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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/CampaignPlanEvent.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/CampaignPlanEvent.cpp')
-rw-r--r--Stars45/CampaignPlanEvent.cpp1274
1 files changed, 0 insertions, 1274 deletions
diff --git a/Stars45/CampaignPlanEvent.cpp b/Stars45/CampaignPlanEvent.cpp
deleted file mode 100644
index f487984..0000000
--- a/Stars45/CampaignPlanEvent.cpp
+++ /dev/null
@@ -1,1274 +0,0 @@
-/* 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
- ========
- CampaignPlanEvent generates simulated combat
- events based on a statistical analysis of the
- combatants within the context of a dynamic
- campaign.
-*/
-
-#include "CampaignPlanEvent.h"
-#include "Campaign.h"
-#include "Combatant.h"
-#include "CombatAction.h"
-#include "CombatAssignment.h"
-#include "CombatEvent.h"
-#include "CombatGroup.h"
-#include "CombatUnit.h"
-#include "CombatZone.h"
-#include "Mission.h"
-#include "Random.h"
-#include "Ship.h"
-#include "ShipDesign.h"
-#include "FormatUtil.h"
-
-// +--------------------------------------------------------------------+
-
-CampaignPlanEvent::CampaignPlanEvent(Campaign* c)
- : CampaignPlan(c), event_time(0)
-{
- if (campaign) {
- event_time = (int) campaign->GetTime();
- }
-}
-
-CampaignPlanEvent::~CampaignPlanEvent()
-{ }
-
-// +--------------------------------------------------------------------+
-
-void
-CampaignPlanEvent::ExecFrame()
-{
- if (campaign && campaign->IsActive()) {
- if (!campaign->GetPlayerGroup())
- return;
-
- // once every twenty minutes is plenty:
- if (Campaign::Stardate() - exec_time < 1200)
- return;
-
- if (!ExecScriptedEvents())
- ExecStatisticalEvents();
-
- exec_time = Campaign::Stardate();
- event_time = (int) campaign->GetTime();
- }
-}
-
-void
-CampaignPlanEvent::SetLockout(int seconds)
-{
- exec_time = Campaign::Stardate() + seconds;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-CampaignPlanEvent::ExecScriptedEvents()
-{
- bool scripted_event = false;
-
- if (campaign) {
- ListIter<CombatAction> iter = campaign->GetActions();
- while (++iter) {
- CombatAction* action = iter.value();
-
- if (action->IsAvailable()) {
-
- switch (action->Type()) {
- case CombatAction::COMBAT_EVENT:
- {
- CombatEvent* event = new
- CombatEvent(campaign,
- action->Subtype(),
- (int) campaign->GetTime(),
- action->GetIFF(),
- action->Source(),
- action->Region());
-
- if (!event)
- return false;
-
- event->SetTitle(action->GetText());
-
- if (*action->Filename() != 0)
- event->SetFilename(action->Filename());
-
- if (*action->ImageFile() != 0)
- event->SetImageFile(action->ImageFile());
-
- if (*action->SceneFile() != 0)
- event->SetSceneFile(action->SceneFile());
-
- event->Load();
-
- ProsecuteKills(action);
- campaign->GetEvents().append(event);
-
- action->FireAction();
- scripted_event = true;
-
- if (action->Subtype() == CombatEvent::CAMPAIGN_END) {
- ::Print(">>>>> CAMPAIGN %d END (Action %03d) <<<<<\n", campaign->GetCampaignId(), action->Identity());
- campaign->SetStatus(Campaign::CAMPAIGN_SUCCESS);
- }
-
- else if (action->Subtype() == CombatEvent::CAMPAIGN_FAIL) {
- ::Print(">>>>> CAMPAIGN %d FAIL (Action %03d) <<<<<\n", campaign->GetCampaignId(), action->Identity());
- campaign->SetStatus(Campaign::CAMPAIGN_FAILED);
- }
- }
- break;
-
- case CombatAction::STRATEGIC_DIRECTIVE:
- {
- CombatGroup* g = campaign->FindGroup(action->GetIFF(),
- action->AssetType(),
- action->AssetId());
-
- if (g) {
- g->SetStrategicDirection(action->GetText());
- action->FireAction();
- }
- else {
- action->FailAction();
- }
-
- scripted_event = true;
- }
- break;
-
- case CombatAction::CAMPAIGN_SITUATION:
- {
- campaign->SetSituation(action->GetText());
- action->FireAction();
- scripted_event = true;
- }
- break;
-
- case CombatAction::CAMPAIGN_ORDERS:
- {
- campaign->SetOrders(action->GetText());
- action->FireAction();
- scripted_event = true;
- }
- break;
-
- case CombatAction::INTEL_EVENT:
- {
- CombatGroup* g = campaign->FindGroup(action->GetIFF(),
- action->AssetType(),
- action->AssetId());
-
- if (g) {
- g->SetIntelLevel(action->Subtype());
- action->FireAction();
- }
- else {
- ::Print("WARNING: Action %d (intel level) Could not find group (IFF:%d, type:%d, id:%d)\n",
- action->Identity(),
- action->GetIFF(),
- action->AssetType(),
- action->AssetId());
-
- action->FailAction();
- }
-
- scripted_event = true;
- }
- break;
-
- case CombatAction::ZONE_ASSIGNMENT:
- {
- CombatGroup* g = campaign->FindGroup(action->GetIFF(),
- action->AssetType(),
- action->AssetId());
-
- if (g) {
- bool found = false;
-
- if (*action->Region()) {
- CombatZone* zone = campaign->GetZone(action->Region());
-
- if (zone) {
- g->SetAssignedZone(zone);
- g->SetZoneLock(true);
- found = true;
-
- // don't announce the move unless it's for the player's team:
- if (action->GetIFF() == campaign->GetPlayerIFF() && _stricmp(action->GetText(), "do-not-display")) {
- CombatEvent* event = new
- CombatEvent(campaign,
- CombatEvent::MOVE_TO,
- (int) campaign->GetTime(),
- action->GetIFF(),
- CombatEvent::FORCOM,
- action->Region());
-
- if (!event)
- return false;
-
- Text title = Text(g->Name()) + " Orders: Proceed to " + action->Region() + " Sector";
- event->SetTitle(title);
-
- double eta = campaign->GetTime() + 3600;
- eta -= fmod(eta, 1800);
-
- char text[64];
- FormatDayTime(text, eta);
-
- Text info = "ORDERS:\n\nEffective immediately, ";
- info += g->GetDescription();
- info += " and all associated units shall proceed to ";
- info += action->Region();
- info += " sector and commence spaceborne operations in that area. ETA rendevous point ";
- info += text;
- info += ".\n\nFleet Admiral A. Evars FORCOM\nCommanding";
-
- event->SetInformation(info);
-
- if (*action->ImageFile() != 0)
- event->SetImageFile(action->ImageFile());
-
- if (*action->SceneFile() != 0)
- event->SetSceneFile(action->SceneFile());
-
- event->Load();
- campaign->GetEvents().append(event);
- }
- }
- }
-
- if (!found) {
- ::Print("WARNING: Action %d Could not find assigned zone '%s' for '%s'\n",
- action->Identity(),
- action->Region() ? action->Region() : "NULL",
- g->Name().data());
-
- g->SetAssignedZone(0);
- }
-
- action->FireAction();
- }
- else {
- ::Print("WARNING: Action %d (zone assignment) Could not find group (IFF:%d, type:%d, id:%d)\n",
- action->Identity(),
- action->GetIFF(),
- action->AssetType(),
- action->AssetId());
-
- action->FailAction();
- }
-
- scripted_event = true;
- }
- break;
-
- case CombatAction::SYSTEM_ASSIGNMENT:
- {
- CombatGroup* g = campaign->FindGroup(action->GetIFF(),
- action->AssetType(),
- action->AssetId());
-
- if (g) {
- bool found = false;
-
- if (*action->System()) {
- Text system = action->System();
-
- if (campaign->GetSystem(system)) {
- g->SetAssignedSystem(system);
- found = true;
-
- // don't announce the move unless it's for the player's team:
- if (action->GetIFF() == campaign->GetPlayerIFF() && _stricmp(action->GetText(), "do-not-display")) {
- CombatEvent* event = new
- CombatEvent(campaign,
- CombatEvent::MOVE_TO,
- (int) campaign->GetTime(),
- action->GetIFF(),
- CombatEvent::FORCOM,
- action->Region());
-
- if (!event)
- return false;
-
- Text title = Text(g->Name()) + " Orders: Proceed to " + action->System() + " System";
- event->SetTitle(title);
-
- double eta = campaign->GetTime() + 3600;
- eta -= fmod(eta, 1800);
-
- char text[64];
- FormatDayTime(text, eta);
-
- Text info = "ORDERS:\n\nEffective immediately, ";
- info += g->GetDescription();
- info += " and all associated units shall proceed to the ";
- info += action->System();
- info += " star system and commence spaceborne operations in that area. ETA rendevous point ";
- info += text;
- info += ".\n\nFleet Admiral A. Evars FORCOM\nCommanding";
-
- event->SetInformation(info);
-
- if (*action->ImageFile() != 0)
- event->SetImageFile(action->ImageFile());
-
- if (*action->SceneFile() != 0)
- event->SetSceneFile(action->SceneFile());
-
- event->Load();
- campaign->GetEvents().append(event);
- }
- }
- }
-
- if (!found) {
- ::Print("WARNING: Action %d Could not find assigned system '%s' for '%s'\n",
- action->Identity(),
- action->System() ? action->System() : "NULL",
- g->Name().data());
-
- g->SetAssignedSystem("");
- }
-
- action->FireAction();
- }
- else {
- ::Print("WARNING: Action %d (system assignment) Could not find group (IFF:%d, type:%d, id:%d)\n",
- action->Identity(),
- action->GetIFF(),
- action->AssetType(),
- action->AssetId());
-
- action->FailAction();
- }
-
- scripted_event = true;
- }
- break;
-
- case CombatAction::NO_ACTION:
- action->FireAction();
- scripted_event = true;
- break;
-
- default:
- break;
- }
- }
- }
- }
-
- return scripted_event;
-}
-
-// +--------------------------------------------------------------------+
-
-void
-CampaignPlanEvent::ProsecuteKills(CombatAction* action)
-{
- if (action->AssetKills().size() > 0) {
- CombatGroup* g = campaign->FindGroup(action->GetIFF(),
- action->AssetType(),
- action->AssetId());
-
- if (g) {
- ListIter<Text> iter = action->AssetKills();
- while (++iter) {
- Text* name = iter.value();
- CombatUnit* asset = g->FindUnit(*name);
-
- if (asset) {
- int value_killed = asset->Kill(1);
-
- ListIter<Combatant> iter = campaign->GetCombatants();
- while (++iter) {
- Combatant* c = iter.value();
- if (c->GetIFF() > 0 && c->GetIFF() != asset->GetIFF()) {
- // damage to neutral assets must be scored to bad guys:
- if (asset->GetIFF() > 0 || c->GetIFF() > 1) {
- c->AddScore(value_killed);
- break;
- }
- }
- }
- }
- }
- }
- }
-
- if (action->TargetKills().size() > 0) {
- CombatGroup* g = campaign->FindGroup(action->TargetIFF(),
- action->TargetType(),
- action->TargetId());
-
- if (g) {
- ListIter<Text> iter = action->TargetKills();
- while (++iter) {
- Text* name = iter.value();
- CombatUnit* target = g->FindUnit(*name);
-
- if (target) {
- int value_killed = target->Kill(1);
-
- ListIter<Combatant> iter = campaign->GetCombatants();
- while (++iter) {
- Combatant* c = iter.value();
- if (c->GetIFF() > 0 && c->GetIFF() != target->GetIFF()) {
- // damage to neutral assets must be scored to bad guys:
- if (target->GetIFF() > 0 || c->GetIFF() > 1) {
- c->AddScore(value_killed);
- break;
- }
- }
- }
- }
- }
- }
- }
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-CampaignPlanEvent::ExecStatisticalEvents()
-{
- bool result = false;
-
- if (campaign) {
- ListIter<Combatant> iter = campaign->GetCombatants();
- while (++iter && !result) {
- Combatant* c = iter.value();
- CombatAssignment* a = ChooseAssignment(c->GetForce());
-
- // prefer assignments not in player's zone:
- if (a) {
- CombatGroup* objective = a->GetObjective();
- CombatGroup* player = campaign->GetPlayerGroup();
-
- if (objective && player &&
- objective->GetCurrentZone() == player->GetCurrentZone())
- a = ChooseAssignment(c->GetForce());
- }
-
- if (a) {
- result = CreateEvent(a);
- }
- }
- }
-
- return result;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-CampaignPlanEvent::CreateEvent(CombatAssignment* a)
-{
- CombatEvent* event = 0;
-
- if (campaign && a && a->GetResource() && RandomChance(1,2)) {
- event_time = (int) Random(event_time, campaign->GetTime());
-
- CombatGroup* group = a->GetResource();
-
- if (group == campaign->GetPlayerGroup()) {
-
- if (group->Type() == CombatGroup::DESTROYER_SQUADRON ||
- group->Type() == CombatGroup::BATTLE_GROUP ||
- group->Type() == CombatGroup::CARRIER_GROUP) {
-
- return false;
- }
- }
-
- CombatGroup* target = a->GetObjective();
-
- if (target && target == campaign->GetPlayerGroup()) {
-
- if (target->Type() == CombatGroup::DESTROYER_SQUADRON ||
- target->Type() == CombatGroup::BATTLE_GROUP ||
- target->Type() == CombatGroup::CARRIER_GROUP) {
-
- return false;
- }
- }
-
- switch (a->Type()) {
- case Mission::DEFEND:
- event = CreateEventDefend(a);
- break;
-
- case Mission::ASSAULT:
- if (group->IsStarshipGroup())
- event = CreateEventStarship(a);
- else
- event = CreateEventFighterAssault(a);
- break;
-
- case Mission::STRIKE:
- if (group->IsStarshipGroup())
- event = CreateEventStarship(a);
- else
- event = CreateEventFighterStrike(a);
- break;
-
- case Mission::SWEEP:
- event = CreateEventFighterSweep(a);
- break;
- }
-
- if (event) {
- campaign->GetEvents().append(event);
- return true;
- }
- }
-
- return false;
-}
-
-// +--------------------------------------------------------------------+
-
-static void FindAssignments(CombatGroup* g, List<CombatAssignment>& alist)
-{
- if (!g) return;
-
- alist.append(g->GetAssignments());
-
- ListIter<CombatGroup> iter = g->GetComponents();
- while (++iter)
- FindAssignments(iter.value(), alist);
-}
-
-CombatAssignment*
-CampaignPlanEvent::ChooseAssignment(CombatGroup* g)
-{
- List<CombatAssignment> alist;
- FindAssignments(g, alist);
-
- int tries = 5;
-
- if (alist.size() > 0) {
- while (tries-- > 0) {
- int index = (int) Random(0, alist.size());
-
- if (index >= alist.size())
- index = 0;
-
- CombatAssignment* a = alist[index];
-
- if (!a) continue;
-
- CombatGroup* resource = a->GetResource();
- CombatGroup* objective = a->GetObjective();
-
- if (!resource || !objective)
- continue;
-
- if (resource->IsReserve() || objective->IsReserve())
- continue;
-
- if (resource->CalcValue() < 50 || objective->CalcValue() < 50)
- continue;
-
- if (resource == campaign->GetPlayerGroup() || objective == campaign->GetPlayerGroup())
- continue;
-
- return a;
- }
- }
-
- return 0;
-}
-
-// +--------------------------------------------------------------------+
-
-CombatEvent*
-CampaignPlanEvent::CreateEventDefend(CombatAssignment* a)
-{
- bool friendly = IsFriendlyAssignment(a);
-
- if (!friendly)
- return 0;
-
- CombatEvent* event = 0;
- CombatGroup* group = a->GetResource();
- CombatGroup* obj = a->GetObjective();
- CombatUnit* unit = group->GetRandomUnit();
- CombatUnit* tgt = obj->GetRandomUnit();
-
- if (!unit || !tgt)
- return 0;
-
- bool success = Success(a);
- Text rgn = group->GetRegion();
- Text title = Text(group->Name()) + " in Defensive Engagement";
- Text info;
-
- event = new CombatEvent(campaign,
- CombatEvent::DEFEND,
- event_time,
- group->GetIFF(),
- CombatEvent::TACNET,
- rgn);
-
- if (!event)
- return 0;
-
- int tgt_count = 0;
- int unit_count = 0;
-
- if (!success) {
- if (tgt) {
- if (tgt->Kill(1) > 0)
- tgt_count++;
- Combatant* c = group->GetCombatant();
- if (c) c->AddScore(tgt->GetSingleValue());
- }
-
- if (unit && RandomChance(1,5)) {
- if (unit->Kill(1) > 0)
- unit_count++;
- Combatant* c = obj->GetCombatant();
- if (c) c->AddScore(unit->GetSingleValue());
- }
- }
-
- CombatGroup* us = group;
- CombatGroup* them = obj;
- int us_count = unit_count;
- int them_count = tgt_count;
-
- if (obj->IsStrikeTarget()) {
- info = Text("EVENT: ") + rgn + " Sector\n\n";
- }
-
- else {
- info = Text("MISSION: Escort ") + obj->Name() + ", " + rgn + " Sector\n\n";
- }
-
- info += GetTeamName(group);
- info += Text(" ") + group->GetDescription();
-
- if (success)
- info += " successfully defended ";
- else
- info += " was unable to defend ";
-
- info += GetTeamName(obj);
- info += Text(" ") + obj->GetDescription() + ".\n\n";
-
- // need to find an enemy group to do the attacking...
-
- event->SetTitle(title);
- event->SetInformation(info);
- return event;
-}
-
-// +--------------------------------------------------------------------+
-
-CombatEvent*
-CampaignPlanEvent::CreateEventFighterAssault(CombatAssignment* a)
-{
- CombatEvent* event = 0;
- CombatGroup* group = a->GetResource();
- CombatGroup* obj = a->GetObjective();
- CombatUnit* unit = group->GetRandomUnit();
- CombatUnit* tgt = obj->GetRandomUnit();
-
- if (!unit || !tgt)
- return 0;
-
- bool success = Success(a);
- Text rgn = group->GetRegion();
- Text title = Text(group->Name());
- Text info;
-
- event = new CombatEvent(campaign,
- CombatEvent::ATTACK,
- event_time,
- group->GetIFF(),
- CombatEvent::TACNET,
- rgn);
-
- if (!event)
- return 0;
-
- title += Text(" Assault ") + obj->Name();
-
- int tgt_count = 0;
- int unit_count = 0;
-
- if (success) {
- if (tgt) {
- int killed = tgt->Kill(1 + tgt->Count()/2);
- if (killed > 0)
- tgt_count += killed / tgt->GetSingleValue();
- Combatant* c = group->GetCombatant();
- if (c) c->AddScore(tgt->GetSingleValue());
- }
-
- if (unit && RandomChance(1,5)) {
- if (unit->Kill(1) > 0)
- unit_count++;
- Combatant* c = obj->GetCombatant();
- if (c) c->AddScore(unit->GetSingleValue());
- }
- }
- else {
- for (int i = 0; i < 2; i++) {
- if (unit && RandomChance(1,4)) {
- if (unit->Kill(1) > 0)
- unit_count++;
- Combatant* c = obj->GetCombatant();
- if (c) c->AddScore(unit->GetSingleValue());
- }
- }
- }
-
- CombatGroup* us = group;
- CombatGroup* them = obj;
- int us_count = unit_count;
- int them_count = tgt_count;
-
- bool friendly = IsFriendlyAssignment(a);
-
- if (friendly) {
- info = Text("MISSION: Strike, ") + rgn + " Sector\n\n";
- }
-
- else {
- info = Text("EVENT: ") + rgn + " Sector\n\n";
-
- us = obj;
- them = group;
- us_count = tgt_count;
- them_count = unit_count;
- }
-
- info += GetTeamName(group);
- info += Text(" ") + group->GetDescription();
-
- if (success)
- info += " successfully assault ";
- else if (!friendly)
- info += " assault averted against ";
- else
- info += " attempted assault on ";
-
- info += GetTeamName(obj);
- info += Text(" ") + obj->GetDescription() + ".\n\n";
-
- char text[256];
-
- if (them_count) {
- if (friendly) {
- if (them_count > 1)
- sprintf_s(text, "ENEMY KILLED:\t %d %s destroyed\n", them_count, tgt->Name().data());
- else
- sprintf_s(text, "ENEMY KILLED:\t %s destroyed\n", tgt->Name().data());
- } else {
- sprintf_s(text, "ENEMY KILLED:\t %d %s destroyed\n", them_count, them->Name().data());
- }
-
- info += text;
- } else {
- info += "ENEMY KILLED:\t 0\n";
- }
-
- if (us_count) {
- if (!friendly)
- sprintf_s(text, "ALLIED LOSSES:\t %s destroyed\n", tgt->Name().data());
- else
- sprintf_s(text, "ALLIED LOSSES:\t %d %s destroyed", us_count, us->Name().data());
-
- info += text;
- }
- else {
- info += "ALLIED LOSSES:\t 0";
- }
-
-
- event->SetTitle(title);
- event->SetInformation(info);
- return event;
-}
-
-// +--------------------------------------------------------------------+
-
-CombatEvent*
-CampaignPlanEvent::CreateEventFighterStrike(CombatAssignment* a)
-{
- CombatEvent* event = 0;
- CombatGroup* group = a->GetResource();
- CombatGroup* obj = a->GetObjective();
- CombatUnit* unit = group->GetRandomUnit();
- CombatUnit* tgt = obj->GetRandomUnit();
-
- if (!unit || !tgt)
- return 0;
-
- bool success = Success(a);
- Text rgn = group->GetRegion();
- Text title = Text(group->Name());
- Text info;
-
- event = new CombatEvent(campaign,
- CombatEvent::ATTACK,
- event_time,
- group->GetIFF(),
- CombatEvent::TACNET,
- rgn);
-
- if (!event)
- return 0;
-
- if (unit)
- title += Text(" ") + unit->GetDesign()->abrv + "s";
-
- if (success) {
- title += " Successfully Strike " + obj->Name();
- }
- else {
- title += " Attempt Strike on " + obj->Name();
- }
-
- int tgt_count = 0;
- int unit_count = 0;
-
- if (success) {
- if (tgt) {
- int killed = tgt->Kill(1 + tgt->Count()/2);
- if (killed > 0)
- tgt_count += killed / tgt->GetSingleValue();
- Combatant* c = group->GetCombatant();
- if (c) c->AddScore(tgt->GetSingleValue());
- }
-
- if (unit && RandomChance(1,5)) {
- if (unit->Kill(1) > 0)
- unit_count++;
- Combatant* c = obj->GetCombatant();
- if (c) c->AddScore(unit->GetSingleValue());
- }
- }
- else {
- for (int i = 0; i < 2; i++) {
- if (unit && RandomChance(1,4)) {
- if (unit->Kill(1) > 0)
- unit_count++;
- Combatant* c = obj->GetCombatant();
- if (c) c->AddScore(unit->GetSingleValue());
- }
- }
- }
-
- CombatGroup* us = group;
- CombatGroup* them = obj;
- int us_count = unit_count;
- int them_count = tgt_count;
-
- bool friendly = IsFriendlyAssignment(a);
-
- if (friendly) {
- info = Text("MISSION: Strike, ") + rgn + " Sector\n\n";
- }
-
- else {
- info = Text("EVENT: ") + rgn + " Sector\n\n";
-
- us = obj;
- them = group;
- us_count = tgt_count;
- them_count = unit_count;
- }
-
- info += GetTeamName(group);
- info += Text(" ") + group->GetDescription();
-
- if (success)
- info += " successfully strike ";
- else if (!friendly)
- info += " strike against ";
- else
- info += " attempted strike on ";
-
- info += GetTeamName(obj);
- info += Text(" ") + obj->GetDescription();
-
- if (!success && !friendly)
- info += " averted.\n\n";
- else
- info += ".\n\n";
-
- char text[256];
-
- if (them_count) {
- if (friendly) {
- if (them_count > 1)
- sprintf_s(text, "ENEMY KILLED:\t %d %s destroyed\n", them_count, tgt->Name().data());
- else
- sprintf_s(text, "ENEMY KILLED:\t %s destroyed\n", tgt->Name().data());
- } else {
- sprintf_s(text, "ENEMY KILLED:\t %d %s destroyed\n", them_count, them->Name().data());
- }
-
- info += text;
- } else {
- info += "ENEMY KILLED:\t 0\n";
- }
-
- if (us_count) {
- if (!friendly)
- sprintf_s(text, "ALLIED LOSSES:\t %s destroyed\n", tgt->Name().data());
- else
- sprintf_s(text, "ALLIED LOSSES:\t %d %s destroyed", us_count, us->Name().data());
-
- info += text;
- } else {
- info += "ALLIED LOSSES:\t 0";
- }
-
- event->SetTitle(title);
- event->SetInformation(info);
- return event;
-}
-
-// +--------------------------------------------------------------------+
-
-CombatEvent*
-CampaignPlanEvent::CreateEventFighterSweep(CombatAssignment* a)
-{
- CombatEvent* event = 0;
- CombatGroup* group = a->GetResource();
- CombatGroup* obj = a->GetObjective();
- CombatUnit* unit = group->GetRandomUnit();
- CombatUnit* tgt = obj->GetRandomUnit();
-
- if (!unit || !tgt)
- return 0;
-
- bool success = Success(a);
- Text rgn = group->GetRegion();
- Text title = Text(group->Name());
- Text info;
-
- event = new CombatEvent(campaign,
- CombatEvent::ATTACK,
- event_time,
- group->GetIFF(),
- CombatEvent::TACNET,
- rgn);
-
- if (!event)
- return 0;
-
- if (unit)
- title += Text(" ") + unit->GetDesign()->abrv + "s";
- else
- title += " Fighters";
-
- if (RandomChance(1, 4)) title += " Clash with ";
- else if (RandomChance(1, 4)) title += " Engage ";
- else if (RandomChance(1, 4)) title += " Intercept ";
- else title += " Encounter ";
-
- title += obj->Name();
-
- int tgt_count = 0;
- int unit_count = 0;
-
- if (success) {
- for (int i = 0; i < 2; i++) {
- if (tgt && RandomChance(3,4)) {
- if (tgt->Kill(1) > 0)
- tgt_count++;
- Combatant* c = group->GetCombatant();
- if (c) c->AddScore(tgt->GetSingleValue());
- }
- }
-
- if (tgt_count > 1) {
- if (tgt && RandomChance(1,4)) {
- if (tgt->Kill(1) > 0)
- tgt_count++;
- Combatant* c = group->GetCombatant();
- if (c) c->AddScore(tgt->GetSingleValue());
- }
- }
-
- else {
- if (unit && RandomChance(1,5)) {
- if (unit->Kill(1) > 0)
- unit_count++;
- Combatant* c = obj->GetCombatant();
- if (c) c->AddScore(unit->GetSingleValue());
- }
- }
- }
- else {
- for (int i = 0; i < 2; i++) {
- if (unit && RandomChance(3,4)) {
- if (unit->Kill(1) > 0)
- unit_count++;
- Combatant* c = obj->GetCombatant();
- if (c) c->AddScore(unit->GetSingleValue());
- }
- }
-
- if (tgt && RandomChance(1,4)) {
- if (tgt->Kill(1) > 0)
- tgt_count++;
- Combatant* c = group->GetCombatant();
- if (c) c->AddScore(tgt->GetSingleValue());
- }
- }
-
- CombatGroup* us = group;
- CombatGroup* them = obj;
- int us_count = unit_count;
- int them_count = tgt_count;
-
- bool friendly = IsFriendlyAssignment(a);
-
- if (!friendly) {
- us = obj;
- them = group;
- us_count = tgt_count;
- them_count = unit_count;
- }
-
- if (friendly) {
- if (RandomChance())
- info = Text("MISSION: OCA Sweep, ") + rgn + " Sector\n\n";
- else
- info = Text("MISSION: FORCAP, ") + rgn + " Sector\n\n";
-
- info += GetTeamName(group);
- info += Text(" ") + group->GetDescription();
- info += Text(" engaged ") + GetTeamName(obj);
- info += Text(" ") + obj->GetDescription() + ".\n\n";
- }
- else {
- info = Text("MISSION: Patrol, ") + rgn + " Sector\n\n";
-
- info += GetTeamName(obj);
- info += Text(" ") + obj->GetDescription();
- info += Text(" engaged ") + GetTeamName(group);
- info += Text(" ") + group->GetDescription() + ".\n\n";
- }
-
- char text[256];
-
- if (them_count) {
- sprintf_s(text, "ENEMY KILLED:\t %d %s destroyed\n", them_count, them->Name().data());
-
- info += text;
- } else {
- info += "ENEMY KILLED:\t 0\n";
- }
-
- if (us_count) {
- sprintf_s(text, "ALLIED LOSSES:\t %d %s destroyed", us_count, us->Name().data());
- info += text;
- } else {
- info += "ALLIED LOSSES:\t 0";
- }
-
- event->SetTitle(title);
- event->SetInformation(info);
- return event;
-}
-
-// +--------------------------------------------------------------------+
-
-CombatEvent*
-CampaignPlanEvent::CreateEventStarship(CombatAssignment* a)
-{
- CombatEvent* event = 0;
- CombatGroup* group = a->GetResource();
- CombatGroup* obj = a->GetObjective();
- CombatUnit* unit = group->GetRandomUnit();
- CombatUnit* tgt = obj->GetRandomUnit();
-
- if (!unit || !tgt)
- return 0;
-
- bool success = Success(a);
- Text rgn = group->GetRegion();
- Text title = Text(group->Name());
- Text info;
-
- event = new CombatEvent(campaign,
- CombatEvent::ATTACK,
- event_time,
- group->GetIFF(),
- CombatEvent::TACNET,
- group->GetRegion());
-
- if (!event)
- return 0;
-
- title += Text(" Assaults ") + a->GetObjective()->Name();
-
- int tgt_count = 0;
- int unit_count = 0;
-
- if (success) {
- if (tgt) {
- if (tgt->Kill(1) > 0)
- tgt_count++;
- Combatant* c = group->GetCombatant();
- if (c) c->AddScore(tgt->GetSingleValue());
- }
-
- if (unit && RandomChance(1,5)) {
- if (unit->Kill(1) > 0)
- unit_count++;
- Combatant* c = obj->GetCombatant();
- if (c) c->AddScore(unit->GetSingleValue());
- }
- }
- else {
- for (int i = 0; i < 2; i++) {
- if (unit && RandomChance(1,4)) {
- if (unit->Kill(1) > 0)
- unit_count++;
- Combatant* c = obj->GetCombatant();
- if (c) c->AddScore(unit->GetSingleValue());
- }
- }
- }
-
- CombatGroup* us = group;
- CombatGroup* them = obj;
- int us_count = unit_count;
- int them_count = tgt_count;
-
- bool friendly = IsFriendlyAssignment(a);
-
- if (friendly) {
- info = Text("MISSION: Fleet Action, ") + rgn + " Sector\n\n";
- }
-
- else {
- info = Text("EVENT: ") + rgn + " Sector\n\n";
-
- us = obj;
- them = group;
- us_count = tgt_count;
- them_count = unit_count;
- }
-
- info += GetTeamName(group);
- info += Text(" ") + group->GetDescription();
-
- if (success)
- info += " successfully assaulted ";
- else if (!friendly)
- info += " assault against ";
- else
- info += " attempted assault on ";
-
- info += GetTeamName(obj);
- info += Text(" ") + obj->GetDescription();
-
- if (!success && !friendly)
- info += " failed.\n\n";
- else
- info += ".\n\n";
-
- char text[256];
-
- if (them_count) {
- if (friendly) {
- if (tgt->Count() > 1) {
- sprintf_s(text, "ENEMY KILLED:\t %d %s destroyed\n", them_count, tgt->Name().data());
- } else {
- sprintf_s(text, "ENEMY KILLED:\t %s destroyed\n", tgt->Name().data());
- }
- } else {
- if (unit->Count() > 1) {
- sprintf_s(text, "ENEMY KILLED:\t %d %s destroyed\n", them_count, unit->Name().data());
- } else {
- sprintf_s(text, "ENEMY KILLED:\t %s destroyed\n", unit->Name().data());
- }
- }
-
- info += text;
- } else {
- info += "ENEMY KILLED:\t 0\n";
- }
-
- if (us_count) {
- if (!friendly)
- sprintf_s(text, "ALLIED LOSSES:\t %s destroyed\n", tgt->Name().data());
- else
- sprintf_s(text, "ALLIED LOSSES:\t %s destroyed", unit->Name().data());
-
- info += text;
- } else {
- info += "ALLIED LOSSES:\t 0";
- }
-
- event->SetTitle(title);
- event->SetInformation(info);
- return event;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-CampaignPlanEvent::IsFriendlyAssignment(CombatAssignment* a)
-{
- if (!campaign || !a || !a->GetResource())
- return false;
-
- int a_team = a->GetResource()->GetIFF();
- CombatGroup* player = campaign->GetPlayerGroup();
-
- if (player && (player->GetIFF() == a_team))
- return true;
-
- return false;
-}
-
-bool
-CampaignPlanEvent::Success(CombatAssignment* a)
-{
- if (!campaign || !a || !a->GetResource())
- return false;
-
- int odds = 6 - campaign->GetCampaignId();
-
- if (odds < 1)
- odds = 1;
-
- bool success = RandomChance(odds, 5);
-
- if (!IsFriendlyAssignment(a))
- success = !success;
-
- return success;
-}
-
-// +--------------------------------------------------------------------+
-
-Text
-CampaignPlanEvent::GetTeamName(CombatGroup* g)
-{
- while (g->GetParent())
- g = g->GetParent();
-
- return g->Name();
-}