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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 /StarsEx/Combatant.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/Combatant.cpp')
-rw-r--r--StarsEx/Combatant.cpp170
1 files changed, 170 insertions, 0 deletions
diff --git a/StarsEx/Combatant.cpp b/StarsEx/Combatant.cpp
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+/* 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
+ ========
+ One side in a military conflict
+*/
+
+#include "Combatant.h"
+#include "CombatGroup.h"
+#include "Mission.h"
+
+#include "Game.h"
+
+// +--------------------------------------------------------------------+
+
+static void SetCombatant(CombatGroup* g, Combatant* c)
+{
+ if (!g) return;
+
+ g->SetCombatant(c);
+
+ ListIter<CombatGroup> iter = g->GetComponents();
+ while (++iter)
+ SetCombatant(iter.value(), c);
+}
+
+// +--------------------------------------------------------------------+
+
+Combatant::Combatant(const char* com_name, const char* fname, int team)
+ : name(com_name), iff(team), score(0), force(0)
+{
+ for (int i = 0; i < 6; i++)
+ target_factor[i] = 1;
+
+ target_factor[2] = 1000;
+
+ if (fname)
+ force = CombatGroup::LoadOrderOfBattle(fname, iff, this);
+}
+
+Combatant::Combatant(const char* com_name, CombatGroup* f)
+ : name(com_name), iff(0), score(0), force(f)
+{
+ for (int i = 0; i < 6; i++)
+ target_factor[i] = 1;
+
+ target_factor[2] = 1000;
+
+ if (force) {
+ SetCombatant(force, this);
+ iff = force->GetIFF();
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+Combatant::~Combatant()
+{
+ mission_list.clear();
+ target_list.clear();
+ defend_list.clear();
+ delete force;
+}
+
+// +--------------------------------------------------------------------+
+
+CombatGroup*
+Combatant::FindGroup(int type, int id)
+{
+ if (force)
+ return force->FindGroup(type, id);
+
+ return 0;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Combatant::AddMission(Mission* mission)
+{
+ mission_list.append(mission);
+}
+
+// +--------------------------------------------------------------------+
+
+double
+Combatant::GetTargetStratFactor(int type)
+{
+ switch (type) {
+ case CombatGroup::FLEET:
+ case CombatGroup::CARRIER_GROUP:
+ case CombatGroup::BATTLE_GROUP:
+ case CombatGroup::DESTROYER_SQUADRON: return target_factor[0];
+
+ case CombatGroup::WING:
+ case CombatGroup::ATTACK_SQUADRON:
+ case CombatGroup::INTERCEPT_SQUADRON:
+ case CombatGroup::FIGHTER_SQUADRON: return target_factor[1];
+
+ case CombatGroup::BATTERY:
+ case CombatGroup::MISSILE: return target_factor[2];
+
+ case CombatGroup::BATTALION:
+ case CombatGroup::STARBASE:
+ case CombatGroup::C3I:
+ case CombatGroup::COMM_RELAY:
+ case CombatGroup::EARLY_WARNING:
+ case CombatGroup::FWD_CONTROL_CTR:
+ case CombatGroup::ECM: return target_factor[3];
+
+ case CombatGroup::SUPPORT:
+ case CombatGroup::COURIER:
+ case CombatGroup::MEDICAL:
+ case CombatGroup::SUPPLY:
+ case CombatGroup::REPAIR: return target_factor[4];
+ }
+
+ return target_factor[5];
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Combatant::SetTargetStratFactor(int type, double factor)
+{
+ switch (type) {
+ case CombatGroup::FLEET:
+ case CombatGroup::CARRIER_GROUP:
+ case CombatGroup::BATTLE_GROUP:
+ case CombatGroup::DESTROYER_SQUADRON: target_factor[0] = factor;
+ break;
+
+ case CombatGroup::WING:
+ case CombatGroup::ATTACK_SQUADRON:
+ case CombatGroup::INTERCEPT_SQUADRON:
+ case CombatGroup::FIGHTER_SQUADRON: target_factor[1] = factor;
+ break;
+
+ case CombatGroup::BATTALION:
+ case CombatGroup::STARBASE:
+ case CombatGroup::BATTERY:
+ case CombatGroup::MISSILE: target_factor[2] = factor;
+ break;
+
+ case CombatGroup::C3I:
+ case CombatGroup::COMM_RELAY:
+ case CombatGroup::EARLY_WARNING:
+ case CombatGroup::FWD_CONTROL_CTR:
+ case CombatGroup::ECM: target_factor[3] = factor;
+ break;
+
+ case CombatGroup::SUPPORT:
+ case CombatGroup::COURIER:
+ case CombatGroup::MEDICAL:
+ case CombatGroup::SUPPLY:
+ case CombatGroup::REPAIR: target_factor[4] = factor;
+ break;
+
+ default: target_factor[5] = factor;
+ break;
+ }
+}
+
+