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+/* Project Starshatter 4.5
+ Destroyer Studios LLC
+ Copyright © 1997-2004. All Rights Reserved.
+
+ SUBSYSTEM: Stars.exe
+ FILE: CampaignPlanAssignment.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ CampaignPlanAssignment creates combat assignments for
+ assets within each combat zone as the third step in
+ force tasking.
+*/
+
+#include "MemDebug.h"
+#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(__FILE__,__LINE__)
+ 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(__FILE__,__LINE__)
+ CombatAssignment(mtype, target, asset);
+
+ if (a)
+ g->GetAssignments().append(a);
+ }
+ }
+}
+