From 3c487c5cd69c53d6fea948643c0a76df03516605 Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Apr 2022 21:23:39 +0200 Subject: Moved Stars45 to StarsEx --- Stars45/CampaignPlanEvent.cpp | 1274 ----------------------------------------- 1 file changed, 1274 deletions(-) delete mode 100644 Stars45/CampaignPlanEvent.cpp (limited to 'Stars45/CampaignPlanEvent.cpp') diff --git a/Stars45/CampaignPlanEvent.cpp b/Stars45/CampaignPlanEvent.cpp deleted file mode 100644 index f487984..0000000 --- a/Stars45/CampaignPlanEvent.cpp +++ /dev/null @@ -1,1274 +0,0 @@ -/* 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 - ======== - CampaignPlanEvent generates simulated combat - events based on a statistical analysis of the - combatants within the context of a dynamic - campaign. -*/ - -#include "CampaignPlanEvent.h" -#include "Campaign.h" -#include "Combatant.h" -#include "CombatAction.h" -#include "CombatAssignment.h" -#include "CombatEvent.h" -#include "CombatGroup.h" -#include "CombatUnit.h" -#include "CombatZone.h" -#include "Mission.h" -#include "Random.h" -#include "Ship.h" -#include "ShipDesign.h" -#include "FormatUtil.h" - -// +--------------------------------------------------------------------+ - -CampaignPlanEvent::CampaignPlanEvent(Campaign* c) - : CampaignPlan(c), event_time(0) -{ - if (campaign) { - event_time = (int) campaign->GetTime(); - } -} - -CampaignPlanEvent::~CampaignPlanEvent() -{ } - -// +--------------------------------------------------------------------+ - -void -CampaignPlanEvent::ExecFrame() -{ - if (campaign && campaign->IsActive()) { - if (!campaign->GetPlayerGroup()) - return; - - // once every twenty minutes is plenty: - if (Campaign::Stardate() - exec_time < 1200) - return; - - if (!ExecScriptedEvents()) - ExecStatisticalEvents(); - - exec_time = Campaign::Stardate(); - event_time = (int) campaign->GetTime(); - } -} - -void -CampaignPlanEvent::SetLockout(int seconds) -{ - exec_time = Campaign::Stardate() + seconds; -} - -// +--------------------------------------------------------------------+ - -bool -CampaignPlanEvent::ExecScriptedEvents() -{ - bool scripted_event = false; - - if (campaign) { - ListIter iter = campaign->GetActions(); - while (++iter) { - CombatAction* action = iter.value(); - - if (action->IsAvailable()) { - - switch (action->Type()) { - case CombatAction::COMBAT_EVENT: - { - CombatEvent* event = new - CombatEvent(campaign, - action->Subtype(), - (int) campaign->GetTime(), - action->GetIFF(), - action->Source(), - action->Region()); - - if (!event) - return false; - - event->SetTitle(action->GetText()); - - if (*action->Filename() != 0) - event->SetFilename(action->Filename()); - - if (*action->ImageFile() != 0) - event->SetImageFile(action->ImageFile()); - - if (*action->SceneFile() != 0) - event->SetSceneFile(action->SceneFile()); - - event->Load(); - - ProsecuteKills(action); - campaign->GetEvents().append(event); - - action->FireAction(); - scripted_event = true; - - if (action->Subtype() == CombatEvent::CAMPAIGN_END) { - ::Print(">>>>> CAMPAIGN %d END (Action %03d) <<<<<\n", campaign->GetCampaignId(), action->Identity()); - campaign->SetStatus(Campaign::CAMPAIGN_SUCCESS); - } - - else if (action->Subtype() == CombatEvent::CAMPAIGN_FAIL) { - ::Print(">>>>> CAMPAIGN %d FAIL (Action %03d) <<<<<\n", campaign->GetCampaignId(), action->Identity()); - campaign->SetStatus(Campaign::CAMPAIGN_FAILED); - } - } - break; - - case CombatAction::STRATEGIC_DIRECTIVE: - { - CombatGroup* g = campaign->FindGroup(action->GetIFF(), - action->AssetType(), - action->AssetId()); - - if (g) { - g->SetStrategicDirection(action->GetText()); - action->FireAction(); - } - else { - action->FailAction(); - } - - scripted_event = true; - } - break; - - case CombatAction::CAMPAIGN_SITUATION: - { - campaign->SetSituation(action->GetText()); - action->FireAction(); - scripted_event = true; - } - break; - - case CombatAction::CAMPAIGN_ORDERS: - { - campaign->SetOrders(action->GetText()); - action->FireAction(); - scripted_event = true; - } - break; - - case CombatAction::INTEL_EVENT: - { - CombatGroup* g = campaign->FindGroup(action->GetIFF(), - action->AssetType(), - action->AssetId()); - - if (g) { - g->SetIntelLevel(action->Subtype()); - action->FireAction(); - } - else { - ::Print("WARNING: Action %d (intel level) Could not find group (IFF:%d, type:%d, id:%d)\n", - action->Identity(), - action->GetIFF(), - action->AssetType(), - action->AssetId()); - - action->FailAction(); - } - - scripted_event = true; - } - break; - - case CombatAction::ZONE_ASSIGNMENT: - { - CombatGroup* g = campaign->FindGroup(action->GetIFF(), - action->AssetType(), - action->AssetId()); - - if (g) { - bool found = false; - - if (*action->Region()) { - CombatZone* zone = campaign->GetZone(action->Region()); - - if (zone) { - g->SetAssignedZone(zone); - g->SetZoneLock(true); - found = true; - - // don't announce the move unless it's for the player's team: - if (action->GetIFF() == campaign->GetPlayerIFF() && _stricmp(action->GetText(), "do-not-display")) { - CombatEvent* event = new - CombatEvent(campaign, - CombatEvent::MOVE_TO, - (int) campaign->GetTime(), - action->GetIFF(), - CombatEvent::FORCOM, - action->Region()); - - if (!event) - return false; - - Text title = Text(g->Name()) + " Orders: Proceed to " + action->Region() + " Sector"; - event->SetTitle(title); - - double eta = campaign->GetTime() + 3600; - eta -= fmod(eta, 1800); - - char text[64]; - FormatDayTime(text, eta); - - Text info = "ORDERS:\n\nEffective immediately, "; - info += g->GetDescription(); - info += " and all associated units shall proceed to "; - info += action->Region(); - info += " sector and commence spaceborne operations in that area. ETA rendevous point "; - info += text; - info += ".\n\nFleet Admiral A. Evars FORCOM\nCommanding"; - - event->SetInformation(info); - - if (*action->ImageFile() != 0) - event->SetImageFile(action->ImageFile()); - - if (*action->SceneFile() != 0) - event->SetSceneFile(action->SceneFile()); - - event->Load(); - campaign->GetEvents().append(event); - } - } - } - - if (!found) { - ::Print("WARNING: Action %d Could not find assigned zone '%s' for '%s'\n", - action->Identity(), - action->Region() ? action->Region() : "NULL", - g->Name().data()); - - g->SetAssignedZone(0); - } - - action->FireAction(); - } - else { - ::Print("WARNING: Action %d (zone assignment) Could not find group (IFF:%d, type:%d, id:%d)\n", - action->Identity(), - action->GetIFF(), - action->AssetType(), - action->AssetId()); - - action->FailAction(); - } - - scripted_event = true; - } - break; - - case CombatAction::SYSTEM_ASSIGNMENT: - { - CombatGroup* g = campaign->FindGroup(action->GetIFF(), - action->AssetType(), - action->AssetId()); - - if (g) { - bool found = false; - - if (*action->System()) { - Text system = action->System(); - - if (campaign->GetSystem(system)) { - g->SetAssignedSystem(system); - found = true; - - // don't announce the move unless it's for the player's team: - if (action->GetIFF() == campaign->GetPlayerIFF() && _stricmp(action->GetText(), "do-not-display")) { - CombatEvent* event = new - CombatEvent(campaign, - CombatEvent::MOVE_TO, - (int) campaign->GetTime(), - action->GetIFF(), - CombatEvent::FORCOM, - action->Region()); - - if (!event) - return false; - - Text title = Text(g->Name()) + " Orders: Proceed to " + action->System() + " System"; - event->SetTitle(title); - - double eta = campaign->GetTime() + 3600; - eta -= fmod(eta, 1800); - - char text[64]; - FormatDayTime(text, eta); - - Text info = "ORDERS:\n\nEffective immediately, "; - info += g->GetDescription(); - info += " and all associated units shall proceed to the "; - info += action->System(); - info += " star system and commence spaceborne operations in that area. ETA rendevous point "; - info += text; - info += ".\n\nFleet Admiral A. Evars FORCOM\nCommanding"; - - event->SetInformation(info); - - if (*action->ImageFile() != 0) - event->SetImageFile(action->ImageFile()); - - if (*action->SceneFile() != 0) - event->SetSceneFile(action->SceneFile()); - - event->Load(); - campaign->GetEvents().append(event); - } - } - } - - if (!found) { - ::Print("WARNING: Action %d Could not find assigned system '%s' for '%s'\n", - action->Identity(), - action->System() ? action->System() : "NULL", - g->Name().data()); - - g->SetAssignedSystem(""); - } - - action->FireAction(); - } - else { - ::Print("WARNING: Action %d (system assignment) Could not find group (IFF:%d, type:%d, id:%d)\n", - action->Identity(), - action->GetIFF(), - action->AssetType(), - action->AssetId()); - - action->FailAction(); - } - - scripted_event = true; - } - break; - - case CombatAction::NO_ACTION: - action->FireAction(); - scripted_event = true; - break; - - default: - break; - } - } - } - } - - return scripted_event; -} - -// +--------------------------------------------------------------------+ - -void -CampaignPlanEvent::ProsecuteKills(CombatAction* action) -{ - if (action->AssetKills().size() > 0) { - CombatGroup* g = campaign->FindGroup(action->GetIFF(), - action->AssetType(), - action->AssetId()); - - if (g) { - ListIter iter = action->AssetKills(); - while (++iter) { - Text* name = iter.value(); - CombatUnit* asset = g->FindUnit(*name); - - if (asset) { - int value_killed = asset->Kill(1); - - ListIter iter = campaign->GetCombatants(); - while (++iter) { - Combatant* c = iter.value(); - if (c->GetIFF() > 0 && c->GetIFF() != asset->GetIFF()) { - // damage to neutral assets must be scored to bad guys: - if (asset->GetIFF() > 0 || c->GetIFF() > 1) { - c->AddScore(value_killed); - break; - } - } - } - } - } - } - } - - if (action->TargetKills().size() > 0) { - CombatGroup* g = campaign->FindGroup(action->TargetIFF(), - action->TargetType(), - action->TargetId()); - - if (g) { - ListIter iter = action->TargetKills(); - while (++iter) { - Text* name = iter.value(); - CombatUnit* target = g->FindUnit(*name); - - if (target) { - int value_killed = target->Kill(1); - - ListIter iter = campaign->GetCombatants(); - while (++iter) { - Combatant* c = iter.value(); - if (c->GetIFF() > 0 && c->GetIFF() != target->GetIFF()) { - // damage to neutral assets must be scored to bad guys: - if (target->GetIFF() > 0 || c->GetIFF() > 1) { - c->AddScore(value_killed); - break; - } - } - } - } - } - } - } -} - -// +--------------------------------------------------------------------+ - -bool -CampaignPlanEvent::ExecStatisticalEvents() -{ - bool result = false; - - if (campaign) { - ListIter iter = campaign->GetCombatants(); - while (++iter && !result) { - Combatant* c = iter.value(); - CombatAssignment* a = ChooseAssignment(c->GetForce()); - - // prefer assignments not in player's zone: - if (a) { - CombatGroup* objective = a->GetObjective(); - CombatGroup* player = campaign->GetPlayerGroup(); - - if (objective && player && - objective->GetCurrentZone() == player->GetCurrentZone()) - a = ChooseAssignment(c->GetForce()); - } - - if (a) { - result = CreateEvent(a); - } - } - } - - return result; -} - -// +--------------------------------------------------------------------+ - -bool -CampaignPlanEvent::CreateEvent(CombatAssignment* a) -{ - CombatEvent* event = 0; - - if (campaign && a && a->GetResource() && RandomChance(1,2)) { - event_time = (int) Random(event_time, campaign->GetTime()); - - CombatGroup* group = a->GetResource(); - - if (group == campaign->GetPlayerGroup()) { - - if (group->Type() == CombatGroup::DESTROYER_SQUADRON || - group->Type() == CombatGroup::BATTLE_GROUP || - group->Type() == CombatGroup::CARRIER_GROUP) { - - return false; - } - } - - CombatGroup* target = a->GetObjective(); - - if (target && target == campaign->GetPlayerGroup()) { - - if (target->Type() == CombatGroup::DESTROYER_SQUADRON || - target->Type() == CombatGroup::BATTLE_GROUP || - target->Type() == CombatGroup::CARRIER_GROUP) { - - return false; - } - } - - switch (a->Type()) { - case Mission::DEFEND: - event = CreateEventDefend(a); - break; - - case Mission::ASSAULT: - if (group->IsStarshipGroup()) - event = CreateEventStarship(a); - else - event = CreateEventFighterAssault(a); - break; - - case Mission::STRIKE: - if (group->IsStarshipGroup()) - event = CreateEventStarship(a); - else - event = CreateEventFighterStrike(a); - break; - - case Mission::SWEEP: - event = CreateEventFighterSweep(a); - break; - } - - if (event) { - campaign->GetEvents().append(event); - return true; - } - } - - return false; -} - -// +--------------------------------------------------------------------+ - -static void FindAssignments(CombatGroup* g, List& alist) -{ - if (!g) return; - - alist.append(g->GetAssignments()); - - ListIter iter = g->GetComponents(); - while (++iter) - FindAssignments(iter.value(), alist); -} - -CombatAssignment* -CampaignPlanEvent::ChooseAssignment(CombatGroup* g) -{ - List alist; - FindAssignments(g, alist); - - int tries = 5; - - if (alist.size() > 0) { - while (tries-- > 0) { - int index = (int) Random(0, alist.size()); - - if (index >= alist.size()) - index = 0; - - CombatAssignment* a = alist[index]; - - if (!a) continue; - - CombatGroup* resource = a->GetResource(); - CombatGroup* objective = a->GetObjective(); - - if (!resource || !objective) - continue; - - if (resource->IsReserve() || objective->IsReserve()) - continue; - - if (resource->CalcValue() < 50 || objective->CalcValue() < 50) - continue; - - if (resource == campaign->GetPlayerGroup() || objective == campaign->GetPlayerGroup()) - continue; - - return a; - } - } - - return 0; -} - -// +--------------------------------------------------------------------+ - -CombatEvent* -CampaignPlanEvent::CreateEventDefend(CombatAssignment* a) -{ - bool friendly = IsFriendlyAssignment(a); - - if (!friendly) - return 0; - - CombatEvent* event = 0; - CombatGroup* group = a->GetResource(); - CombatGroup* obj = a->GetObjective(); - CombatUnit* unit = group->GetRandomUnit(); - CombatUnit* tgt = obj->GetRandomUnit(); - - if (!unit || !tgt) - return 0; - - bool success = Success(a); - Text rgn = group->GetRegion(); - Text title = Text(group->Name()) + " in Defensive Engagement"; - Text info; - - event = new CombatEvent(campaign, - CombatEvent::DEFEND, - event_time, - group->GetIFF(), - CombatEvent::TACNET, - rgn); - - if (!event) - return 0; - - int tgt_count = 0; - int unit_count = 0; - - if (!success) { - if (tgt) { - if (tgt->Kill(1) > 0) - tgt_count++; - Combatant* c = group->GetCombatant(); - if (c) c->AddScore(tgt->GetSingleValue()); - } - - if (unit && RandomChance(1,5)) { - if (unit->Kill(1) > 0) - unit_count++; - Combatant* c = obj->GetCombatant(); - if (c) c->AddScore(unit->GetSingleValue()); - } - } - - CombatGroup* us = group; - CombatGroup* them = obj; - int us_count = unit_count; - int them_count = tgt_count; - - if (obj->IsStrikeTarget()) { - info = Text("EVENT: ") + rgn + " Sector\n\n"; - } - - else { - info = Text("MISSION: Escort ") + obj->Name() + ", " + rgn + " Sector\n\n"; - } - - info += GetTeamName(group); - info += Text(" ") + group->GetDescription(); - - if (success) - info += " successfully defended "; - else - info += " was unable to defend "; - - info += GetTeamName(obj); - info += Text(" ") + obj->GetDescription() + ".\n\n"; - - // need to find an enemy group to do the attacking... - - event->SetTitle(title); - event->SetInformation(info); - return event; -} - -// +--------------------------------------------------------------------+ - -CombatEvent* -CampaignPlanEvent::CreateEventFighterAssault(CombatAssignment* a) -{ - CombatEvent* event = 0; - CombatGroup* group = a->GetResource(); - CombatGroup* obj = a->GetObjective(); - CombatUnit* unit = group->GetRandomUnit(); - CombatUnit* tgt = obj->GetRandomUnit(); - - if (!unit || !tgt) - return 0; - - bool success = Success(a); - Text rgn = group->GetRegion(); - Text title = Text(group->Name()); - Text info; - - event = new CombatEvent(campaign, - CombatEvent::ATTACK, - event_time, - group->GetIFF(), - CombatEvent::TACNET, - rgn); - - if (!event) - return 0; - - title += Text(" Assault ") + obj->Name(); - - int tgt_count = 0; - int unit_count = 0; - - if (success) { - if (tgt) { - int killed = tgt->Kill(1 + tgt->Count()/2); - if (killed > 0) - tgt_count += killed / tgt->GetSingleValue(); - Combatant* c = group->GetCombatant(); - if (c) c->AddScore(tgt->GetSingleValue()); - } - - if (unit && RandomChance(1,5)) { - if (unit->Kill(1) > 0) - unit_count++; - Combatant* c = obj->GetCombatant(); - if (c) c->AddScore(unit->GetSingleValue()); - } - } - else { - for (int i = 0; i < 2; i++) { - if (unit && RandomChance(1,4)) { - if (unit->Kill(1) > 0) - unit_count++; - Combatant* c = obj->GetCombatant(); - if (c) c->AddScore(unit->GetSingleValue()); - } - } - } - - CombatGroup* us = group; - CombatGroup* them = obj; - int us_count = unit_count; - int them_count = tgt_count; - - bool friendly = IsFriendlyAssignment(a); - - if (friendly) { - info = Text("MISSION: Strike, ") + rgn + " Sector\n\n"; - } - - else { - info = Text("EVENT: ") + rgn + " Sector\n\n"; - - us = obj; - them = group; - us_count = tgt_count; - them_count = unit_count; - } - - info += GetTeamName(group); - info += Text(" ") + group->GetDescription(); - - if (success) - info += " successfully assault "; - else if (!friendly) - info += " assault averted against "; - else - info += " attempted assault on "; - - info += GetTeamName(obj); - info += Text(" ") + obj->GetDescription() + ".\n\n"; - - char text[256]; - - if (them_count) { - if (friendly) { - if (them_count > 1) - sprintf_s(text, "ENEMY KILLED:\t %d %s destroyed\n", them_count, tgt->Name().data()); - else - sprintf_s(text, "ENEMY KILLED:\t %s destroyed\n", tgt->Name().data()); - } else { - sprintf_s(text, "ENEMY KILLED:\t %d %s destroyed\n", them_count, them->Name().data()); - } - - info += text; - } else { - info += "ENEMY KILLED:\t 0\n"; - } - - if (us_count) { - if (!friendly) - sprintf_s(text, "ALLIED LOSSES:\t %s destroyed\n", tgt->Name().data()); - else - sprintf_s(text, "ALLIED LOSSES:\t %d %s destroyed", us_count, us->Name().data()); - - info += text; - } - else { - info += "ALLIED LOSSES:\t 0"; - } - - - event->SetTitle(title); - event->SetInformation(info); - return event; -} - -// +--------------------------------------------------------------------+ - -CombatEvent* -CampaignPlanEvent::CreateEventFighterStrike(CombatAssignment* a) -{ - CombatEvent* event = 0; - CombatGroup* group = a->GetResource(); - CombatGroup* obj = a->GetObjective(); - CombatUnit* unit = group->GetRandomUnit(); - CombatUnit* tgt = obj->GetRandomUnit(); - - if (!unit || !tgt) - return 0; - - bool success = Success(a); - Text rgn = group->GetRegion(); - Text title = Text(group->Name()); - Text info; - - event = new CombatEvent(campaign, - CombatEvent::ATTACK, - event_time, - group->GetIFF(), - CombatEvent::TACNET, - rgn); - - if (!event) - return 0; - - if (unit) - title += Text(" ") + unit->GetDesign()->abrv + "s"; - - if (success) { - title += " Successfully Strike " + obj->Name(); - } - else { - title += " Attempt Strike on " + obj->Name(); - } - - int tgt_count = 0; - int unit_count = 0; - - if (success) { - if (tgt) { - int killed = tgt->Kill(1 + tgt->Count()/2); - if (killed > 0) - tgt_count += killed / tgt->GetSingleValue(); - Combatant* c = group->GetCombatant(); - if (c) c->AddScore(tgt->GetSingleValue()); - } - - if (unit && RandomChance(1,5)) { - if (unit->Kill(1) > 0) - unit_count++; - Combatant* c = obj->GetCombatant(); - if (c) c->AddScore(unit->GetSingleValue()); - } - } - else { - for (int i = 0; i < 2; i++) { - if (unit && RandomChance(1,4)) { - if (unit->Kill(1) > 0) - unit_count++; - Combatant* c = obj->GetCombatant(); - if (c) c->AddScore(unit->GetSingleValue()); - } - } - } - - CombatGroup* us = group; - CombatGroup* them = obj; - int us_count = unit_count; - int them_count = tgt_count; - - bool friendly = IsFriendlyAssignment(a); - - if (friendly) { - info = Text("MISSION: Strike, ") + rgn + " Sector\n\n"; - } - - else { - info = Text("EVENT: ") + rgn + " Sector\n\n"; - - us = obj; - them = group; - us_count = tgt_count; - them_count = unit_count; - } - - info += GetTeamName(group); - info += Text(" ") + group->GetDescription(); - - if (success) - info += " successfully strike "; - else if (!friendly) - info += " strike against "; - else - info += " attempted strike on "; - - info += GetTeamName(obj); - info += Text(" ") + obj->GetDescription(); - - if (!success && !friendly) - info += " averted.\n\n"; - else - info += ".\n\n"; - - char text[256]; - - if (them_count) { - if (friendly) { - if (them_count > 1) - sprintf_s(text, "ENEMY KILLED:\t %d %s destroyed\n", them_count, tgt->Name().data()); - else - sprintf_s(text, "ENEMY KILLED:\t %s destroyed\n", tgt->Name().data()); - } else { - sprintf_s(text, "ENEMY KILLED:\t %d %s destroyed\n", them_count, them->Name().data()); - } - - info += text; - } else { - info += "ENEMY KILLED:\t 0\n"; - } - - if (us_count) { - if (!friendly) - sprintf_s(text, "ALLIED LOSSES:\t %s destroyed\n", tgt->Name().data()); - else - sprintf_s(text, "ALLIED LOSSES:\t %d %s destroyed", us_count, us->Name().data()); - - info += text; - } else { - info += "ALLIED LOSSES:\t 0"; - } - - event->SetTitle(title); - event->SetInformation(info); - return event; -} - -// +--------------------------------------------------------------------+ - -CombatEvent* -CampaignPlanEvent::CreateEventFighterSweep(CombatAssignment* a) -{ - CombatEvent* event = 0; - CombatGroup* group = a->GetResource(); - CombatGroup* obj = a->GetObjective(); - CombatUnit* unit = group->GetRandomUnit(); - CombatUnit* tgt = obj->GetRandomUnit(); - - if (!unit || !tgt) - return 0; - - bool success = Success(a); - Text rgn = group->GetRegion(); - Text title = Text(group->Name()); - Text info; - - event = new CombatEvent(campaign, - CombatEvent::ATTACK, - event_time, - group->GetIFF(), - CombatEvent::TACNET, - rgn); - - if (!event) - return 0; - - if (unit) - title += Text(" ") + unit->GetDesign()->abrv + "s"; - else - title += " Fighters"; - - if (RandomChance(1, 4)) title += " Clash with "; - else if (RandomChance(1, 4)) title += " Engage "; - else if (RandomChance(1, 4)) title += " Intercept "; - else title += " Encounter "; - - title += obj->Name(); - - int tgt_count = 0; - int unit_count = 0; - - if (success) { - for (int i = 0; i < 2; i++) { - if (tgt && RandomChance(3,4)) { - if (tgt->Kill(1) > 0) - tgt_count++; - Combatant* c = group->GetCombatant(); - if (c) c->AddScore(tgt->GetSingleValue()); - } - } - - if (tgt_count > 1) { - if (tgt && RandomChance(1,4)) { - if (tgt->Kill(1) > 0) - tgt_count++; - Combatant* c = group->GetCombatant(); - if (c) c->AddScore(tgt->GetSingleValue()); - } - } - - else { - if (unit && RandomChance(1,5)) { - if (unit->Kill(1) > 0) - unit_count++; - Combatant* c = obj->GetCombatant(); - if (c) c->AddScore(unit->GetSingleValue()); - } - } - } - else { - for (int i = 0; i < 2; i++) { - if (unit && RandomChance(3,4)) { - if (unit->Kill(1) > 0) - unit_count++; - Combatant* c = obj->GetCombatant(); - if (c) c->AddScore(unit->GetSingleValue()); - } - } - - if (tgt && RandomChance(1,4)) { - if (tgt->Kill(1) > 0) - tgt_count++; - Combatant* c = group->GetCombatant(); - if (c) c->AddScore(tgt->GetSingleValue()); - } - } - - CombatGroup* us = group; - CombatGroup* them = obj; - int us_count = unit_count; - int them_count = tgt_count; - - bool friendly = IsFriendlyAssignment(a); - - if (!friendly) { - us = obj; - them = group; - us_count = tgt_count; - them_count = unit_count; - } - - if (friendly) { - if (RandomChance()) - info = Text("MISSION: OCA Sweep, ") + rgn + " Sector\n\n"; - else - info = Text("MISSION: FORCAP, ") + rgn + " Sector\n\n"; - - info += GetTeamName(group); - info += Text(" ") + group->GetDescription(); - info += Text(" engaged ") + GetTeamName(obj); - info += Text(" ") + obj->GetDescription() + ".\n\n"; - } - else { - info = Text("MISSION: Patrol, ") + rgn + " Sector\n\n"; - - info += GetTeamName(obj); - info += Text(" ") + obj->GetDescription(); - info += Text(" engaged ") + GetTeamName(group); - info += Text(" ") + group->GetDescription() + ".\n\n"; - } - - char text[256]; - - if (them_count) { - sprintf_s(text, "ENEMY KILLED:\t %d %s destroyed\n", them_count, them->Name().data()); - - info += text; - } else { - info += "ENEMY KILLED:\t 0\n"; - } - - if (us_count) { - sprintf_s(text, "ALLIED LOSSES:\t %d %s destroyed", us_count, us->Name().data()); - info += text; - } else { - info += "ALLIED LOSSES:\t 0"; - } - - event->SetTitle(title); - event->SetInformation(info); - return event; -} - -// +--------------------------------------------------------------------+ - -CombatEvent* -CampaignPlanEvent::CreateEventStarship(CombatAssignment* a) -{ - CombatEvent* event = 0; - CombatGroup* group = a->GetResource(); - CombatGroup* obj = a->GetObjective(); - CombatUnit* unit = group->GetRandomUnit(); - CombatUnit* tgt = obj->GetRandomUnit(); - - if (!unit || !tgt) - return 0; - - bool success = Success(a); - Text rgn = group->GetRegion(); - Text title = Text(group->Name()); - Text info; - - event = new CombatEvent(campaign, - CombatEvent::ATTACK, - event_time, - group->GetIFF(), - CombatEvent::TACNET, - group->GetRegion()); - - if (!event) - return 0; - - title += Text(" Assaults ") + a->GetObjective()->Name(); - - int tgt_count = 0; - int unit_count = 0; - - if (success) { - if (tgt) { - if (tgt->Kill(1) > 0) - tgt_count++; - Combatant* c = group->GetCombatant(); - if (c) c->AddScore(tgt->GetSingleValue()); - } - - if (unit && RandomChance(1,5)) { - if (unit->Kill(1) > 0) - unit_count++; - Combatant* c = obj->GetCombatant(); - if (c) c->AddScore(unit->GetSingleValue()); - } - } - else { - for (int i = 0; i < 2; i++) { - if (unit && RandomChance(1,4)) { - if (unit->Kill(1) > 0) - unit_count++; - Combatant* c = obj->GetCombatant(); - if (c) c->AddScore(unit->GetSingleValue()); - } - } - } - - CombatGroup* us = group; - CombatGroup* them = obj; - int us_count = unit_count; - int them_count = tgt_count; - - bool friendly = IsFriendlyAssignment(a); - - if (friendly) { - info = Text("MISSION: Fleet Action, ") + rgn + " Sector\n\n"; - } - - else { - info = Text("EVENT: ") + rgn + " Sector\n\n"; - - us = obj; - them = group; - us_count = tgt_count; - them_count = unit_count; - } - - info += GetTeamName(group); - info += Text(" ") + group->GetDescription(); - - if (success) - info += " successfully assaulted "; - else if (!friendly) - info += " assault against "; - else - info += " attempted assault on "; - - info += GetTeamName(obj); - info += Text(" ") + obj->GetDescription(); - - if (!success && !friendly) - info += " failed.\n\n"; - else - info += ".\n\n"; - - char text[256]; - - if (them_count) { - if (friendly) { - if (tgt->Count() > 1) { - sprintf_s(text, "ENEMY KILLED:\t %d %s destroyed\n", them_count, tgt->Name().data()); - } else { - sprintf_s(text, "ENEMY KILLED:\t %s destroyed\n", tgt->Name().data()); - } - } else { - if (unit->Count() > 1) { - sprintf_s(text, "ENEMY KILLED:\t %d %s destroyed\n", them_count, unit->Name().data()); - } else { - sprintf_s(text, "ENEMY KILLED:\t %s destroyed\n", unit->Name().data()); - } - } - - info += text; - } else { - info += "ENEMY KILLED:\t 0\n"; - } - - if (us_count) { - if (!friendly) - sprintf_s(text, "ALLIED LOSSES:\t %s destroyed\n", tgt->Name().data()); - else - sprintf_s(text, "ALLIED LOSSES:\t %s destroyed", unit->Name().data()); - - info += text; - } else { - info += "ALLIED LOSSES:\t 0"; - } - - event->SetTitle(title); - event->SetInformation(info); - return event; -} - -// +--------------------------------------------------------------------+ - -bool -CampaignPlanEvent::IsFriendlyAssignment(CombatAssignment* a) -{ - if (!campaign || !a || !a->GetResource()) - return false; - - int a_team = a->GetResource()->GetIFF(); - CombatGroup* player = campaign->GetPlayerGroup(); - - if (player && (player->GetIFF() == a_team)) - return true; - - return false; -} - -bool -CampaignPlanEvent::Success(CombatAssignment* a) -{ - if (!campaign || !a || !a->GetResource()) - return false; - - int odds = 6 - campaign->GetCampaignId(); - - if (odds < 1) - odds = 1; - - bool success = RandomChance(odds, 5); - - if (!IsFriendlyAssignment(a)) - success = !success; - - return success; -} - -// +--------------------------------------------------------------------+ - -Text -CampaignPlanEvent::GetTeamName(CombatGroup* g) -{ - while (g->GetParent()) - g = g->GetParent(); - - return g->Name(); -} -- cgit v1.1