diff options
Diffstat (limited to 'Stars45/CampaignPlanAssignment.cpp')
-rw-r--r-- | Stars45/CampaignPlanAssignment.cpp | 340 |
1 files changed, 182 insertions, 158 deletions
diff --git a/Stars45/CampaignPlanAssignment.cpp b/Stars45/CampaignPlanAssignment.cpp index 7556445..e3fbb42 100644 --- a/Stars45/CampaignPlanAssignment.cpp +++ b/Stars45/CampaignPlanAssignment.cpp @@ -1,158 +1,182 @@ -/* 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);
- }
- }
-}
-
+/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + 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); + } + } +} + |