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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 /StarsEx/CampaignPlanAssignment.cpp | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/CampaignPlanAssignment.cpp')
-rw-r--r-- | StarsEx/CampaignPlanAssignment.cpp | 156 |
1 files changed, 156 insertions, 0 deletions
diff --git a/StarsEx/CampaignPlanAssignment.cpp b/StarsEx/CampaignPlanAssignment.cpp new file mode 100644 index 0000000..c4381ed --- /dev/null +++ b/StarsEx/CampaignPlanAssignment.cpp @@ -0,0 +1,156 @@ +/* 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 + ======== + CampaignPlanAssignment creates combat assignments for + assets within each combat zone as the third step in + force tasking. +*/ + +#include "CampaignPlanAssignment.h" +#include "Campaign.h" +#include "Combatant.h" +#include "CombatAssignment.h" +#include "CombatGroup.h" +#include "CombatUnit.h" +#include "CombatZone.h" +#include "Mission.h" + +// +--------------------------------------------------------------------+ + +void +CampaignPlanAssignment::ExecFrame() +{ + if (campaign && campaign->IsActive()) { + // once every few minutes is plenty: + if (Campaign::Stardate() - exec_time < 300) + return; + + ListIter<Combatant> iter = campaign->GetCombatants(); + while (++iter) { + ProcessCombatant(iter.value()); + } + + exec_time = Campaign::Stardate(); + } +} + +// +--------------------------------------------------------------------+ + +void +CampaignPlanAssignment::ProcessCombatant(Combatant* c) +{ + CombatGroup* force = c->GetForce(); + if (force) { + force->CalcValue(); + force->ClearAssignments(); + } + + ListIter<CombatZone> zone = campaign->GetZones(); + while (++zone) { + ProcessZone(c, zone.value()); + } +} + +// +--------------------------------------------------------------------+ + +void +CampaignPlanAssignment::BuildZoneList(CombatGroup* g, CombatZone* zone, List<CombatGroup>& groups) +{ + if (!g) + return; + + if (g->GetAssignedZone() == zone) + groups.append(g); + + ListIter<CombatGroup> iter = g->GetComponents(); + while (++iter) + BuildZoneList(iter.value(), zone, groups); +} + +// +--------------------------------------------------------------------+ + +void +CampaignPlanAssignment::BuildAssetList(const int* pref, +List<CombatGroup>& groups, +List<CombatGroup>& assets) +{ + if (!pref) + return; + + while (*pref) { + ListIter<CombatGroup> g = groups; + while (++g) { + if (g->Type() == *pref && g->CountUnits() > 0) + assets.append(g.value()); + } + + pref++; + } +} + +// +--------------------------------------------------------------------+ + +void +CampaignPlanAssignment::ProcessZone(Combatant* c, CombatZone* zone) +{ + List<CombatGroup> groups; + BuildZoneList(c->GetForce(), zone, groups); + + ZoneForce* force = zone->FindForce(c->GetIFF()); + + // defensive assignments: + ListIter<CombatGroup> def = force->GetDefendList(); + while (++def) { + List<CombatGroup> assets; + BuildAssetList(CombatGroup::PreferredDefender(def->Type()), groups, assets); + + ListIter<CombatGroup> g = assets; + while (++g) { + CombatAssignment* a = new + CombatAssignment(Mission::DEFEND, + def.value(), + g.value()); + + if (a) + g->GetAssignments().append(a); + } + } + + // offensive assignments: + ListIter<CombatGroup> tgt = force->GetTargetList(); + while (++tgt) { + CombatGroup* target = tgt.value(); + + List<CombatGroup> assets; + BuildAssetList(CombatGroup::PreferredAttacker(tgt->Type()), groups, assets); + + ListIter<CombatGroup> g = assets; + while (++g) { + CombatGroup* asset = g.value(); + int mtype = Mission::ASSAULT; + + if (target->IsStrikeTarget()) + mtype = Mission::STRIKE; + + else if (target->IsFighterGroup()) + mtype = Mission::SWEEP; + + else if (target->Type() == CombatGroup::LCA_SQUADRON) + mtype = Mission::INTERCEPT; + + CombatAssignment* a = new + CombatAssignment(mtype, target, asset); + + if (a) + g->GetAssignments().append(a); + } + } +} + |