From d17521c8b9085a91d08fecfd0b51bbbf7b1dccac Mon Sep 17 00:00:00 2001 From: "milo24x7@gmail.com" Date: Sun, 7 Jul 2013 22:08:49 +0000 Subject: Updated open source license declaration and fixed some formatting issues. --- Stars45/CampaignPlanEvent.cpp | 2576 +++++++++++++++++++++-------------------- 1 file changed, 1300 insertions(+), 1276 deletions(-) (limited to 'Stars45/CampaignPlanEvent.cpp') diff --git a/Stars45/CampaignPlanEvent.cpp b/Stars45/CampaignPlanEvent.cpp index 5878026..d8978a8 100644 --- a/Stars45/CampaignPlanEvent.cpp +++ b/Stars45/CampaignPlanEvent.cpp @@ -1,1276 +1,1300 @@ -/* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: CampaignPlanEvent.cpp - 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 "MemDebug.h" -#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(__FILE__,__LINE__) - 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(__FILE__,__LINE__) - 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(__FILE__,__LINE__) - 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(); -} +/* 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: CampaignPlanEvent.cpp + 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 "MemDebug.h" +#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(__FILE__,__LINE__) + 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(__FILE__,__LINE__) + 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(__FILE__,__LINE__) + 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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