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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/CampaignPlanStrategic.cpp | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/CampaignPlanStrategic.cpp')
-rw-r--r-- | StarsEx/CampaignPlanStrategic.cpp | 481 |
1 files changed, 481 insertions, 0 deletions
diff --git a/StarsEx/CampaignPlanStrategic.cpp b/StarsEx/CampaignPlanStrategic.cpp new file mode 100644 index 0000000..209c888 --- /dev/null +++ b/StarsEx/CampaignPlanStrategic.cpp @@ -0,0 +1,481 @@ +/* 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 + ======== + CampaignPlanStrategic prioritizes targets and defensible + allied forces as the first step in force tasking. +*/ + +#include "CampaignPlanStrategic.h" +#include "Campaign.h" +#include "Combatant.h" +#include "CombatGroup.h" +#include "CombatUnit.h" +#include "CombatZone.h" +#include "Random.h" + +// +--------------------------------------------------------------------+ + +void +CampaignPlanStrategic::ExecFrame() +{ + if (campaign && campaign->IsActive()) { + if (Campaign::Stardate() - exec_time < 300) + return; + + ListIter<CombatZone> zone = campaign->GetZones(); + while (++zone) + zone->Clear(); + + ListIter<Combatant> iter = campaign->GetCombatants(); + while (++iter) { + Combatant* c = iter.value(); + CombatGroup* force = c->GetForce(); + + force->CalcValue(); + + PlaceGroup(force); + ScoreCombatant(c); + ScoreNeeds(c); + + force->ClearUnlockedZones(); + AssignZones(c); + ResolveZoneMovement(force); + } + + exec_time = Campaign::Stardate(); + } +} + +// +--------------------------------------------------------------------+ + +void +CampaignPlanStrategic::PlaceGroup(CombatGroup* g) +{ + if (!g) + return; + + Text rgn = g->GetRegion(); + CombatZone* zone = campaign->GetZone(rgn); + + // if we couldn't find anything suitable, + // just pick a zone at random: + if (!zone && g->IsMovable()) { + int nzones = campaign->GetZones().size(); + int n = RandomIndex() % nzones; + zone = campaign->GetZones().at(n); + + Text assigned_rgn; + if (!campaign->GetZone(rgn)) { + assigned_rgn = *zone->GetRegions().at(0); + g->AssignRegion(assigned_rgn); + } + } + + if (zone && !zone->HasGroup(g)) + zone->AddGroup(g); + + ListIter<CombatGroup> iter = g->GetComponents(); + while (++iter) + PlaceGroup(iter.value()); +} + +// +--------------------------------------------------------------------+ + +void +CampaignPlanStrategic::ScoreCombatant(Combatant* c) +{ + // prep lists: + c->GetDefendList().clear(); + c->GetTargetList().clear(); + + ScoreDefensible(c); + + ListIter<Combatant> iter = campaign->GetCombatants(); + while (++iter) { + if (iter->GetIFF() > 0 && iter->GetIFF() != c->GetIFF()) + ScoreTargets(c, iter.value()); + } + + // sort lists: + c->GetDefendList().sort(); + c->GetTargetList().sort(); +} + +// +--------------------------------------------------------------------+ + +void +CampaignPlanStrategic::ScoreDefensible(Combatant* c) +{ + if (c->GetForce()) + ScoreDefend(c, c->GetForce()); +} + +void +CampaignPlanStrategic::ScoreDefend(Combatant* c, CombatGroup* g) +{ + if (!g || g->IsReserve()) + return; + + if (g->IsDefensible()) { + g->SetPlanValue(g->Value()); + c->GetDefendList().append(g); + + CombatZone* zone = campaign->GetZone(g->GetRegion()); + ZoneForce* force = 0; + + if (zone) + force = zone->FindForce(c->GetIFF()); + + if (force) + force->GetDefendList().append(g); + } + + ListIter<CombatGroup> iter = g->GetComponents(); + while (++iter) { + ScoreDefend(c, iter.value()); + } +} + +// +--------------------------------------------------------------------+ + +void +CampaignPlanStrategic::ScoreTargets(Combatant* c, Combatant* t) +{ + if (t->GetForce()) + ScoreTarget(c, t->GetForce()); +} + +void +CampaignPlanStrategic::ScoreTarget(Combatant* c, CombatGroup* g) +{ + if (!g || g->IntelLevel() <= Intel::SECRET) + return; + + if (g->IsTargetable()) { + g->SetPlanValue(g->Value() * c->GetTargetStratFactor(g->Type())); + c->GetTargetList().append(g); + + CombatZone* zone = campaign->GetZone(g->GetRegion()); + ZoneForce* force = 0; + + if (zone) + force = zone->FindForce(c->GetIFF()); + + if (force) + force->GetTargetList().append(g); + } + + ListIter<CombatGroup> iter = g->GetComponents(); + while (++iter) { + ScoreTarget(c, iter.value()); + } +} + +// +--------------------------------------------------------------------+ + +void +CampaignPlanStrategic::ScoreNeeds(Combatant* c) +{ + ListIter<CombatZone> zone = campaign->GetZones(); + while (++zone) { + ZoneForce* force = zone->FindForce(c->GetIFF()); + + // clear needs: + force->SetNeed(CombatGroup::CARRIER_GROUP, 0); + force->SetNeed(CombatGroup::BATTLE_GROUP, 0); + force->SetNeed(CombatGroup::DESTROYER_SQUADRON, 0); + force->SetNeed(CombatGroup::ATTACK_SQUADRON, 0); + force->SetNeed(CombatGroup::FIGHTER_SQUADRON, 0); + force->SetNeed(CombatGroup::INTERCEPT_SQUADRON, 0); + + // what defensive assets are needed in this zone? + ListIter<CombatGroup> def = force->GetDefendList(); + while (++def) { + int defender_type = *CombatGroup::PreferredDefender(def->Type()); + force->AddNeed(defender_type, def->Value()); + } + + // what offensive assets are needed in this zone? + ListIter<CombatGroup> tgt = force->GetTargetList(); + while (++tgt) { + int attacker_type = *CombatGroup::PreferredAttacker(tgt->Type()); + force->AddNeed(attacker_type, tgt->Value()); + } + } +} + +// +--------------------------------------------------------------------+ + +void +CampaignPlanStrategic::BuildGroupList(CombatGroup* g, List<CombatGroup>& groups) +{ + if (!g || g->IsReserve()) + return; + + if (g->IsAssignable()) + groups.append(g); + + ListIter<CombatGroup> iter = g->GetComponents(); + while (++iter) + BuildGroupList(iter.value(), groups); +} + +// +--------------------------------------------------------------------+ + +void +CampaignPlanStrategic::AssignZones(Combatant* c) +{ + // find the list of assignable groups, in priority order: + List<CombatGroup> groups; + BuildGroupList(c->GetForce(), groups); + groups.sort(); + + // for each group, assign a zone: + ListIter<CombatGroup> g_iter = groups; + + // first pass: fighter and attack squadrons assigned to star bases + while (++g_iter) { + CombatGroup* g = g_iter.value(); + int gtype = g->Type(); + + if (gtype == CombatGroup::ATTACK_SQUADRON || + gtype == CombatGroup::FIGHTER_SQUADRON || + gtype == CombatGroup::INTERCEPT_SQUADRON) { + CombatGroup* parent = g->GetParent(); + + if (parent && parent->Type() == CombatGroup::WING) + parent = parent->GetParent(); + + if (!parent || parent->Type() == CombatGroup::CARRIER_GROUP) + continue; + + // these groups are attached to fixed resources, + // so they must be assigned to the parent's zone: + CombatZone* parent_zone = campaign->GetZone(parent->GetRegion()); + + if (parent_zone) { + ZoneForce* parent_force = parent_zone->FindForce(g->GetIFF()); + + if (parent_force) { + g->SetAssignedZone(parent_zone); + parent_force->AddNeed(g->Type(), -(g->Value())); + } + } + } + } + + // second pass: carrier groups + g_iter.reset(); + while (++g_iter) { + CombatGroup* g = g_iter.value(); + int gtype = g->Type(); + + if (gtype == CombatGroup::CARRIER_GROUP) { + int current_zone_need = 0; + int highest_zone_need = 0; + CombatZone* highest_zone = 0; + ZoneForce* highest_force = 0; + CombatZone* current_zone = 0; + ZoneForce* current_force = 0; + + List<CombatZone> possible_zones; + + if (g->IsZoneLocked()) { + current_zone = g->GetAssignedZone(); + current_force = current_zone->FindForce(g->GetIFF()); + } + + else { + ListIter<CombatZone> z_iter = campaign->GetZones(); + while (++z_iter) { + CombatZone* zone = z_iter.value(); + ZoneForce* force = zone->FindForce(g->GetIFF()); + int need = force->GetNeed(CombatGroup::CARRIER_GROUP) + + force->GetNeed(CombatGroup::ATTACK_SQUADRON) + + force->GetNeed(CombatGroup::FIGHTER_SQUADRON) + + force->GetNeed(CombatGroup::INTERCEPT_SQUADRON); + + if (g->IsSystemLocked() && zone->System() != g->GetAssignedSystem()) + continue; + + possible_zones.append(zone); + + if (zone->HasRegion(g->GetRegion())) { + current_zone_need = need; + current_zone = zone; + current_force = force; + } + + if (need > highest_zone_need) { + highest_zone_need = need; + highest_zone = zone; + highest_force = force; + } + } + } + + CombatZone* assigned_zone = current_zone; + ZoneForce* assigned_force = current_force; + + if (highest_zone_need > current_zone_need) { + assigned_zone = highest_zone; + assigned_force = highest_force; + } + + // if we couldn't find anything suitable, + // just pick a zone at random: + if (!assigned_zone) { + if (possible_zones.isEmpty()) + possible_zones.append(campaign->GetZones()); + + int nzones = possible_zones.size(); + int n = RandomIndex() % nzones; + + assigned_zone = possible_zones.at(n); + assigned_force = assigned_zone->FindForce(g->GetIFF()); + } + + if (assigned_force && assigned_zone) { + Text assigned_rgn; + if (!campaign->GetZone(g->GetRegion())) { + assigned_rgn = *assigned_zone->GetRegions().at(0); + g->AssignRegion(assigned_rgn); + } + + g->SetAssignedZone(assigned_zone); + assigned_force->AddNeed(g->Type(), -(g->Value())); + + // also assign the carrier's wing and squadrons to the same zone: + ListIter<CombatGroup> squadron = g->GetComponents(); + while (++squadron) { + squadron->SetAssignedZone(assigned_zone); + assigned_force->AddNeed(squadron->Type(), -(squadron->Value())); + + if (squadron->Type() == CombatGroup::WING) { + ListIter<CombatGroup> s = squadron->GetComponents(); + while (++s) { + s->SetAssignedZone(assigned_zone); + assigned_force->AddNeed(s->Type(), -(s->Value())); + } + } + } + } + } + } + + // third pass: everything else + g_iter.reset(); + while (++g_iter) { + CombatGroup* g = g_iter.value(); + int gtype = g->Type(); + + if (gtype == CombatGroup::BATTLE_GROUP || gtype == CombatGroup::DESTROYER_SQUADRON) { + int current_zone_need = 0; + int highest_zone_need = 0; + CombatZone* highest_zone = 0; + ZoneForce* highest_force = 0; + CombatZone* current_zone = 0; + ZoneForce* current_force = 0; + + List<CombatZone> possible_zones; + + if (g->IsZoneLocked()) { + current_zone = g->GetAssignedZone(); + current_force = current_zone->FindForce(g->GetIFF()); + } + + else { + ListIter<CombatZone> z_iter = campaign->GetZones(); + while (++z_iter) { + CombatZone* zone = z_iter.value(); + ZoneForce* force = zone->FindForce(g->GetIFF()); + int need = force->GetNeed(g->Type()); + + if (g->IsSystemLocked() && zone->System() != g->GetAssignedSystem()) + continue; + + possible_zones.append(zone); + + // battle groups can do double-duty: + if (gtype == CombatGroup::BATTLE_GROUP) + need += force->GetNeed(CombatGroup::DESTROYER_SQUADRON); + + if (zone->HasRegion(g->GetRegion())) { + current_zone_need = need; + current_zone = zone; + current_force = force; + } + + if (need > highest_zone_need) { + highest_zone_need = need; + highest_zone = zone; + highest_force = force; + } + } + } + + if (highest_zone_need > current_zone_need) { + g->SetAssignedZone(highest_zone); + + if (highest_force) + highest_force->AddNeed(g->Type(), -(g->Value())); + } + else { + if (!current_zone) { + if (possible_zones.isEmpty()) + possible_zones.append(campaign->GetZones()); + + int nzones = possible_zones.size(); + int n = RandomIndex() % nzones; + + current_zone = possible_zones.at(n); + current_force = current_zone->FindForce(g->GetIFF()); + } + + g->SetAssignedZone(current_zone); + + if (current_force) + current_force->AddNeed(g->Type(), -(g->Value())); + + Text assigned_rgn; + if (!campaign->GetZone(g->GetRegion())) { + assigned_rgn = *current_zone->GetRegions().at(0); + g->AssignRegion(assigned_rgn); + } + } + } + } +} + +// +--------------------------------------------------------------------+ + +void +CampaignPlanStrategic::ResolveZoneMovement(CombatGroup* g) +{ + CombatZone* zone = g->GetAssignedZone(); + bool move = false; + + if (zone && !zone->HasRegion(g->GetRegion())) { + move = true; + CombatZone* old_zone = g->GetCurrentZone(); + if (old_zone) + old_zone->RemoveGroup(g); + zone->AddGroup(g); + } + + ListIter<CombatGroup> comp = g->GetComponents(); + while (++comp) + ResolveZoneMovement(comp.value()); + + // assign region last, to allow components to + // resolve their zones: + if (zone && move) + g->AssignRegion(*zone->GetRegions().at(0)); +} |