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C++ CSystem::GetStargateDestination方法代码示例

本文整理汇总了C++中CSystem::GetStargateDestination方法的典型用法代码示例。如果您正苦于以下问题:C++ CSystem::GetStargateDestination方法的具体用法?C++ CSystem::GetStargateDestination怎么用?C++ CSystem::GetStargateDestination使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CSystem的用法示例。


在下文中一共展示了CSystem::GetStargateDestination方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: DoTradeSim

void DoTradeSim (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j;
	CSovereign *pPlayer = Universe.FindSovereign(g_PlayerSovereignUNID);

	int iSystemSample = pCmdLine->GetAttributeIntegerBounded(CONSTLIT("count"), 1, -1, 1);
	bool bLogo = !pCmdLine->GetAttributeBool(NO_LOGO_SWITCH);

	//	For each station type we keep track of the items that it sells and the
	//	various prices that each instances charges.

	SStationData AllStations;

	//	For each item type we keep track of the stations that sell and/or
	//	buy it.

	SItemData AllItems;

	//	Generate systems for multiple games

	for (i = 0; i < iSystemSample; i++)
		{
		if (bLogo)
			printf("pass %d...\n", i+1);

		CTopologyNode *pNode = Universe.GetFirstTopologyNode();

		while (true)
			{
			//	Create the system

			CSystem *pSystem;
			if (error = Universe.CreateStarSystem(pNode, &pSystem))
				{
				printf("ERROR: Unable to create star system.\n");
				return;
				}

			//	For all active stations in the system, get their trading information

			for (j = 0; j < pSystem->GetObjectCount(); j++)
				{
				CSpaceObject *pObj = pSystem->GetObject(j);

				if (pObj && pObj->GetCategory() == CSpaceObject::catStation)
					CompileTradeData(pObj, &AllStations, &AllItems);
				}

			//	Get the next node

			CString sEntryPoint;
			pNode = pSystem->GetStargateDestination(CONSTLIT("Outbound"), &sEntryPoint);
			if (pNode == NULL || pNode->IsEndGame())
				break;

			//	Done with old system

			Universe.DestroySystem(pSystem);
			}

		Universe.Reinit();
		}

	if (bLogo)
		printf("FINAL STATISTICS\n\n");

	//	Loop over each item and output the best trading strategy

	printf("Item\tSeller\tSell Price\tBuyer\tBuy Price\tProfit\n");
	for (i = 0; i < AllItems.GetCount(); i++)
		{
		ComputeAverages(&AllItems[i]);
		OutputTradingStrategy(AllItems[i]);
		}
	}
开发者ID:Arkheias,项目名称:Transcendence,代码行数:76,代码来源:TradeSim.cpp

示例2: GenerateSimTables


//.........这里部分代码省略.........
				{
				pSystemEntry = new SystemInfo;
				pSystemEntry->sName = pNode->GetSystemName();
				pSystemEntry->iLevel = pNode->GetLevel();
				pSystemEntry->dwSystemType = pNode->GetSystemDescUNID();
				pSystemEntry->iCount = 1;

				AllSystems.AddEntry(pSystemEntry->sName, pSystemEntry);
				}
			else
				pSystemEntry->iCount++;

			//	Add the encounters to the appropriate tables

			for (j = 0; j < pSystem->GetObjectCount(); j++)
				{
				CSpaceObject *pObj = pSystem->GetObject(j);

				if (pObj)
					{
					//	Add this encounter to the table

					CStationType *pType;
					if (pType = pObj->GetEncounterInfo())
						{
						CString sKey = strFromInt(pType->GetUNID(), false);

						//	See if we have this type in the table

						StationInfo *pEntry;
						if (error = pSystemEntry->Stations.Lookup(sKey, (CObject **)&pEntry))
							{
							pEntry = new StationInfo;
							pEntry->pType = pType;
							pEntry->iSystemCount = 0;
							pEntry->iTotalCount = 1;

							pSystemEntry->Stations.AddEntry(sKey, pEntry);
							}
						else
							pEntry->iTotalCount++;
						}

					//	Enumerate the items in this object

					CItemListManipulator ItemList(pObj->GetItemList());
					ItemList.ResetCursor();
					while (ItemList.MoveCursorForward())
						{
						const CItem &Item(ItemList.GetItemAtCursor());

						if (!Item.IsInstalled() && !Item.IsDamaged())
							{
							CString sKey = strFromInt(Item.GetType()->GetUNID(), false);

							//	Find the item type in the table

							ItemInfo *pEntry;
							if (error = pSystemEntry->Items.Lookup(sKey, (CObject **)&pEntry))
								{
								pEntry = new ItemInfo;
								pEntry->pType = Item.GetType();
								pEntry->iTotalCount = Item.GetCount();

								pSystemEntry->Items.AddEntry(sKey, pEntry);
								}
							else
								pEntry->iTotalCount += Item.GetCount();
							}
						}
					}
				}

			//	Get the next node

			CString sEntryPoint;
			pNode = pSystem->GetStargateDestination(CONSTLIT("Outbound"), &sEntryPoint);
			if (pNode == NULL || pNode->IsEndGame())
				break;

			//	Done with old system

			Universe.DestroySystem(pSystem);
			}

		Universe.Reinit();
		}

	//	Output

	if (error = OutputItemTable(AllSystems, iSystemSample))
		return;

	if (error = OutputEncounterTable(AllSystems, iSystemSample))
		return;

	//	Create a table with the sum of all items for the game

	printf("Total count statistic computed.\n");
	}
开发者ID:alanhorizon,项目名称:Transcendence,代码行数:101,代码来源:SimTables.cpp

示例3: GenerateStationPlaceSim

void GenerateStationPlaceSim (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j, k;
	CSovereign *pPlayer = Universe.FindSovereign(g_PlayerSovereignUNID);

	int iSystemSample = pCmdLine->GetAttributeIntegerBounded(CONSTLIT("count"), 1, -1, 1);
	bool bLogo = !pCmdLine->GetAttributeBool(NO_LOGO_SWITCH);

	//	Generate systems for multiple games

	CSymbolTable AllSystems(TRUE, TRUE);
	for (i = 0; i < iSystemSample; i++)
		{
		if (bLogo)
			printf("pass %d...\n", i+1);

		CTopologyNode *pNode = Universe.GetFirstTopologyNode();

		while (true)
			{
			//	Create the system

			CSystem *pSystem;
			if (error = Universe.CreateStarSystem(pNode, &pSystem))
				{
				printf("ERROR: Unable to create star system.\n");
				return;
				}

			//	Find this system in the table.

			SPSimSystemInfo *pSystemEntry;
			if (error = AllSystems.Lookup(pNode->GetSystemName(), (CObject **)&pSystemEntry))
				{
				pSystemEntry = new SPSimSystemInfo;
				pSystemEntry->sName = pNode->GetSystemName();
				pSystemEntry->iLevel = pNode->GetLevel();
				pSystemEntry->dwSystemType = pNode->GetSystemTypeUNID();
				pSystemEntry->iCount = 1;

				for (j = 0; j < DIST_BUCKET_COUNT; j++)
					pSystemEntry->iEnemies[j] = 0;

				AllSystems.AddEntry(pSystemEntry->sName, pSystemEntry);
				}
			else
				pSystemEntry->iCount++;

			//	For all active stations in the system, count the number of enemy stations
			//	within certain distance buckets

			for (j = 0; j < pSystem->GetObjectCount(); j++)
				{
				CSpaceObject *pObj = pSystem->GetObject(j);

				//	Find any objects that are lootable by the player

				if (pObj
						&& pObj->GetCategory() == CSpaceObject::catStation
						&& pObj->CanAttack())
					{
					//	Count to see how many enemy stations are in range

					for (k = 0; k < pSystem->GetObjectCount(); k++)
						{
						CSpaceObject *pEnemy = pSystem->GetObject(k);
						if (pEnemy
								&& pEnemy->GetCategory() == CSpaceObject::catStation
								&& pEnemy->CanAttack()
								&& (pEnemy->IsEnemy(pObj) || pObj->IsEnemy(pEnemy)))
							{
							Metric rDist = pObj->GetDistance(pEnemy);
							int iDist = DistToBucketIndex(rDist);
							if (iDist != -1)
								{
								ASSERT(iDist < DIST_BUCKET_COUNT && iDist >= 0);
								pSystemEntry->iEnemies[iDist]++;

								int iLSDist = (int)((rDist / LIGHT_SECOND) + 0.5);
								if (iLSDist < 30)
									{
									printf("%s: %s (%x) and %s (%x) within %d ls\n",
											pSystem->GetName().GetASCIIZPointer(),
											pObj->GetNounPhrase().GetASCIIZPointer(),
											pObj->GetID(),
											pEnemy->GetNounPhrase().GetASCIIZPointer(),
											pEnemy->GetID(),
											iLSDist);
									}
								}
							}
						}
					}
				}

			//	Get the next node

			CString sEntryPoint;
			pNode = pSystem->GetStargateDestination(CONSTLIT("Outbound"), &sEntryPoint);
//.........这里部分代码省略.........
开发者ID:Arkheias,项目名称:Transcendence,代码行数:101,代码来源:StationPlaceSim.cpp

示例4: GenerateSnapshot


//.........这里部分代码省略.........
				pTarget = Ctx.pBestObj;
			else
				pTarget = Results[mathRandom(0, Results.GetCount() - 1)];
			}
		else
			pTarget = NULL;

		//	If we found the target, then output

		if (pTarget)
			{
			//	If we found the target, take a snapshot

			printf("Found %s.\n", pTarget->GetNounPhrase(0).GetASCIIZPointer());

			//	Wait a bit

			for (i = 0; i < iUpdateTime; i++)
				{
				if ((i % 100) == 99)
					printf(".");

				Universe.Update(g_SecondsPerUpdate, true);
				}

			if (iUpdateTime >= 99)
				printf("\n");

			//	Paint

			CG16bitImage Output;
			Output.CreateBlank(cxWidth, cyHeight, false);
			RECT rcViewport;
			rcViewport.left = 0;
			rcViewport.top = 0;
			rcViewport.right = cxWidth;
			rcViewport.bottom = cyHeight;
			
			pSystem->PaintViewport(Output, rcViewport, pTarget, false);

			//	Write to file

			if (!sFilespec.IsBlank())
				{
				CFileWriteStream OutputFile(sFilespec);
				if (OutputFile.Create() != NOERROR)
					{
					printf("ERROR: Unable to create '%s'\n", sFilespec.GetASCIIZPointer());
					return;
					}

				Output.WriteToWindowsBMP(&OutputFile);
				OutputFile.Close();
				printf("%s\n", sFilespec.GetASCIIZPointer());
				}

			//	Otherwise, clipboard

			else
				{
				if (error = Output.CopyToClipboard())
					{
					printf("ERROR: Unable to copy image to clipboard.\n");
					return;
					}

				printf("Image copied to clipboard.\n");
				}

			//	Done

			break;
			}

		//	Otherwise, loop to the next system

		CString sEntryPoint;
		pNode = pSystem->GetStargateDestination(CONSTLIT("Outbound"), &sEntryPoint);

		//	Done with old system

		Universe.DestroySystem(pSystem);

		//	If no next node, then we loop through another universe

		if (pNode == NULL || pNode->IsEndGame())
			{
			if (--iLoops > 0)
				{
				Universe.Reinit();
				pNode = Universe.GetFirstTopologyNode();
				}
			else
				{
				printf("ERROR: Specified target could not be found.\n");
				return;
				}
			}
		}
	}
开发者ID:alanhorizon,项目名称:Transcendence,代码行数:101,代码来源:Snapshot.cpp

示例5: DoSmokeTest

void DoSmokeTest (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j;

	int iSystemSample = pCmdLine->GetAttributeInteger(CONSTLIT("count"));
	if (iSystemSample == 0)
		iSystemSample = DEFAULT_SYSTEM_SAMPLE;

	int iSystemUpdateTime = 100;

	//	Generate systems for multiple games

	CSymbolTable AllSystems(TRUE, TRUE);
	for (i = 0; i < iSystemSample; i++)
		{
		printf("sample %d", i+1);

		CTopologyNode *pNode = Universe.GetFirstTopologyNode();

		while (true)
			{
			//	Create the system

			CSystem *pSystem;
			if (error = Universe.CreateStarSystem(pNode, &pSystem))
				{
				printf("ERROR: Unable to create star system.\n");
				return;
				}

			//	Set the POV

			CSpaceObject *pPOV = pSystem->GetObject(0);
			Universe.SetPOV(pPOV);
			pSystem->SetPOVLRS(pPOV);

			//	Prepare system

			Universe.UpdateExtended();
			Universe.GarbageCollectLibraryBitmaps();
			Universe.LoadLibraryBitmaps();

			//	Update for a while

			for (j = 0; j < iSystemUpdateTime; j++)
				Universe.Update(g_SecondsPerUpdate, true);

			//	Get the next node

			CString sEntryPoint;
			pNode = pSystem->GetStargateDestination(CONSTLIT("Outbound"), &sEntryPoint);
			if (pNode == NULL || pNode->IsEndGame())
				break;

			//	Done with old system

			Universe.DestroySystem(pSystem);

			printf(".");
			}

		Universe.Reinit();
		printf("\n");
		}

	//	Done

	printf("Test successful.\n");
	}
开发者ID:Sdw195,项目名称:Transcendence,代码行数:70,代码来源:SmokeTest.cpp


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