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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Generic ship system sub-component class
*/

#include "MemDebug.h"
#include "Component.h"
#include "System.h"
#include "Game.h"

// +----------------------------------------------------------------------+

ComponentDesign::ComponentDesign()
: repair_time(0.0f), replace_time(0.0f), spares(0), affects(0)
{ }

// +----------------------------------------------------------------------+

ComponentDesign::~ComponentDesign()
{ }

// +----------------------------------------------------------------------+

Component::Component(ComponentDesign* d, System* s)
: design(d), system(s),
status(NOMINAL), availability(100.0f), time_remaining(0.0f),
spares(0), jerried(0)
{
    if (design)
    spares = design->spares;
}

// +----------------------------------------------------------------------+

Component::Component(const Component& c)
: design(c.design), system(c.system),
status(c.status), availability(c.availability), time_remaining(c.time_remaining),
spares(c.spares), jerried(c.jerried)
{
}

// +--------------------------------------------------------------------+

Component::~Component()
{ }

// +--------------------------------------------------------------------+

void
Component::ExecMaintFrame(double seconds)
{
    if (status > NOMINAL) {
        time_remaining -= (float) seconds;

        // when repairs are complete:
        if (time_remaining <= 0) {
            if (status == REPAIR) {
                // did we just jerry-rig a failed component?
                if (availability < 50)
                jerried++;

                if (jerried < 5)
                availability += 50.0f - 10 * jerried;
                if (availability > 100) availability = 100.0f;
            }
            else {
                availability = 100.0f;
            }

            if (availability > 99)
            status = NOMINAL;
            else if (availability > 49)
            status = DEGRADED;
            else
            status = CRITICAL;

            time_remaining = 0.0f;

            if (system)
            system->CalcStatus();
        }
    }
}

// +--------------------------------------------------------------------+

void
Component::ApplyDamage(double damage)
{
    availability -= (float) damage;
    if (availability < 1) availability = 0.0f;

    if (status < REPLACE) {
        if (availability > 99)
        status = NOMINAL;
        else if (availability > 49)
        status = DEGRADED;
        else
        status = CRITICAL;
    }

    if (system)
    system->CalcStatus();
}

// +--------------------------------------------------------------------+

void
Component::Repair()
{
    if (status < NOMINAL) {
        status = REPAIR;
        time_remaining = design->repair_time;

        if (system)
        system->CalcStatus();
    }
}

// +--------------------------------------------------------------------+

void
Component::Replace()
{
    if (status <= NOMINAL) {
        status = REPLACE;
        spares--;
        time_remaining = design->replace_time;

        if (system)
        system->CalcStatus();
    }
}

// +--------------------------------------------------------------------+

float
Component::Availability() const
{
    if (status > NOMINAL && availability > 50)
    return 50.0f;

    return availability;
}

float
Component::TimeRemaining() const
{
    return (float) time_remaining;
}

int
Component::SpareCount() const
{
    return spares;
}

bool
Component::IsJerried() const
{
    return jerried?true:false;
}

int
Component::NumJerried() const
{
    return jerried;
}