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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/CampaignPlanMovement.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/CampaignPlanMovement.cpp')
-rw-r--r--Stars45/CampaignPlanMovement.cpp166
1 files changed, 0 insertions, 166 deletions
diff --git a/Stars45/CampaignPlanMovement.cpp b/Stars45/CampaignPlanMovement.cpp
deleted file mode 100644
index 8d692aa..0000000
--- a/Stars45/CampaignPlanMovement.cpp
+++ /dev/null
@@ -1,166 +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
- ========
- CampaignPlanMovement simulates random patrol movements
- of starship groups between missions.
-*/
-
-#include "CampaignPlanMovement.h"
-#include "Campaign.h"
-#include "Combatant.h"
-#include "CombatGroup.h"
-#include "CombatUnit.h"
-#include "CombatZone.h"
-#include "Random.h"
-#include "ShipDesign.h"
-
-// +--------------------------------------------------------------------+
-
-void
-CampaignPlanMovement::ExecFrame()
-{
- if (campaign && campaign->IsActive()) {
- if (Campaign::Stardate() - exec_time < 7200)
- return;
-
- campaign->GetAllCombatUnits(-1, all_units);
-
- ListIter<CombatUnit> iter = all_units;
- while (++iter) {
- CombatUnit* u = iter.value();
-
- if (u->IsStarship() && !u->IsStatic())
- MoveUnit(u);
- }
-
- all_units.clear();
-
- exec_time = Campaign::Stardate();
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-CampaignPlanMovement::MoveUnit(CombatUnit* u)
-{
- if (u) {
- // starship repair:
- double damage = u->GetSustainedDamage();
-
- if (damage > 0 && u->GetDesign()) {
- int percent = (int) (100 * damage / u->GetDesign()->integrity);
-
- if (percent > 50) {
- u->SetSustainedDamage(0.90 * damage);
- }
- }
-
- Point loc = u->Location();
- Point dir = loc;
- double dist = dir.Normalize();
-
- const double MAX_RAD = 320e3;
- const double MIN_DIST = 150e3;
-
- if (dist < MAX_RAD) {
- double scale = 1 - dist/MAX_RAD;
-
- loc += dir * (Random(30e3, 90e3) * scale) + RandomDirection() * 10e3;
-
- if (fabs(loc.z) > 20e3)
- loc.z *= 0.1;
-
- u->MoveTo(loc);
-
- CombatGroup* g = u->GetCombatGroup();
- if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) {
- g->MoveTo(loc);
-
- if (g->IntelLevel() > Intel::KNOWN)
- g->SetIntelLevel(Intel::KNOWN);
- }
- }
-
- else if (dist > 1.25 * MAX_RAD) {
- double scale = 1 - dist/MAX_RAD;
-
- loc += dir * (Random(80e3, 120e3) * scale) + RandomDirection() * 3e3;
-
- if (fabs(loc.z) > 20e3)
- loc.z *= 0.1;
-
- u->MoveTo(loc);
-
- CombatGroup* g = u->GetCombatGroup();
- if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) {
- g->MoveTo(loc);
-
- if (g->IntelLevel() > Intel::KNOWN)
- g->SetIntelLevel(Intel::KNOWN);
- }
- }
-
- else {
- loc += RandomDirection() * 30e3;
-
- if (fabs(loc.z) > 20e3)
- loc.z *= 0.1;
-
- u->MoveTo(loc);
-
- CombatGroup* g = u->GetCombatGroup();
- if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) {
- g->MoveTo(loc);
-
- if (g->IntelLevel() > Intel::KNOWN)
- g->SetIntelLevel(Intel::KNOWN);
- }
- }
-
- CombatUnit* closest_unit = 0;
- double closest_dist = 1e6;
-
- ListIter<CombatUnit> iter = all_units;
- while (++iter) {
- CombatUnit* unit = iter.value();
-
- if (unit->GetCombatGroup() != u->GetCombatGroup() && unit->GetRegion() == u->GetRegion() && !unit->IsDropship()) {
- Point delta = loc - unit->Location();
- dist = delta.Normalize();
-
- if (dist < closest_dist) {
- closest_unit = unit;
- closest_dist = dist;
- }
- }
- }
-
- if (closest_unit && closest_dist < MIN_DIST) {
- Point delta = loc - closest_unit->Location();
- dist = delta.Normalize();
-
- loc += delta * 1.1 * (MIN_DIST - closest_dist);
-
- if (fabs(loc.z) > 20e3)
- loc.z *= 0.1;
-
- u->MoveTo(loc);
-
- CombatGroup* g = u->GetCombatGroup();
- if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) {
- g->MoveTo(loc);
-
- if (g->IntelLevel() > Intel::KNOWN)
- g->SetIntelLevel(Intel::KNOWN);
- }
- }
- }
-}