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author | FWoltermann@gmail.com <FWoltermann@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2011-12-08 14:53:40 +0000 |
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committer | FWoltermann@gmail.com <FWoltermann@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2011-12-08 14:53:40 +0000 |
commit | e33e19d0587146859d48a134ec9fd94e7b7ba5cd (patch) | |
tree | 69d048c8801858d2756ab3a487090a7a1b74bf14 /Stars45/CampaignPlanEvent.h | |
download | starshatter-e33e19d0587146859d48a134ec9fd94e7b7ba5cd.zip starshatter-e33e19d0587146859d48a134ec9fd94e7b7ba5cd.tar.gz starshatter-e33e19d0587146859d48a134ec9fd94e7b7ba5cd.tar.bz2 |
Initial upload
Diffstat (limited to 'Stars45/CampaignPlanEvent.h')
-rw-r--r-- | Stars45/CampaignPlanEvent.h | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/Stars45/CampaignPlanEvent.h b/Stars45/CampaignPlanEvent.h new file mode 100644 index 0000000..74bfea9 --- /dev/null +++ b/Stars45/CampaignPlanEvent.h @@ -0,0 +1,72 @@ +/* Project Starshatter 4.5
+ Destroyer Studios LLC
+ Copyright © 1997-2004. All Rights Reserved.
+
+ SUBSYSTEM: Stars.exe
+ FILE: CampaignPlanEvent.h
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ CampaignPlanEvent generates simulated combat
+ events based on a statistical analysis of the
+ combatants within the context of a dynamic
+ campaign.
+*/
+
+#ifndef CampaignPlanEvent_h
+#define CampaignPlanEvent_h
+
+#include "Types.h"
+#include "CampaignPlan.h"
+
+// +--------------------------------------------------------------------+
+
+class CombatAction;
+class CombatAssignment;
+class CombatEvent;
+class CombatGroup;
+class CombatUnit;
+class CombatZone;
+
+// +--------------------------------------------------------------------+
+
+class CampaignPlanEvent : public CampaignPlan
+{
+public:
+ static const char* TYPENAME() { return "CampaignPlanEvent"; }
+
+ CampaignPlanEvent(Campaign* c);
+ virtual ~CampaignPlanEvent();
+
+ // operations:
+ virtual void ExecFrame();
+ virtual void SetLockout(int seconds);
+
+ virtual bool ExecScriptedEvents();
+ virtual bool ExecStatisticalEvents();
+
+protected:
+ virtual void ProsecuteKills(CombatAction* action);
+
+ virtual CombatAssignment*
+ ChooseAssignment(CombatGroup* c);
+ virtual bool CreateEvent(CombatAssignment* a);
+
+ virtual CombatEvent* CreateEventDefend(CombatAssignment* a);
+ virtual CombatEvent* CreateEventFighterAssault(CombatAssignment* a);
+ virtual CombatEvent* CreateEventFighterStrike(CombatAssignment* a);
+ virtual CombatEvent* CreateEventFighterSweep(CombatAssignment* a);
+ virtual CombatEvent* CreateEventStarship(CombatAssignment* a);
+
+ virtual bool IsFriendlyAssignment(CombatAssignment* a);
+ virtual bool Success(CombatAssignment* a);
+ virtual Text GetTeamName(CombatGroup* g);
+
+ // attributes:
+ int event_time;
+};
+
+#endif CampaignPlanEvent_h
+
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