
{
// Add up the maximum possible changes and add the total to the table.
attributesHeight += 20;
const double overallEnergy = idleEnergyPerFrame
- movingEnergyPerFrame
- firingEnergy
- shieldEnergy
- hullEnergy;
const double overallHeat = idleHeatPerFrame
+ movingHeatPerFrame
+ firingHeat
+ shieldHeat
+ hullHeat;
tableLabels.push_back("net change:");
energyTable.push_back(Format::Number(60. * overallEnergy));
heatTable.push_back(Format::Number(60. * overallHeat));
}
// Add maximum values of energy and heat to the table.
attributesHeight += 20;
const double maxEnergy = attributes.Get("energy capacity");
const double maxHeat = 60. * ship.HeatDissipation() * ship.MaximumHeat();
tableLabels.push_back("max:");
energyTable.push_back(Format::Number(maxEnergy));
heatTable.push_back(Format::Number(maxHeat));
// Pad by 10 pixels on the top and bottom.
attributesHeight += 30;
}
void ShipInfoDisplay::UpdateOutfits(const Ship &ship, const PlayerInfo &player, const Depreciation &depreciation)
{
outfitLabels.clear();
outfitValues.clear();
outfitsHeight = 20;
map<string, map<string, int>> listing;
for(const auto &it : ship.Outfits())
if(it.first->IsDefined() && !it.first->Category().empty() && !it.first->DisplayName().empty())
listing[it.first->Category()][it.first->DisplayName()] += it.second;
for(const auto &cit : listing)
{
// Pad by 10 pixels before each category.
if(&cit != &*listing.begin())
{
outfitLabels.push_back(string());
outfitValues.push_back(string());
outfitsHeight += 10;
}
outfitLabels.push_back(cit.first + ':');
outfitValues.push_back(string());
outfitsHeight += 20;
for(const auto &it : cit.second)
{
outfitLabels.push_back(it.first);
outfitValues.push_back(to_string(it.second));
outfitsHeight += 20;
}
}
int64_t totalCost = depreciation.Value(ship, player.GetDate().DaysSinceEpoch());
int64_t chassisCost = depreciation.Value(
GameData::Ships().Get(ship.TrueModelName()),
player.GetDate().DaysSinceEpoch());
saleLabels.clear();
saleValues.clear();
saleHeight = 20;
saleLabels.push_back("This ship will sell for:");
saleValues.push_back(string());
saleHeight += 20;
saleLabels.push_back("empty hull:");
saleValues.push_back(Format::Credits(chassisCost));
saleHeight += 20;
saleLabels.push_back(" + outfits:");
saleValues.push_back(Format::Credits(totalCost - chassisCost));
saleHeight += 20;
}
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