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
|
/* System.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 "Point.h"
#include "RaidFleet.h"
#include "RandomEvent.h"
#include "Set.h"
#include "StellarObject.h"
#include "WeightedList.h"
#include <set>
#include <string>
#include <vector>
class ConditionsStore;
class DataNode;
class Date;
class Fleet;
class Government;
class Hazard;
class Minable;
class Outfit;
class Planet;
class Ship;
class Sprite;
// Class representing a star system. This includes characteristics like what
// ships enter that system, what asteroids are present, who owns the system, and
// what prices the trade goods have in that system. It also includes the stellar
// objects in each system, and the hyperspace links between systems.
class System {
public:
static const double DEFAULT_NEIGHBOR_DISTANCE;
public:
class Asteroid {
public:
Asteroid(const std::string &name, int count, double energy);
Asteroid(const Minable *type, int count, double energy);
const std::string &Name() const;
const Minable *Type() const;
int Count() const;
double Energy() const;
private:
std::string name;
const Minable *type = nullptr;
int count;
double energy;
};
struct SolarGeneration {
double fuel;
double energy;
double heat;
};
public:
// Load a system's description.
void Load(const DataNode &node, Set<Planet> &planets, const ConditionsStore *playerConditions);
// Update any information about the system that may have changed due to events,
// e.g. neighbors, solar wind and power, or if the system is inhabited.
void UpdateSystem(const Set<System> &systems, const std::set<double> &neighborDistances);
// Modify a system's links.
void Link(System *other);
void Unlink(System *other);
bool IsValid() const;
const std::string &TrueName() const;
void SetTrueName(const std::string &name);
// Get this system's name and position (in the star map).
const std::string &DisplayName() const;
const Point &Position() const;
// Get this system's government.
const Government *GetGovernment() const;
// Get this system's map icons.
const std::vector<const Sprite *> &GetMapIcons() const;
// Get the name of the ambient audio to play in this system.
const std::string &MusicName() const;
// Get the list of "attributes" of the planet.
const std::set<std::string> &Attributes() const;
// Get a list of systems you can travel to through hyperspace from here.
const std::set<const System *> &Links() const;
// Get a list of systems that can be jumped to from here with the given
// jump distance, whether or not there is a direct hyperspace link to them.
// If this system has its own jump range, then it will always return the
// systems within that jump range instead of the jump range given.
const std::set<const System *> &JumpNeighbors(double neighborDistance) const;
// Defines whether this system can be seen when not linked. A hidden system will
// not appear when in view range, except when linked to a visited system.
bool Hidden() const;
// Defines whether a system can be remembered when out of view.
bool Shrouded() const;
// Defines whether this system can be accessed or interacted with in any way.
bool Inaccessible() const;
// Return how much ramscoop fuel and solar energy/heat is generated by this system
// for a ship with the attributes and position.
SolarGeneration GetSolarGeneration(const Point &shipPosition,
double shipRamscoop, double shipCollection, double shipCollectionHeat) const;
// Additional travel distance to target for ships entering through hyperspace.
double ExtraHyperArrivalDistance() const;
// Additional travel distance to target for ships entering using a jumpdrive.
double ExtraJumpArrivalDistance() const;
// The minimum distances from the system center to jump out of the system.
// Separated by jump drives and hyperdrives.
double JumpDepartureDistance() const;
double HyperDepartureDistance() const;
// Get a list of systems you can "see" from here, whether or not there is a
// direct hyperspace link to them.
const std::set<const System *> &VisibleNeighbors() const;
// Move the stellar objects to their positions on the given date.
void SetDate(const Date &date);
// Get the stellar object locations on the most recently set date.
const std::vector<StellarObject> &Objects() const;
// Get the stellar object (if any) for the given planet.
const StellarObject *FindStellar(const Planet *planet) const;
// Get the habitable zone's center.
double HabitableZone() const;
// Get the radius of an asteroid belt.
double AsteroidBeltRadius() const;
// Get the list of asteroid belts.
const WeightedList<double> &AsteroidBelts() const;
// Get the system's invisible fence radius.
double InvisibleFenceRadius() const;
// Get how far ships can jump from this system.
double JumpRange() const;
// Get the starfield density for this system.
double StarfieldDensity() const;
// Check if this system is inhabited.
bool IsInhabited(const Ship *ship) const;
// Check if ships of the given government can refuel in this system.
bool HasFuelFor(const Ship &ship) const;
// Check whether you can buy or sell ships in this system.
bool HasShipyard() const;
// Check whether you can buy or sell ship outfits in this system.
bool HasOutfitter() const;
// Get the specification of how many asteroids of each type there are.
const std::vector<Asteroid> &Asteroids() const;
// Get a list of all unique payload outfits from minables in this system.
const std::set<const Outfit *> &Payloads() const;
// Get the background haze sprite for this system.
const Sprite *Haze() const;
// Get the price of the given commodity in this system.
int Trade(const std::string &commodity) const;
bool HasTrade() const;
// Update the economy. Returns the amount of trade goods this system exports.
void StepEconomy();
void SetSupply(const std::string &commodity, double tons);
double Supply(const std::string &commodity) const;
double Exports(const std::string &commodity) const;
// Get the probabilities of various fleets entering this system.
const std::vector<RandomEvent<Fleet>> &Fleets() const;
// Get the probabilities of various hazards in this system.
const std::vector<RandomEvent<Hazard>> &Hazards() const;
// Check how dangerous this system is (credits worth of enemy ships jumping
// in per frame).
double Danger() const;
// The smallest arrival period of a fleet (or 0 if no fleets arrive)
int MinimumFleetPeriod() const;
const std::vector<RaidFleet> &RaidFleets() const;
private:
void LoadObject(const DataNode &node, Set<Planet> &planets,
const ConditionsStore *playerConditions, int parent = -1);
void LoadObjectHelper(const DataNode &node, StellarObject &object, bool removing = false) const;
// Once the star map is fully loaded or an event has changed systems
// or links, figure out which stars are "neighbors" of this one, i.e.
// close enough to see or to reach via jump drive.
void UpdateNeighbors(const Set<System> &systems, double distance);
private:
class Price {
public:
void SetBase(int base);
void Update();
int base = 0;
int price = 0;
double supply = 0.;
double exports = 0.;
};
private:
bool isDefined = false;
bool hasPosition = false;
std::string trueName;
// Name and position (within the star map) of this system.
std::string displayName;
Point position;
const Government *government = nullptr;
std::vector<const Sprite *> mapIcons;
std::string music;
// All possible hyperspace links to other systems.
std::set<const System *> links;
// Only those hyperspace links to other systems that are accessible.
std::set<const System *> accessibleLinks;
// Other systems that can be accessed from this system via a jump drive at various jump ranges.
std::map<double, std::set<const System *>> neighbors;
// Defines whether this system can be seen when not linked. A hidden system will
// not appear when in view range, except when linked to a visited system.
bool hidden = false;
// Defines whether a system can be remembered when out of view.
bool shrouded = false;
// Defines whether this system can be accessed or interacted with in any way.
bool inaccessible = false;
// Defines whether this system provides ramscoop even to ships that do not have any.
bool universalRamscoop = true;
// A value that is added to the ramscoop. It can be positive or negative.
double ramscoopAddend = 0.;
// A multiplier applied to ramscoop in the system.
double ramscoopMultiplier = 1.;
// Stellar objects, listed in such an order that an object's parents are
// guaranteed to appear before it (so that if we traverse the vector in
// order, updating positions, an object's parents will already be at the
// proper position before that object is updated).
std::vector<StellarObject> objects;
std::vector<Asteroid> asteroids;
std::set<const Outfit *> payloads;
const Sprite *haze = nullptr;
std::vector<RandomEvent<Fleet>> fleets;
std::vector<RandomEvent<Hazard>> hazards;
double habitable = 1000.;
WeightedList<double> belts;
double invisibleFenceRadius = 10000.;
double jumpRange = 0.;
double starfieldDensity = 1.;
int minimumFleetPeriod = 0;
std::vector<RaidFleet> raidFleets;
bool noRaids = false;
// The amount of additional distance that ships will arrive away from the
// system center when entering this system through a hyperspace link.
// Negative values are allowed, causing ships to jump beyond their target.
double extraHyperArrivalDistance = 0.;
// The amount of additional distance that ships will arrive away from the
// system center when entering this system through a jumpdrive jump.
// Jump drives use a circle around the target for targeting, so a value below
// 0 doesn't have the same meaning as for hyperdrives. Negative values will
// be interpreted as positive values.
double extraJumpArrivalDistance = 0.;
// The minimum distances from the system center to jump out of the system.
double jumpDepartureDistance = 0.;
double hyperDepartureDistance = 0.;
// Commodity prices.
std::map<std::string, Price> trade;
// Attributes, for use in location filters.
std::set<std::string> attributes;
};
|