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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 "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;
}
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