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beancounter.pas
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beancounter.pas
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Program beancounter;
{
This program will examine the character development subplots and
produce a graph of Motivation x Attitude, showing how many options
exist for each combination.
It's named for the Beanpole, the 12 episode initial series of the
core story.
}
{
GearHead2, a roguelike mecha CRPG
Copyright (C) 2005 Joseph Hewitt
This library is free software; you can redistribute it and/or modify it
under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or (at
your option) any later version.
The full text of the LGPL can be found in license.txt.
This library 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 Lesser
General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this library; if not, write to the Free Software Foundation,
Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
}
{$LONGSTRINGS ON}
uses gears,narration,gearutil,texutil,mpbuilder;
const
Propp_M: Array [0..Num_XXR_Motivations] of Integer = (
0,
1,2,7,3,4,
5,6,8
);
Propp_A: Array [0..Num_XXR_Attitudes] of Integer = (
0,
11, 1, 2, 12, 10,
3, 4, 5, 14, 13,
6, 7, 8, 9
);
Procedure CountTheBeans( var ResultList: SAttPtr; base_context: String; npc_ident: Char; LList: GearPtr );
{ Given the listed base_context, find out how many components there are }
{ in LList which match each Attitude/Motivation combo of the NPC identified }
{ by NPC_Ident. Store the results as a nicely formatted graph in }
{ ResultList. }
var
A,M: Integer; { Attitude, Motivation counters. }
MA_Results: Array [0..Num_XXR_Motivations,0..Num_XXR_Attitudes] of Integer;
context: String;
ShoppingList: NAttPtr;
begin
{ Clear the results array. }
for A := 0 to Num_XXR_Attitudes do begin
for M := 0 to Num_XXR_Motivations do begin
MA_Results[ M , A ] := 0;
end;
end;
{ Start checking the combos. }
for A := 0 to Num_XXR_Attitudes do begin
for M := 0 to Num_XXR_Motivations do begin
{ Generate the context for this combo. }
Context := base_context + ' ' + npc_ident + ':M.' + XXR_Motivation[ Propp_M[ M ] ] + ' ' + npc_ident + ':A.' + XXR_Attitude[ Propp_A[ A ] ];
{ Generate a shopping list for this context. }
ShoppingList := CreateComponentList( LList , Context );
{ Store the number of legal components, delete the }
{ shopping list. }
MA_Results[ M , A ] := NumNAtts( ShoppingList );
DisposeNAtt( ShoppingList );
end;
end;
{ We should have all the results. Store them in a nicely formatted }
{ table, just like we used to make all the time on the C64. Yay! }
{ Start with the motivation key. }
context := ' ';
for M := 0 to Num_XXR_Motivations do context := context + ' ' + XXR_Motivation[ Propp_M[ M ] ];
StoreSAtt( ResultList , Context );
{ Now, the data cells. }
for A := 0 to Num_XXR_Attitudes do begin
context := XXR_Attitude[ Propp_A[ A ] ] + ' ';
for M := 0 to Num_XXR_Motivations do begin
if MA_Results[ M , A ] > 0 then begin
context := context + ' ' + WideStr( MA_Results[ M , A ] , 3 );
end else begin
context := context + ' - ';
end;
end;
StoreSAtt( ResultList , Context );
end;
end;
const
CS_Enemy_Chardev = '*:CS_MIX_Confrontation *:CS_StopNPCMission&IsEnemyNPC *:CS_MechaEncounter *:CS_GatherInformation *:CS_FetchItem &Beancounter E:++ F:++';
var
ResultList: SAttPtr;
begin
ResultList := Nil;
StoreSAtt( ResultList , 'Core Story Enemy Chardev' );
CountTheBeans( ResultList , CS_Enemy_Chardev + ' !Hi' , 'E' , Sub_Plot_List );
StoreSAtt( ResultList , ' ' );
StoreSAtt( ResultList , 'Core Story Confrontation Chardev' );
CountTheBeans( ResultList , '*:CS_MIX_Confrontation E:++ F:++ !Hi' , '1' , Sub_Plot_List );
StoreSAtt( ResultList , ' ' );
StoreSAtt( ResultList , 'Rookie Enemy Chardev' );
CountTheBeans( ResultList , CS_Enemy_Chardev + ' !Ne' , 'E' , Sub_Plot_List );
StoreSAtt( ResultList , ' ' );
StoreSAtt( ResultList , 'Lancemate NonCom Chardev' );
CountTheBeans( ResultList , '*LM_NonComCharDev *LM_PersonalJob &BeanCounter !Ne !Lo !Md !Hi !Ex 1:++ 1:TRAIN 1:NOFAC' , '1' , Sub_Plot_List );
SaveStringList( 'out.txt' , ResultList );
DisposeSAtt( ResultList );
end.