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/* ShipManager.cpp
Copyright (c) 2022 by Hurleveur
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 "ShipManager.h"
#include "DataNode.h"
#include "DataWriter.h"
#include "EsUuid.h"
#include "text/Format.h"
#include "GameData.h"
#include "Messages.h"
#include "PlayerInfo.h"
#include "Ship.h"
#include <cstdlib>
using namespace std;
void ShipManager::Load(const DataNode &node)
{
if(node.Size() < 3 || node.Token(1) != "ship")
{
node.PrintTrace("Error: Skipping unrecognized node.");
return;
}
taking = node.Token(0) == "take";
model = GameData::Ships().Get(node.Token(2));
if(node.Size() >= 4)
name = node.Token(3);
for(const DataNode &child : node)
{
const string &key = child.Token(0);
bool hasValue = child.Size() >= 2;
if(key == "id" && hasValue)
id = child.Token(1);
else if(key == "count" && hasValue)
{
int val = child.Value(1);
if(val <= 0)
child.PrintTrace("Error: \"count\" must be a non-zero, positive number.");
else
count = val;
}
else if(taking)
{
if(key == "unconstrained")
unconstrained = true;
else if(key == "with outfits")
takeOutfits = true;
else if(key == "require outfits")
requireOutfits = true;
else
child.PrintTrace("Error: Skipping unrecognized token.");
}
else
child.PrintTrace("Error: Skipping unrecognized token.");
}
if(taking && !id.empty() && count > 1)
node.PrintTrace("Error: Use of \"id\" to refer to the ship is only supported when \"count\" is equal to 1.");
}
void ShipManager::Save(DataWriter &out) const
{
out.Write(Giving() ? "give" : "take", "ship", model->VariantName(), name);
out.BeginChild();
{
out.Write("count", count);
if(!id.empty())
out.Write("id", id);
if(unconstrained)
out.Write("unconstrained");
if(takeOutfits)
out.Write("with outfits");
if(requireOutfits)
out.Write("require outfits");
}
out.EndChild();
}
bool ShipManager::CanBeDone(const PlayerInfo &player) const
{
// If we are giving ships there are no conditions to meet.
return Giving() || static_cast<int>(SatisfyingShips(player).size()) == count;
}
void ShipManager::Do(PlayerInfo &player) const
{
if(model->TrueModelName().empty())
return;
string shipName;
if(Giving())
{
for(int i = 0; i < count; ++i)
shipName = player.GiftShip(model, name, id)->GivenName();
}
else
{
auto toTake = SatisfyingShips(player);
if(toTake.size() == 1)
shipName = toTake.begin()->get()->GivenName();
for(const auto &ship : toTake)
player.TakeShip(ship.get(), model, takeOutfits);
}
Messages::Add((count == 1 ? "The " + model->DisplayModelName() + " \"" + shipName + "\" was " :
to_string(count) + " " + model->PluralModelName() + " were ") +
(Giving() ? "added to" : "removed from") + " your fleet.", Messages::Importance::High);
}
// Expands phrases and substitutions in the ship name, into a new copy of this ShipManager
ShipManager ShipManager::Instantiate(const map<string, string> &subs) const
{
ShipManager result = *this;
result.name = Format::Replace(Phrase::ExpandPhrases(name), subs);
return result;
}
const Ship *ShipManager::ShipModel() const
{
return model;
}
const string &ShipManager::Id() const
{
return id;
}
bool ShipManager::Giving() const
{
return !taking;
}
vector<shared_ptr<Ship>> ShipManager::SatisfyingShips(const PlayerInfo &player) const
{
const System *here = player.GetSystem();
const auto shipToTakeId = player.GiftedShips().find(id);
bool foundShip = shipToTakeId != player.GiftedShips().end();
vector<shared_ptr<Ship>> satisfyingShips;
for(const auto &ship : player.Ships())
{
if(ship->TrueModelName() != model->TrueModelName())
continue;
if(!unconstrained)
{
if(ship->GetSystem() != here)
continue;
if(ship->IsDisabled())
continue;
if(ship->IsParked())
continue;
}
if(!id.empty())
{
if(!foundShip)
continue;
if(ship->UUID() != shipToTakeId->second)
continue;
}
if(!name.empty() && name != ship->GivenName())
continue;
bool hasRequiredOutfits = true;
// If "with outfits" or "requires outfits" is specified,
// this ship must have each outfit specified in that variant definition.
if(requireOutfits)
for(const auto &it : model->Outfits())
{
const auto &outfit = ship->Outfits().find(it.first);
int amountEquipped = (outfit != ship->Outfits().end() ? outfit->second : 0);
if(it.second > amountEquipped)
{
hasRequiredOutfits = false;
break;
}
}
if(hasRequiredOutfits)
satisfyingShips.emplace_back(ship);
// We do not want any more ships than is specified.
if(static_cast<int>(satisfyingShips.size()) >= count)
break;
}
return satisfyingShips;
}
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