diff options
Diffstat (limited to 'Stars45/CampaignPlanStrategic.h')
-rw-r--r-- | Stars45/CampaignPlanStrategic.h | 66 |
1 files changed, 33 insertions, 33 deletions
diff --git a/Stars45/CampaignPlanStrategic.h b/Stars45/CampaignPlanStrategic.h index b5376f8..9437e2d 100644 --- a/Stars45/CampaignPlanStrategic.h +++ b/Stars45/CampaignPlanStrategic.h @@ -1,20 +1,20 @@ /* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: CampaignPlanStrategic.h
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- CampaignPlanStrategic prioritizes targets and defensible
- allied forces as the first step in force tasking. This
- algorithm computes which enemy resources are most important
- to attack, based on the AI value of each combat group, and
- strategic weighting factors that help shape the strategy
- to the objectives for the current campaign.
+ Destroyer Studios LLC
+ Copyright © 1997-2004. All Rights Reserved.
+
+ SUBSYSTEM: Stars.exe
+ FILE: CampaignPlanStrategic.h
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ CampaignPlanStrategic prioritizes targets and defensible
+ allied forces as the first step in force tasking. This
+ algorithm computes which enemy resources are most important
+ to attack, based on the AI value of each combat group, and
+ strategic weighting factors that help shape the strategy
+ to the objectives for the current campaign.
*/
#ifndef CampaignPlanStrategic_h
@@ -28,31 +28,31 @@ class CampaignPlanStrategic : public CampaignPlan
{
public:
- static const char* TYPENAME() { return "CampaignPlanStrategic"; }
+ static const char* TYPENAME() { return "CampaignPlanStrategic"; }
- CampaignPlanStrategic(Campaign* c) : CampaignPlan(c) { }
- virtual ~CampaignPlanStrategic() { }
-
- // operations:
- virtual void ExecFrame();
+ CampaignPlanStrategic(Campaign* c) : CampaignPlan(c) { }
+ virtual ~CampaignPlanStrategic() { }
+
+ // operations:
+ virtual void ExecFrame();
protected:
- void PlaceGroup(CombatGroup* g);
+ void PlaceGroup(CombatGroup* g);
- void ScoreCombatant(Combatant* c);
+ void ScoreCombatant(Combatant* c);
- void ScoreDefensible(Combatant* c);
- void ScoreDefend(Combatant* c, CombatGroup* g);
+ void ScoreDefensible(Combatant* c);
+ void ScoreDefend(Combatant* c, CombatGroup* g);
- void ScoreTargets(Combatant* c, Combatant* t);
- void ScoreTarget(Combatant* c, CombatGroup* g);
+ void ScoreTargets(Combatant* c, Combatant* t);
+ void ScoreTarget(Combatant* c, CombatGroup* g);
- void ScoreNeeds(Combatant* c);
+ void ScoreNeeds(Combatant* c);
- // zone alocation:
- void BuildGroupList(CombatGroup* g, List<CombatGroup>& groups);
- void AssignZones(Combatant* c);
- void ResolveZoneMovement(CombatGroup* g);
+ // zone alocation:
+ void BuildGroupList(CombatGroup* g, List<CombatGroup>& groups);
+ void AssignZones(Combatant* c);
+ void ResolveZoneMovement(CombatGroup* g);
};
#endif CampaignPlanStrategic_h
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