WIP: Add a research tree view #1

Closed
williamjcm wants to merge 22 commits from research-tree into master
9 changed files with 1397 additions and 0 deletions

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@ -48,6 +48,9 @@ add_executable(MassBuilderSaveTool WIN32
Maps/StoryProgress.h
ToastQueue/ToastQueue.h
ToastQueue/ToastQueue.cpp
ResearchTree/NodeIDs.h
ResearchTree/ResearchTree.h
ResearchTree/ResearchTree.cpp
FontAwesome/IconsFontAwesome5.h
FontAwesome/IconsFontAwesome5Brands.h
resource.rc

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@ -109,6 +109,10 @@ void Profile::refreshValues() {
getMuscularConstruction();
getMineralExoskeletology();
getCarbonizedSkin();
getEngineUnlocks();
getOsUnlocks();
getArchUnlocks();
}
auto Profile::companyName() const -> std::string const& {
@ -1001,3 +1005,156 @@ auto Profile::setCarbonizedSkin(Int amount) -> bool {
return false;
}
}
auto Profile::engineInventory() -> Containers::ArrayView<Int> {
return _engineInventory;
}
auto Profile::gearInventory() -> Containers::ArrayView<Int> {
return _gearInventory;
}
void Profile::getEngineUnlocks() {
auto mmap = Utility::Directory::map(Utility::Directory::join(_profileDirectory, _filename));
auto iter = std::search(mmap.begin(), mmap.end(), &engine_inventory_locator[0], &engine_inventory_locator[33]);
if(iter != mmap.end()) {
Int* int_iter = reinterpret_cast<Int*>(iter + 0x3B);
Int size = *(int_iter++);
if(size > 0) {
_engineInventory = Containers::Array<Int>{DefaultInit, std::size_t(size)};
std::copy_n(int_iter, size, _engineInventory.data());
Utility::Debug{} << "_engineInventory:" << _engineInventory;
iter = std::search(mmap.begin(), mmap.end(), &gear_inventory_locator[0], &gear_inventory_locator[31]);
if(iter == mmap.end()) {
return;
}
int_iter = reinterpret_cast<Int*>(iter + 0x39);
size = *(int_iter++);
if(size <= 0) {
return;
}
_gearInventory = Containers::Array<Int>{DefaultInit, std::size_t(size)};
std::copy_n(int_iter, size, _gearInventory.data());
Utility::Debug{} << "_gearInventory:" << _gearInventory;
}
else {
_lastError = "An array can't have a null or negative size.";
Utility::Fatal{EXIT_FAILURE} << _lastError.c_str();
}
}
else {
_lastError = "The profile save seems to be corrupted or the game didn't release the handle on the file.";
}
}
auto Profile::osInventory() -> Containers::ArrayView<Int> {
return _osInventory;
}
auto Profile::moduleInventory() -> Containers::ArrayView<Int> {
return _moduleInventory;
}
void Profile::getOsUnlocks() {
auto mmap = Utility::Directory::map(Utility::Directory::join(_profileDirectory, _filename));
auto iter = std::search(mmap.begin(), mmap.end(), &os_inventory_locator[0], &os_inventory_locator[29]);
if(iter != mmap.end()) {
Int* int_iter = reinterpret_cast<Int*>(iter + 0x37);
Int size = *(int_iter++);
if(size > 0) {
_osInventory = Containers::Array<Int>{DefaultInit, std::size_t(size)};
std::copy_n(int_iter, size, _osInventory.data());
Utility::Debug{} << "_osInventory:" << _osInventory;
iter = std::search(mmap.begin(), mmap.end(), &module_inventory_locator[0], &module_inventory_locator[33]);
if(iter == mmap.end()) {
return;
}
int_iter = reinterpret_cast<Int*>(iter + 0x3B);
size = *(int_iter++);
if(size <= 0) {
return;
}
_moduleInventory = Containers::Array<Int>{DefaultInit, std::size_t(size)};
std::copy_n(int_iter, size, _moduleInventory.data());
Utility::Debug{} << "_moduleInventory:" << _moduleInventory;
}
else {
_lastError = "An array can't have a null or negative size.";
Utility::Fatal{EXIT_FAILURE} << _lastError.c_str();
}
}
else {
_lastError = "The profile save seems to be corrupted or the game didn't release the handle on the file.";
}
}
auto Profile::archInventory() -> Containers::ArrayView<Int> {
return _archInventory;
}
auto Profile::techInventory() -> Containers::ArrayView<Int> {
return _techInventory;
}
void Profile::getArchUnlocks() {
auto mmap = Utility::Directory::map(Utility::Directory::join(_profileDirectory, _filename));
auto iter = std::search(mmap.begin(), mmap.end(), &arch_inventory_locator[0], &arch_inventory_locator[36]);
if(iter != mmap.end()) {
Int* int_iter = reinterpret_cast<Int*>(iter + 0x3E);
Int size = *(int_iter++);
if(size > 0) {
_archInventory = Containers::Array<Int>{DefaultInit, std::size_t(size)};
std::copy_n(int_iter, size, _archInventory.data());
Utility::Debug{} << "_archInventory:" << _archInventory;
iter = std::search(mmap.begin(), mmap.end(), &tech_inventory_locator[0], &tech_inventory_locator[31]);
if(iter == mmap.end()) {
return;
}
int_iter = reinterpret_cast<Int*>(iter + 0x39);
size = *(int_iter++);
if(size <= 0) {
return;
}
_techInventory = Containers::Array<Int>{DefaultInit, std::size_t(size)};
std::copy_n(int_iter, size, _techInventory.data());
Utility::Debug{} << "_techInventory:" << _techInventory;
}
else {
_lastError = "An array can't have a null or negative size.";
Utility::Fatal{EXIT_FAILURE} << _lastError.c_str();
}
}
else {
_lastError = "The profile save seems to be corrupted or the game didn't release the handle on the file.";
}
}

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@ -18,6 +18,8 @@
#include <string>
#include <Corrade/Containers/Array.h>
#include <Magnum/Magnum.h>
using namespace Magnum;
@ -141,6 +143,18 @@ class Profile {
auto getCarbonizedSkin() -> Int;
auto setCarbonizedSkin(Int amount) -> bool;
auto engineInventory() -> Containers::ArrayView<Int>;
auto gearInventory() -> Containers::ArrayView<Int>;
void getEngineUnlocks();
auto osInventory() -> Containers::ArrayView<Int>;
auto moduleInventory() -> Containers::ArrayView<Int>;
void getOsUnlocks();
auto archInventory() -> Containers::ArrayView<Int>;
auto techInventory() -> Containers::ArrayView<Int>;
void getArchUnlocks();
private:
std::string _profileDirectory;
std::string _filename;
@ -183,4 +197,13 @@ class Profile {
Int _muscularConstruction;
Int _mineralExoskeletology;
Int _carbonizedSkin;
Containers::Array<Int> _engineInventory;
Containers::Array<Int> _gearInventory;
Containers::Array<Int> _osInventory;
Containers::Array<Int> _moduleInventory;
Containers::Array<Int> _archInventory;
Containers::Array<Int> _techInventory;
};

360
src/ResearchTree/NodeIDs.h Normal file
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@ -0,0 +1,360 @@
#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// This program 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.
//
// This program 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/>.
enum EngineIDs: Int {
// Tier 1
VerseEngine = 100000,
LoadedEngine = 100020,
MetalPlatings1 = 200000,
HeatTurbines1 = 200040,
Microcontroller1 = 200060,
CombustionController1 = 200020,
// Tier 2
ModAlloyEngine = 110000,
ChargedEngine = 110040,
ReinforcedLoadedEngine = 110020,
HeavyImpactsEnabler = 110100,
MetalPlatings2 = 210000,
HeatTurbines2 = 210040,
Microcontroller2 = 210060,
WeaponsCargo1 = 210061,
CombustionController2 = 210020,
PoweredRewiring1 = 210021,
// Tier 3
ModSteelEngine,
SuperchargedEngine,
NecriumAlloyEngine,
MetalPlatings3,
HeatTurbines3,
Microcontroller3,
WeaponsCargo2,
CombustionController3,
PoweredRewiring2,
// Tier 4
ModLunariteEngine,
ChargedLunariteEngine,
LunariteEngine,
InfusedEngine,
MetalPlatings4,
HeatTurbines4,
Microcontroller4,
WeaponsCargo3,
CombustionController4,
PoweredRewiring3,
ArmouredCargo1,
ArmouredFuelTank1,
ExtraCapacity1,
HighmetalEngine,
PowerRedirector1,
// Tier 5
AsteriteCarbonEngine,
ChargedAsteriteEngine,
AsteriteSteelEngine,
MeldedEngine,
MetalPlatings5,
HeatTurbines5,
Microcontroller5,
WeaponsCargo4,
CombustionController5,
PoweredRewiring4,
ArmouredCargo2,
ArmouredFuelTank2,
ExtraCapacity2,
CastHighmetalEngine,
PowerRedirector2,
};
enum OSIDs: Int {
// Tier 1
NeuralOS = 300010,
ExoSkelOS = 300030,
Shields1 = 400010,
Enhancements1 = 400050,
FuelSave1 = 400051,
LongRange1 = 400030,
// Tier 2
SparkOS = 310010,
ImprovedNeuralOS = 310050,
EnhancedSkeletonOS = 310030,
ExtendedArtsLibrary = 310100,
SustainableShields1 = 410011,
Shields2 = 410010,
SustainableRecharger1 = 410052,
Enhancements2 = 410050,
FuelSave2 = 410051,
LongRange2 = 410030,
EmpoweredArtsLibrary = 310101,
//Tier 3
BlazeOS,
NeurolinkOS,
PoweredGuardianOS,
SustainableShields2,
Shields3,
SustainableRecharger2,
Enhancements3,
FuelSave3,
LongRange3,
// Tier 4
IgnitionOS,
AlteredFuelOS,
MindlinkOS,
FramelinkOS,
SlayerOS,
SustainableShields3,
Shields4,
SustainableRecharger3,
Enhancements4,
FuelSave4,
LongRange4,
CellburnOS,
StorageShielder1,
Realignment1,
AlphaAssault1,
BetaAssault1,
// Tier 5
BrightburnOS,
OmniaOS,
FullConnectOS,
FullDiveOS,
SpartoiOS,
SustainableShields4,
Shields5,
SustainableRecharger4,
Enhancements5,
FuelSave5,
LongRange5,
FirestormOS,
StorageShielder2,
Realignment2,
AlphaAssault2,
BetaAssault2,
};
enum ArchIDs: Int { // That tree is a **fucking mess**, so this enum will be too.
// Left side T1
StandardFrame = 500099,
StrengthFrame,
BoostFrame,
SupportFrame,
CombatFrame,
DurableFibre1,
EfficientThrusters1,
MaterialsCollector1,
TempoPreserver,
// Left side T2
StopperFrame,
ReinforcedFrame,
Overtaker,
GeneratorFrame,
HeavyLoadFrame,
SiegeMechFrame,
SentryFrame,
MetalsReplacement,
ReactiveArmour1,
FrameBoostingSystemSType,
EnemyScanner1,
MaterialsCollector2,
CompositeNanorobotics,
PinpointReticle1,
// Left side T3
BlockerUnit,
Hillgard,
Atmosformer,
Revitaliser,
SupplyCarrier,
TheEnforcer,
Precelsior,
ForcefulTinkeringDType,
ReactiveArmour2,
EfficienttThrusters2,
EnemyScanner2,
MaterialsCollector3,
PressurisedGears1,
PinpointReticle2,
// Left side T4
Aurochs,
Pantheris,
Vulture,
Vitalcycler,
Amberjack,
Bloodhounds,
ManOWar,
Steelwall,
DurableFibre2,
Streamliner,
FortressConfigurations1,
Afterburners1,
PerpetualGenerator1,
DataAnalyser1,
VoidDestabiliser1,
Ragelock,
BinaryMonarchEType,
Stingray,
ShieldsformerSystem1,
ShieldsEnhancer1,
AcceleratedWalkers1,
BulletRecollector1,
EnemyScanner3,
ArmsSBattery1,
BinaryMonarchAType,
// Left side T5
Longhorn,
Lionel,
Stormbyrd,
Hydra,
Orca,
Felcaninus,
Anglerwasp,
Ramsgate,
DoomsdayCargo,
Ghostech,
ReactiveArmour3,
FrameBoostingSystemDType,
PerpetualGenerator2,
DataAnalyser2,
PoweredNanorobotics,
Styxgear,
FullMetalJacketAType,
Thornwhip,
ShieldsformerSystem2,
ShieldsRerouter,
AdditionalThrusters1,
BulletRecollector2,
EnemyInspector1,
ArmsSBattery2,
FullMetalJacketIType,
// Elemental T1/2 (there's a lone T1 node, so I won't make a separate group just for it)
EnemyObserverUnit,
BladeBlazeCanister,
BladeCryoCore,
BladeVoltAmplifier,
BlazeBulletsTech,
CryoBulletsTech,
VoltBulletsTech,
BlazePodsTech,
CryoPodsTech,
VoltPodsTech,
// Elemental T3
PowerTransferenceUnit1,
Adaptive,
BlazeArmsEnhancer,
CryoArmsEnhancer,
VoltArmsEnhancer,
// Elemental T4
PowerTransferenceUnit2,
Elemental,
BlazeTransferenceUnit,
CryoTransferenceUnit,
VoltTransferenceUnit,
QuickBurningChemicals,
CryoCoatedMetals,
VoltageOverclock,
// Elemental T5
PowerTransferenceUnit3,
Revenant,
ArmsConductionController,
TrinityCore1,
PodsConductionController,
MeltingChemicals,
LongLastingCryoChems,
VoltSplitters,
WeaponStanceControls, // This node is common to both the DW and shield sub-trees.
// Shield T2
ProtectiveCoating1,
MeteorShielder1,
// Shield T3
Retaliator,
Flagbearer1,
AegisReinforcements1,
// Shield T4
Flashspike,
ProtectiveCoating2,
MeteorShielder2,
IntegrityStrengthening1,
// Shield T5
Faithbinder,
SaintessBulwark,
MeteorShielder3,
BlizzardCore1,
// DW T2
GatheringStorm1,
WildfireStarter1,
// DW T3
MasterOfArms,
Stormwielder,
Suncaller,
// DW T4
Evoker,
GatheringStorm2,
WildfireStarter2,
GravitationDefier1,
// DW T5
Bladedancer,
Type3ArmsSBattery1,
ShieldsBatteryRegulator1,
GravitationDefier2,
// QB T2/3
// Okay, time to rant. The first node of the QB sub-tree is a tier 2 node. By itself, it's not that bad,
// except that... it's the child of Master of Arms, the first T3 node in the DW sub-tree. :DeadInside:
QuantumMechanicsResearch,
QuantumAccelerationResearch,
QuantumControlResearch,
QuantumCoatingResearch,
// QB T4
EnergyCollector1,
ParticleAccelerator1,
AmplificationModule1,
QAugmentedThrusters,
EssenceRedistributor1,
MomentumSpiker1,
// QB T5
EnergyCollector2,
ParticleAccelerator2,
AmplificationModule2,
QAugmentedShields,
EssenceRedistributor2,
MomentumSpiker2,
};

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@ -0,0 +1,594 @@
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// This program 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.
//
// This program 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 "ResearchTree.h"
#include "NodeIDs.h"
//region Node
Node::Node(Node::Type type, const char* name, UnsignedByte tier, UnsignedByte slots,
const char* description, const char* active_effect, const char* passive_effect):
_type{type}, _state{State::Unavailable}, _name{name}, _tier{tier}, _slots{slots},
_description{description}, _activeEffect{active_effect}, _passiveEffect{passive_effect}
{
//ctor
}
auto Node::type() const -> Node::Type {
return _type;
}
auto Node::state() const -> Node::State {
return _state;
}
void Node::setState(Node::State state) {
if(_state == state) {
return;
}
_state = state;
if(_state == State::Available) {
for(Node* n : _children) {
n->setState(State::Unavailable, NotClicked);
}
}
else if(_state == State::Unlocked) {
for(Node* n : _children) {
n->setState(State::Available, NotClicked);
}
}
}
auto Node::name() const -> const char* {
return _name;
}
auto Node::tier() const -> UnsignedByte {
return _tier;
}
auto Node::slots() const -> UnsignedByte {
return _slots;
}
auto Node::description() const -> const char* {
return _description;
}
auto Node::activeEffect() const -> const char* {
return _activeEffect;
}
auto Node::passiveEffect() const -> const char* {
return _passiveEffect;
}
auto Node::children() -> Containers::ArrayView<Node*> {
return _children;
}
void Node::addChild(Node& child) {
arrayAppend(_children, &child);
child.addParent(*this);
}
void Node::addParent(Node& parent) {
arrayAppend(_parents, &parent);
}
void Node::setState(State state, NotClickedT) {
if(_state == state) {
return;
}
if(state == State::Unavailable) {
for(Node* node : _parents) {
if(node->state() == State::Unlocked) {
return;
}
}
}
else if(state == State::Available && _state == State::Unlocked) {
return;
}
_state = state;
if(_state != State::Unlocked) {
for(Node* node : _children) {
node->setState(State::Unavailable, NotClicked);
}
}
else {
for(Node* node : _children) {
node->setState(State::Available, NotClicked);
}
}
}
//endregion
void ResearchTree::generateEngineTree() {
if(!_engineNodes.empty()) {
return;
}
// T1
_engineNodes.emplace(VerseEngine, Node{Node::Type::Engine, "Verse Engine", 1, 3,
"A basic low-speed engine with great durability.",
"Durability +346, Power +60, Armour +22, Acceleration +75, Magazine load +35, Energy capacity +35",
"Durability +3%"});
_engineNodes.emplace(LoadedEngine, Node{Node::Type::Engine, "Loaded Engine", 1, 3,
"An alternate heavier model of engine used to operate a M.A.S.S.",
"Durability +288, Power +84, Armour +14, Acceleration +75, Magazine load +35, Energy capacity +35",
"Power +3%"});
_engineNodes.emplace(MetalPlatings1, Node{Node::Type::Gear, "Metal Platings 1", 1, 0,
"Level 1 metal plating that adds durability and armour to your engine.",
"Durability +60, Armour +5, Acceleration -15", ""});
_engineNodes.emplace(HeatTurbines1, Node{Node::Type::Gear, "Heat Turbines 1", 1, 0,
"Modified heat turbines to increase speed for a M.A.S.S.",
"Acceleration +75, Fuel capacity +5", ""});
_engineNodes.emplace(Microcontroller1, Node{Node::Type::Gear, "Microcontroller 1", 1, 0,
"A microchip that enhances various aspects of a M.A.S.S.",
"Durability +36, Power +1, Armour +11, Magazine load +5, Energy capacity +5, Fuel capacity +3", ""});
_engineNodes.emplace(CombustionController1, Node{Node::Type::Gear, "Combustion Controller 1", 1, 0,
"Controlled combustion allows increased power generation through specific ignition.",
"Power +2, Magazine load +10, Energy capacity +10, Acceleration -25", ""});
// T2
_engineNodes.emplace(ModAlloyEngine, Node{Node::Type::Engine, "Mod. Alloy Engine", 2, 3,
"Built with a modified alloy and able to sustain greater attacks from any enemy.",
"Durability +1152, Power +75, Armour +194, Acceleration +75, Magazine load +40, Energy capacity +40",
"Durability +3%"});
_engineNodes.emplace(ChargedEngine, Node{Node::Type::Engine, "Charged Engine", 2, 3,
"Remove most armours to attain more speed and power, and fuel.",
"Durability +960, Power +75, Acceleration +300, Magazine load +40, Energy capacity +40, Fuel capacity +52",
"Acceleration +5"});
_engineNodes.emplace(ReinforcedLoadedEngine, Node{Node::Type::Engine, "Reinforced Loaded Engine", 2, 3,
"An upgraded build of the basic model, with reinforced Verse Steel for more strength.",
"Durability +960, Power +105, Armour +130, Acceleration +75, Magazine load +40, Energy capacity +40",
"Power +3%"});
_engineNodes.emplace(HeavyImpactsEnabler, Node{Node::Type::Engine, "Heavy Impacts Enabler", 2, 0,
"Enable the usage of Heavy Combos in close combat attacks.", "", ""});
_engineNodes.emplace(MetalPlatings2, Node{Node::Type::Gear, "Metal Platings 2", 2, 0,
"Level 2 Metal plating that adds durability and armour to your engine.",
"Durability +180, Armour +41, Acceleration -15", ""});
_engineNodes.emplace(HeatTurbines2, Node{Node::Type::Gear, "Heat Turbines 2", 2, 0,
"Level 2 Modified heat turbines to increase speed for a M.A.S.S.",
"Acceleration +75, Fuel capacity +16", ""});
_engineNodes.emplace(Microcontroller2, Node{Node::Type::Gear, "Microcontroller 2", 2, 0,
"Level 2 Microchip that enhances various aspects of a M.A.S.S.",
"Durability +108, Power +3, Armour +17, Magazine load +6, Energy capacity +6, Fuel capacity +8", ""});
_engineNodes.emplace(WeaponsCargo1, Node{Node::Type::Gear, "Weapons Cargo 1", 2, 0,
"Added another cargo hold for ammo and energy recharger.",
"Magazine load +24, Energy capacity +24, Acceleration -40", ""});
_engineNodes.emplace(CombustionController2, Node{Node::Type::Gear, "Combustion Controller 2", 2, 0,
"Level 2 Controlled combustion allows increased power generation through specific ignition.",
"Power +5, Magazine load +12, Energy capacity +12, Acceleration -25", ""});
_engineNodes.emplace(PoweredRewiring1, Node{Node::Type::Gear, "Powered Rewiring 1", 2, 0,
"Rewiring that efficiently improves power and engine durability.",
"Durability +180, Power +5", ""});
// T3
_engineNodes.emplace(ModSteelEngine, Node{Node::Type::Engine, "Mod. Steel Engine", 3, 3,
"Low-speed engine that uses heavy materials for high durability.",
"Durability +2352, Power +90, Armour +311, Acceleration +75, Magazine load +47, Energy capacity +47",
"Durability +3%"});
_engineNodes.emplace(SuperchargedEngine, Node{Node::Type::Engine, "Supercharged Engine", 3, 3,
"An engine with more thermal efficiency that does not sacrifice much performance for speed.",
"Durability +1960, Power +90, Acceleration +300, Magazine load +47, Energy capacity +47, Fuel capacity +104",
"Acceleration +5"});
_engineNodes.emplace(NecriumAlloyEngine, Node{Node::Type::Engine, "Necrium Alloy Engine", 3, 3,
"Engine constructed of Necrium Alloy. Costly but with better performance.",
"Durability +1960, Power +126, Armour +207, Acceleration +75, Magazine load +47, Energy capacity +47",
"Power +3%"});
_engineNodes.emplace(MetalPlatings3, Node{Node::Type::Gear, "Metal Platings 3", 3, 0,
"Level 3 Metal plating that adds durability and armour to your engine.",
"Durability +360, Armour +57, Acceleration -15", ""});
_engineNodes.emplace(HeatTurbines3, Node{Node::Type::Gear, "Heat Turbines 3", 3, 0,
"Level 3 Modified heat turbines to increase speed for a M.A.S.S.",
"Acceleration +75, Fuel capacity +32", ""});
_engineNodes.emplace(Microcontroller3, Node{Node::Type::Gear, "Microcontroller 3", 3, 0,
"Level 3 Microchip that enhances various aspects of a M.A.S.S.",
"Durability +216, Power +5, Armour +24, Magazine load +7, Energy capacity +7, Fuel capacity +16", ""});
_engineNodes.emplace(WeaponsCargo2, Node{Node::Type::Gear, "Weapons Cargo 2", 3, 0,
"Level 2 Added another cargo hold for ammo and energy recharger.",
"Magazine load +28, Energy capacity +28, Acceleration -40", ""});
_engineNodes.emplace(CombustionController3, Node{Node::Type::Gear, "Combustion Controller 3", 3, 0,
"Level 3 Controlled combustion allows increased power generation through specific ignition.",
"Power +11, Magazine load +14, Energy capacity +14, Acceleration -25", ""});
_engineNodes.emplace(PoweredRewiring2, Node{Node::Type::Gear, "Powered Rewiring 2", 3, 0,
"Level 2 Rewiring that efficiently improves power and engine durability.",
"Durability +360, Power +11", ""});
// T4
_engineNodes.emplace(ModLunariteEngine, Node{Node::Type::Engine, "Mod. Lunarite Engine", 4, 4,
"Modified Durasteel that is heavier than normal durasteel, but even more durable",
"Durability +3744, Power +105, Armour +428, Acceleration +75, Magazine load +54, Energy capacity +54",
"Durability +3%"});
_engineNodes.emplace(ChargedLunariteEngine, Node{Node::Type::Engine, "Charged Lunarite Engine", 4, 4,
"Charged up Lunarite engine that compromises durability for more speed, then added with armour platings.",
"Durability +3120, Power +105, Acceleration +300, Magazine load +54, Energy capacity +54, Fuel capacity +157",
"Acceleration +5"});
_engineNodes.emplace(LunariteEngine, Node{Node::Type::Engine, "Lunarite Engine", 4, 4,
"Engine made of an alloy composed of Lunarite and various other metals.",
"Durability +3120, Power +147, Armour +285, Acceleration +75, Magazine load +54, Energy capacity +54",
"Power +3%"});
_engineNodes.emplace(InfusedEngine, Node{Node::Type::Engine, "Infused Engine", 4, 4,
"An engine with infused plating. Highly resistant to heat, allowing fuel to be burned at higher temperatures.",
"Durability +5460, Power +84, Armour +499, Acceleration -50, Magazine load +43, Energy capacity +43",
"Durability +3%"});
_engineNodes.emplace(MetalPlatings4, Node{Node::Type::Gear, "Metal Platings 4", 4, 0,
"Level 4 Metal plating that adds durability and armour to your engine.",
"Durability +540, Armour +73, Acceleration -15", ""});
_engineNodes.emplace(HeatTurbines4, Node{Node::Type::Gear, "Heat Turbines 4", 4, 0,
"Level 4 Modified heat turbines to increase speed for a M.A.S.S.",
"Acceleration +75, Fuel capacity +47", ""});
_engineNodes.emplace(Microcontroller4, Node{Node::Type::Gear, "Microcontroller 4", 4, 0,
"Level 4 Microchip that enhances various aspects of a M.A.S.S.",
"Durability +324, Power +8, Armour +30, Magazine load +8, Energy capacity +8, Fuel capacity +24", ""});
_engineNodes.emplace(WeaponsCargo3, Node{Node::Type::Gear, "Weapons Cargo 3", 4, 0,
"Level 3 Added another cargo hold for ammo and energy recharger.",
"Magazine load +32, Energy capacity +32, Acceleration -40", ""});
_engineNodes.emplace(CombustionController4, Node{Node::Type::Gear, "Combustion Controller 4", 4, 0,
"Level 4 Controlled combustion allows increased power generation through specific ignition.",
"Power +16, Magazine load +16, Energy capacity +16, Acceleration -25", ""});
_engineNodes.emplace(PoweredRewiring3, Node{Node::Type::Gear, "Powered Rewiring 3", 4, 0,
"Level 3 Rewiring that efficiently improves power and engine durability.",
"Durability +540, Power +16", ""});
_engineNodes.emplace(ArmouredCargo1, Node{Node::Type::Gear, "Armoured Cargo 1", 4, 0,
"Added armoured platings for large cargo holds.",
"Armour +61, Magazine load +16, Energy capacity +16, Acceleration -40", ""});
_engineNodes.emplace(ArmouredFuelTank1, Node{Node::Type::Gear, "Armoured Fuel Tank 1", 4, 0,
"Added armoured platings for a large fuel tank.",
"Armour +61, Fuel capacity +24, Acceleration -15", ""});
_engineNodes.emplace(ExtraCapacity1, Node{Node::Type::Gear, "Extra Capacity 1", 4, 0,
"Space management with added capacity for more cargo holds and fuel.",
"Magazine load +16, Energy capacity +16, Fuel capacity +47, Acceleration -40", ""});
_engineNodes.emplace(HighmetalEngine, Node{Node::Type::Engine, "Highmetal Engine", 4, 4,
"Made of highmetal, an alloy composed of Lunarite and other metals. Difficult to work into complex shapes, but high heat resistance.",
"Durability +2730, Power +189, Armour +249, Acceleration -50",
"Power +3%"});
_engineNodes.emplace(PowerRedirector1, Node{Node::Type::Gear, "Power Redirector 1", 4, 0,
"Redirection of power into fuel management for more power and acceleration.",
"Power +16, Acceleration +50", ""});
// T5
_engineNodes.emplace(AsteriteCarbonEngine, Node{Node::Type::Engine, "Asterite Carbon Engine", 5, 4,
"A modified version of carbon steel with additional metals alloyed into it. Surprisingly harder, but heavier.",
"Durability +5952, Power +130, Armour +544, Acceleration +75, Magazine load +62, Energy capacity +62",
"Durability +3%"});
_engineNodes.emplace(ChargedAsteriteEngine, Node{Node::Type::Engine, "Charged Asterite Engine", 5, 4,
"Charged-up Asterite steel. Extremely high resistance for better acceleration.",
"Durability +4960, Power +130, Acceleration +300, Magazine load +62, Energy capacity +62, Fuel capacity +244",
"Acceleration +5"});
_engineNodes.emplace(AsteriteSteelEngine, Node{Node::Type::Engine, "Asterite Steel Engine", 5, 4,
"Engine made of Asterite steel, a technology learnt from researching interstellar metals.",
"Durability +4960, Power +182, Armour +363, Acceleration +75, Magazine load +62, Energy capacity +62",
"Power +3%"});
_engineNodes.emplace(MeldedEngine, Node{Node::Type::Engine, "Melded Engine", 5, 4,
"Instead of infusing armour platings, they are melded to the engine itself for greater performance.",
"Durability +8680, Power +104, Armour +435, Acceleration -50, Magazine load +50, Energy capacity +50",
"Durability +3%"});
_engineNodes.emplace(MetalPlatings5, Node{Node::Type::Gear, "Metal Platings 5", 5, 0,
"Level 5 Metal plating that adds durability and armour to your engine.",
"Durability +840, Armour +91, Acceleration -15", ""});
_engineNodes.emplace(HeatTurbines5, Node{Node::Type::Gear, "Heat Turbines 5", 5, 0,
"Level 5 Modified heat turbines to increase speed for a M.A.S.S.",
"Acceleration +75, Fuel capacity +74", ""});
_engineNodes.emplace(Microcontroller5, Node{Node::Type::Gear, "Microcontroller 5", 5, 0,
"Level 5 Microchip that enhances various aspects of a M.A.S.S.",
"Durability +504, Power +13, Armour +38, Magazine load +9, Energy capacity +9, Fuel capacity +37", ""});
_engineNodes.emplace(WeaponsCargo4, Node{Node::Type::Gear, "Weapons Cargo 4", 5, 0,
"Level 4 Added another cargo hold for ammo and energy recharger.",
"Magazine load +36, Energy capacity +36, Acceleration -40", ""});
_engineNodes.emplace(CombustionController5, Node{Node::Type::Gear, "Combustion Controller 5", 5, 0,
"Level 5 Controlled combustion allows increased power generation through specific ignition.",
"Power +25, Magazine load +18, Energy capacity +18, Acceleration -25", ""});
_engineNodes.emplace(PoweredRewiring4, Node{Node::Type::Gear, "Powered Rewiring 4", 5, 0,
"Level 4 Rewiring that efficiently improves power and engine durability.",
"Durability +840, Power +25", ""});
_engineNodes.emplace(ArmouredCargo2, Node{Node::Type::Gear, "Armoured Cargo 2", 5, 0,
"Level 2 Added armoured platings for large cargo holds.",
"Armour +76, Magazine load +18, Energy capacity +18, Acceleration -40", ""});
_engineNodes.emplace(ArmouredFuelTank2, Node{Node::Type::Gear, "Armoured Fuel Tank 2", 5, 0,
"Level 2 Added armoured platings for a large fuel tank.",
"Armour +76, Fuel capacity +37, Acceleration -15", ""});
_engineNodes.emplace(ExtraCapacity2, Node{Node::Type::Gear, "Extra Capacity 2", 5, 0,
"Level 2 Space management with added capacity for more cargo holds and fuel.",
"Magazine load +18, Energy capacity +18, Fuel capacity +74, Acceleration -40", ""});
_engineNodes.emplace(CastHighmetalEngine, Node{Node::Type::Engine, "Cast Highmetal Engine", 5, 4,
"An upgraded version of the highmetal material, casted into a complex mold for better performance.",
"Durability +4340, Power +234, Armour +318, Acceleration -50",
"Power +3%"});
_engineNodes.emplace(PowerRedirector2, Node{Node::Type::Gear, "Power Redirector 2", 5, 0,
"Level 2 Redirection of power into fuel management for more power and acceleration.",
"Power +25, Acceleration +50", ""});
#define engineAddChild(parent, child) _engineNodes.at(parent).addChild(_engineNodes.at(child));
engineAddChild(VerseEngine, MetalPlatings1)
engineAddChild(VerseEngine, HeatTurbines1)
engineAddChild(VerseEngine, LoadedEngine)
engineAddChild(LoadedEngine, Microcontroller1)
engineAddChild(LoadedEngine, CombustionController1)
engineAddChild(MetalPlatings1, ModAlloyEngine)
engineAddChild(HeatTurbines1, ChargedEngine)
engineAddChild(Microcontroller1, ChargedEngine)
engineAddChild(CombustionController1, ReinforcedLoadedEngine)
engineAddChild(ModAlloyEngine, MetalPlatings2)
engineAddChild(ModAlloyEngine, HeatTurbines2)
engineAddChild(ChargedEngine, HeatTurbines2)
engineAddChild(ChargedEngine, Microcontroller2)
engineAddChild(ChargedEngine, WeaponsCargo1)
engineAddChild(ReinforcedLoadedEngine, CombustionController2)
engineAddChild(ReinforcedLoadedEngine, PoweredRewiring1)
engineAddChild(ReinforcedLoadedEngine, HeavyImpactsEnabler)
engineAddChild(MetalPlatings2, ModSteelEngine)
engineAddChild(HeatTurbines2, SuperchargedEngine)
engineAddChild(Microcontroller2, SuperchargedEngine)
engineAddChild(WeaponsCargo1, SuperchargedEngine)
engineAddChild(CombustionController2, NecriumAlloyEngine)
engineAddChild(PoweredRewiring1, NecriumAlloyEngine)
engineAddChild(ModSteelEngine, MetalPlatings3)
engineAddChild(ModSteelEngine, HeatTurbines3)
engineAddChild(SuperchargedEngine, HeatTurbines3)
engineAddChild(SuperchargedEngine, Microcontroller3)
engineAddChild(SuperchargedEngine, WeaponsCargo2)
engineAddChild(NecriumAlloyEngine, WeaponsCargo2)
engineAddChild(NecriumAlloyEngine, CombustionController3)
engineAddChild(NecriumAlloyEngine, PoweredRewiring2)
engineAddChild(MetalPlatings3, ModLunariteEngine)
engineAddChild(HeatTurbines3, ChargedLunariteEngine)
engineAddChild(Microcontroller3, ChargedLunariteEngine)
engineAddChild(WeaponsCargo2, ChargedLunariteEngine)
engineAddChild(CombustionController3, LunariteEngine)
engineAddChild(PoweredRewiring2, LunariteEngine)
engineAddChild(ModLunariteEngine, InfusedEngine)
engineAddChild(ModLunariteEngine, MetalPlatings4)
engineAddChild(ChargedLunariteEngine, HeatTurbines4)
engineAddChild(ChargedLunariteEngine, Microcontroller4)
engineAddChild(ChargedLunariteEngine, WeaponsCargo3)
engineAddChild(LunariteEngine, CombustionController4)
engineAddChild(LunariteEngine, PoweredRewiring3)
engineAddChild(InfusedEngine, ArmouredCargo1)
engineAddChild(InfusedEngine, ArmouredFuelTank1)
engineAddChild(MetalPlatings4, ArmouredCargo1)
engineAddChild(MetalPlatings4, ArmouredFuelTank1)
engineAddChild(HeatTurbines4, ExtraCapacity1)
engineAddChild(Microcontroller4, ExtraCapacity1)
engineAddChild(WeaponsCargo3, ExtraCapacity1)
engineAddChild(CombustionController4, HighmetalEngine)
engineAddChild(CombustionController4, PowerRedirector1)
engineAddChild(PoweredRewiring3, HighmetalEngine)
engineAddChild(PoweredRewiring3, PowerRedirector1)
engineAddChild(ArmouredCargo1, AsteriteCarbonEngine)
engineAddChild(ArmouredFuelTank1, AsteriteCarbonEngine)
engineAddChild(ExtraCapacity1, ChargedAsteriteEngine)
engineAddChild(HighmetalEngine, AsteriteSteelEngine)
engineAddChild(PowerRedirector1, AsteriteSteelEngine)
engineAddChild(AsteriteCarbonEngine, MeldedEngine)
engineAddChild(AsteriteCarbonEngine, MetalPlatings5)
engineAddChild(ChargedAsteriteEngine, HeatTurbines5)
engineAddChild(ChargedAsteriteEngine, Microcontroller5)
engineAddChild(ChargedAsteriteEngine, WeaponsCargo4)
engineAddChild(AsteriteSteelEngine, CombustionController5)
engineAddChild(AsteriteSteelEngine, PoweredRewiring4)
engineAddChild(MeldedEngine, ArmouredCargo2)
engineAddChild(MeldedEngine, ArmouredFuelTank2)
engineAddChild(MetalPlatings5, ArmouredCargo2)
engineAddChild(MetalPlatings5, ArmouredFuelTank2)
engineAddChild(HeatTurbines5, ExtraCapacity2)
engineAddChild(Microcontroller5, ExtraCapacity2)
engineAddChild(WeaponsCargo4, ExtraCapacity2)
engineAddChild(CombustionController5, CastHighmetalEngine)
engineAddChild(CombustionController5, PowerRedirector2)
engineAddChild(PoweredRewiring4, CastHighmetalEngine)
engineAddChild(PoweredRewiring4, PowerRedirector2)
#undef engineAddChild
_engineNodes.at(VerseEngine).setState(Node::State::Unlocked);
}
void ResearchTree::generateOSTree() {
if(!_osNodes.empty()) {
return;
}
// T1
_osNodes.emplace(NeuralOS, Node{Node::Type::OS, "Neural OS", 1, 3,
"Synchronise the links between your nervous system and the M.A.S.S. perfectly.",
"Accuracy +24, Shield +624, Fuel burn rate +200, Magazine reload +24, Energy recharge +66, Shield recover +1620",
"Shield +3%"});
_osNodes.emplace(ExoSkelOS, Node{Node::Type::OS, "ExoSkel OS", 1, 3,
"An OS that simulates the M.A.S.S. as your exoskeleton.",
"Accuracy +45, Shield +360, Fuel burn rate +300, Magazine reload +30, Energy recharge +83, Shield recover +608",
"Accuracy +3%"});
_osNodes.emplace(Shields1, Node{Node::Type::Module, "Shields 1", 1, 0,
"Module that helps in optimising shield usage.",
"Shield +60, Fuel burn rate +25, Shield recover +506", ""});
_osNodes.emplace(Enhancements1, Node{Node::Type::Module, "Enhancements 1", 1, 0,
"An overall enhancement module.",
"Accuracy +1, Shield +36, Magazine reload +13, Energy recharge +16, Fuel burn rate -3, Shield recover +169", ""});
_osNodes.emplace(FuelSave1, Node{Node::Type::Module, "Fuel Save 1", 1, 0,
"Optimisation module for energy usage of the M.A.S.S. frame.",
"Fuel burn rate -5, Fuel recharge +2", ""});
_osNodes.emplace(LongRange1, Node{Node::Type::Module, "Long Range 1", 1, 0,
"Controlling module that helps in stabilisation for higher accuracy and reload speed.",
"Accuracy +2, Fuel burn rate +50, Magazine reload +25, Energy recharge +33", ""});
// T2
_osNodes.emplace(SparkOS, Node{Node::Type::OS, "Spark OS", 2, 3,
"An OS equipped with an enhanced AI for M.A.S.S. control called \"Spark\".",
"Accuracy +31, Shield +1872, Fuel burn rate +200, Magazine reload +54, Energy recharge +93, Shield recover +2040",
"Shield +3%"});
_osNodes.emplace(ImprovedNeuralOS, Node{Node::Type::OS, "Improved Neural OS", 2, 3,
"An improved version of the Neural OS that improves synchronisation.",
"Accuracy +14, Shield +1296, Fuel burn rate +50, Magazine reload +68, Energy recharge +117, Shield recover +3230",
"Magazine reload +3%, Energy recharge +3%"});
_osNodes.emplace(EnhancedSkeletonOS, Node{Node::Type::OS, "Enhanced Skeleton OS", 2, 3,
"An updated version of the ExoSkel OS that improves weight simulation.",
"Accuracy +59, Shield +1080, Fuel burn rate +300, Magazine reload +68, Energy recharge +117, Shield recover +765",
"Accuracy +3%"});
_osNodes.emplace(ExtendedArtsLibrary, Node{Node::Type::OS, "Extended Arts Library", 2, 0,
"Enable the usage of Extended Combos in close combat attacks.",
"", ""});
_osNodes.emplace(SustainableShields1, Node{Node::Type::Module, "Sustainable Shields 1", 2, 0,
"A module that efficiently converts energy into shields.",
"Shields +216", ""});
_osNodes.emplace(Shields2, Node{Node::Type::Module, "Shields 2", 2, 0,
"Level 2 Module that helps in optimising shield usage.",
"Shield +180, Fuel burn rate +25, Shield recover +675", ""});
_osNodes.emplace(SustainableRecharger1, Node{Node::Type::Module, "Sustainable Recharger 1", 2, 0,
"Energy-saving shield recharging module.",
"Shield recover +1350", ""});
_osNodes.emplace(Enhancements2, Node{Node::Type::Module, "Enhancements 2", 2, 0,
"Level 2 Overall enhancement module.",
"Accuracy +3, Shield +108, Magazine reload +15, Energy recharge +19, Fuel burn rate -6, Shield recover +225", ""});
_osNodes.emplace(FuelSave2, Node{Node::Type::Module, "Fuel Save 2", 2, 0,
"Level 2 Optimisation module for energy usage of the M.A.S.S. frame.",
"Fuel burn rate -12, Fuel recharge +7", ""});
_osNodes.emplace(LongRange2, Node{Node::Type::Module, "Long Range 2", 2, 0,
"Level 2 Controlling module that helps in stabilisation for higher accuracy and reload speed.",
"Accuracy +5, Fuel burn rate +50, Magazine reload +31, Energy recharge +38", ""});
_osNodes.emplace(EmpoweredArtsLibrary, Node{Node::Type::OS, "Empowered Arts Library", 2, 0,
"Enable the usage of Empowered Combos in close combat attacks.",
"", ""});
#define osAddChild(parent, child) _osNodes.at(parent).addChild(_osNodes.at(child));
osAddChild(NeuralOS, Shields1)
osAddChild(NeuralOS, Enhancements1)
osAddChild(NeuralOS, ExoSkelOS)
osAddChild(ExoSkelOS, FuelSave1)
osAddChild(ExoSkelOS, LongRange1)
osAddChild(Shields1, SparkOS)
osAddChild(Enhancements1, ImprovedNeuralOS)
osAddChild(FuelSave1, ImprovedNeuralOS)
osAddChild(LongRange1, EnhancedSkeletonOS)
osAddChild(SparkOS, SustainableShields1)
osAddChild(SparkOS, Shields2)
osAddChild(SparkOS, SustainableRecharger1)
osAddChild(ImprovedNeuralOS, SustainableRecharger1)
osAddChild(ImprovedNeuralOS, Enhancements2)
osAddChild(ImprovedNeuralOS, FuelSave2)
osAddChild(EnhancedSkeletonOS, FuelSave2)
osAddChild(EnhancedSkeletonOS, LongRange2)
osAddChild(EnhancedSkeletonOS, ExtendedArtsLibrary)
osAddChild(ExtendedArtsLibrary, EmpoweredArtsLibrary)
#undef osAddChild
_osNodes.at(NeuralOS).setState(Node::State::Unlocked);
}
void ResearchTree::generateArchTree() {
if(!_archNodes.empty()) {
return;
}
_archNodes.emplace(StandardFrame, Node{Node::Type::Architect, "Standard Frame", 1, 2,
"The standard frame architecture for mass-produced humanoid robots. It uses the most common technologies and materials.",
"Durability +300, Shield +200, Physical damage +600, Piercing damage +300, Plasma damage +300",
""});
#define archAddChild(parent, child) _archNodes.at(parent).addChild(_archNodes.at(child));
#undef archAddChild
_archNodes.at(StandardFrame).setState(Node::State::Unlocked);
}
void ResearchTree::readEngineUnlocks(Containers::ArrayView<Int> engines, Containers::ArrayView<Int> gears) {
if(engines == nullptr || engines.size() == 0) {
Utility::Error{} << "Engines can't be empty";
return;
}
for(Int engine : engines) {
if(_engineNodes.find(engine) != _engineNodes.end()) {
_engineNodes.at(engine).setState(Node::State::Unlocked);
}
}
if(gears == nullptr || gears.size() == 0) {
return;
}
for(Int gear : gears) {
if(_engineNodes.find(gear) != _engineNodes.end()) {
_engineNodes.at(gear).setState(Node::State::Unlocked);
}
}
}
void ResearchTree::readOSUnlocks(Containers::ArrayView<Int> os, Containers::ArrayView<Int> modules) {
if(os == nullptr || os.size() == 0) {
Utility::Error{} << "OSes can't be empty";
return;
}
for(Int os_id : os) {
if(_osNodes.find(os_id) != _osNodes.end()) {
_osNodes.at(os_id).setState(Node::State::Unlocked);
}
}
if(modules == nullptr || modules.size() == 0) {
return;
}
for(Int module : modules) {
if(_osNodes.find(module) != _osNodes.end()) {
_osNodes.at(module).setState(Node::State::Unlocked);
}
}
}
void ResearchTree::readArchUnlocks(Containers::ArrayView<Int> archs, Containers::ArrayView<Int> techs) {
if(archs == nullptr || archs.size() == 0) {
Utility::Error{} << "Archs can't be empty";
return;
}
for(Int arch : archs) {
if(_archNodes.find(arch) != _archNodes.end()) {
_archNodes.at(arch).setState(Node::State::Unlocked);
}
}
if(techs == nullptr || techs.size() == 0) {
return;
}
for(Int tech : techs) {
if(_archNodes.find(tech) != _archNodes.end()) {
_archNodes.at(tech).setState(Node::State::Unlocked);
}
}
}
auto ResearchTree::getEngineRootNode() -> Node& {
return _engineNodes.at(VerseEngine);
}
auto ResearchTree::getOSRootNode() -> Node& {
return _osNodes.at(NeuralOS);
}
auto ResearchTree::getArchRootNode() -> Node& {
return _archNodes.at(StandardFrame);
}

View File

@ -0,0 +1,114 @@
#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021 Guillaume Jacquemin
//
// This program 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.
//
// This program 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 <unordered_map>
#include <Corrade/Containers/ArrayView.h>
#include <Corrade/Containers/GrowableArray.h>
#include <Magnum/Magnum.h>
using namespace Corrade;
using namespace Magnum;
class Node {
public:
enum class Type {
Engine,
Gear,
OS,
Module,
Architect,
Tech
};
enum class State {
Unavailable,
Available,
Unlocked
};
Node(Type type, const char* name, UnsignedByte tier, UnsignedByte slots,
const char* description, const char* active_effect, const char* passive_effect);
Node(const Node& other) = delete;
Node& operator=(const Node& other) = delete;
Node(Node&& other) = default;
Node& operator=(Node&& other) = default;
auto type() const -> Type;
auto state() const -> State;
void setState(State state);
auto name() const -> const char*;
auto tier() const -> UnsignedByte;
auto slots() const -> UnsignedByte;
auto description() const -> const char*;
auto activeEffect() const -> const char*;
auto passiveEffect() const -> const char*;
auto children() -> Containers::ArrayView<Node*>;
void addChild(Node& child);
private:
void addParent(Node& parent);
struct NotClickedT {} NotClicked;
void setState(State state, NotClickedT);
Type _type;
State _state;
const char* _name;
UnsignedByte _tier;
UnsignedByte _slots;
const char* _description;
const char* _activeEffect;
const char* _passiveEffect;
Containers::Array<Node*> _parents;
Containers::Array<Node*> _children;
};
class ResearchTree {
public:
void generateEngineTree();
void generateOSTree();
void generateArchTree();
void readEngineUnlocks(Containers::ArrayView<Int> engines, Containers::ArrayView<Int> gears = nullptr);
void readOSUnlocks(Containers::ArrayView<Int> os, Containers::ArrayView<Int> modules = nullptr);
void readArchUnlocks(Containers::ArrayView<Int> archs, Containers::ArrayView<Int> techs = nullptr);
auto getEngineRootNode() -> Node&;
auto getOSRootNode() -> Node&;
auto getArchRootNode() -> Node&;
private:
using Tree = std::unordered_map<Int, Node>;
Tree _engineNodes;
Tree _osNodes;
Tree _archNodes;
};

View File

@ -188,6 +188,11 @@ void SaveTool::handleFileAction(efsw::WatchID watch_id,
case efsw::Actions::Modified:
if(filename == _currentProfile->filename()) {
_currentProfile->refreshValues();
if(_tree) {
_tree->readEngineUnlocks(_currentProfile->engineInventory(), _currentProfile->gearInventory());
_tree->readOSUnlocks(_currentProfile->osInventory(), _currentProfile->moduleInventory());
_tree->readArchUnlocks(_currentProfile->archInventory(), _currentProfile->techInventory());
}
}
else if(Utility::String::endsWith(filename, _currentProfile->steamId() + ".sav")) {
if(Utility::String::beginsWith(filename, Utility::formatString("{}Unit", _currentProfile->type() == ProfileType::Demo ? "Demo" : ""))) {

View File

@ -35,6 +35,9 @@
#include "../ProfileManager/ProfileManager.h"
#include "../MassManager/MassManager.h"
#include "../ToastQueue/ToastQueue.h"
#include "../ResearchTree/ResearchTree.h"
class Node;
using namespace Corrade;
using namespace Magnum;
@ -97,6 +100,8 @@ class SaveTool: public Platform::Sdl2Application, public efsw::FileWatchListener
auto drawRenamePopup(Containers::ArrayView<char> name_view) -> bool;
void drawGeneralInfo();
void drawResearchInventory();
void drawResearchTree();
void drawNode(Node& node);
void drawMassManager();
auto drawDeleteMassPopup(int mass_index) -> ImGuiID;
auto drawDeleteStagedMassPopup(const std::string& filename) -> ImGuiID;
@ -197,6 +202,8 @@ class SaveTool: public Platform::Sdl2Application, public efsw::FileWatchListener
};
Containers::StaticArray<2, efsw::WatchID> _watchIDs;
Containers::Pointer<ResearchTree> _tree;
bool _checkUpdatesOnStartup{true};
bool _unsafeMode{false};

View File

@ -74,6 +74,11 @@ void SaveTool::drawManager() {
ImGui::EndTabItem();
}
if(ImGui::BeginTabItem("Research tree")) {
drawResearchTree();
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
@ -389,6 +394,135 @@ void SaveTool::drawResearchInventory() {
#undef matRow
}
void SaveTool::drawResearchTree() {
if(!_tree) {
_tree.emplace();
_tree->generateEngineTree();
_tree->readEngineUnlocks(_currentProfile->engineInventory(), _currentProfile->gearInventory());
_tree->generateOSTree();
_tree->readOSUnlocks(_currentProfile->osInventory(), _currentProfile->moduleInventory());
_tree->generateArchTree();
_tree->readArchUnlocks(_currentProfile->archInventory(), _currentProfile->techInventory());
}
if(ImGui::BeginTabBar("##TreeTabBar")) {
if(ImGui::BeginTabItem("Engine")) {
if(ImGui::BeginTable("##EngineTable", 1, ImGuiTableFlags_RowBg)) {
ImGui::TableSetupColumn("##Column", ImGuiTableColumnFlags_WidthStretch);
drawNode(_tree->getEngineRootNode());
ImGui::EndTable();
}
ImGui::EndTabItem();
}
if(ImGui::BeginTabItem("OS")) {
if(ImGui::BeginTable("##OSTable", 1, ImGuiTableFlags_RowBg)) {
ImGui::TableSetupColumn("##Column", ImGuiTableColumnFlags_WidthStretch);
drawNode(_tree->getOSRootNode());
ImGui::EndTable();
}
ImGui::EndTabItem();
}
if(ImGui::BeginTabItem("Architect")) {
if(ImGui::BeginTable("##ArchTable", 1, ImGuiTableFlags_RowBg)) {
ImGui::TableSetupColumn("##Column", ImGuiTableColumnFlags_WidthStretch);
drawNode(_tree->getArchRootNode());
ImGui::EndTable();
}
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
}
void SaveTool::drawNode(Node& node) {
auto nodeTooltip = [this, &node]{
if(ImGui::IsItemHovered()) {
ImGui::BeginTooltip();
ImGui::Text("Tier %u", node.tier());
if(node.type() == Node::Type::Engine ||
node.type() == Node::Type::OS ||
node.type() == Node::Type::Architect)
{
ImGui::SameLine();
ImGui::SeparatorEx(ImGuiSeparatorFlags_Vertical);
ImGui::SameLine();
switch(node.type()) {
case Node::Type::Engine:
ImGui::Text("%u gear slots", node.slots());
break;
case Node::Type::OS:
ImGui::Text("%u module slots", node.slots());
break;
case Node::Type::Architect:
ImGui::Text("%u tech slots", node.slots());
break;
default:
break;
}
}
ImGui::Separator();
ImGui::PushTextWrapPos(windowSize().x() * 0.40f);
ImGui::TextUnformatted(node.description());
if(std::strncmp("", node.activeEffect(), 3) != 0) {
ImGui::Separator();
ImGui::Text("Active effect: %s", node.activeEffect());
}
if(std::strncmp("", node.passiveEffect(), 3) != 0) {
ImGui::Separator();
ImGui::Text("Passive effect: %s", node.passiveEffect());
}
ImGui::PopTextWrapPos();
ImGui::EndTooltip();
}
};
ImGui::TableNextRow();
ImGui::TableNextColumn();
bool has_children = (node.children().size() > 0);
if(node.state() == Node::State::Unavailable) {
ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyleColorVec4(ImGuiCol_TextDisabled));
}
if(has_children) {
bool open = ImGui::TreeNodeEx(node.name(), ImGuiTreeNodeFlags_SpanAvailWidth|(node.state() == Node::State::Unlocked ? ImGuiTreeNodeFlags_Selected : 0));
if(node.state() == Node::State::Unavailable) {
ImGui::PopStyleColor();
}
nodeTooltip();
if(open) {
for(Node* child : node.children()) {
drawNode(*child);
}
ImGui::TreePop();
}
}
else {
ImGui::TreeNodeEx(node.name(), ImGuiTreeNodeFlags_SpanAvailWidth|ImGuiTreeNodeFlags_Leaf|ImGuiTreeNodeFlags_NoTreePushOnOpen|
ImGuiTreeNodeFlags_Bullet|(node.state() == Node::State::Unlocked ? ImGuiTreeNodeFlags_Selected : 0));
if(node.state() == Node::State::Unavailable) {
ImGui::PopStyleColor();
}
nodeTooltip();
}
}
void SaveTool::drawMassManager() {
if(!_massManager) {
return;