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author | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
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committer | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
commit | 3c487c5cd69c53d6fea948643c0a76df03516605 (patch) | |
tree | 72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/CampaignPlanMovement.cpp | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/CampaignPlanMovement.cpp')
-rw-r--r-- | Stars45/CampaignPlanMovement.cpp | 166 |
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); - } - } - } -} |