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/CampaignPlanStrategic.cpp | 481 -------------------------------------- 1 file changed, 481 deletions(-) delete mode 100644 Stars45/CampaignPlanStrategic.cpp (limited to 'Stars45/CampaignPlanStrategic.cpp') diff --git a/Stars45/CampaignPlanStrategic.cpp b/Stars45/CampaignPlanStrategic.cpp deleted file mode 100644 index 209c888..0000000 --- a/Stars45/CampaignPlanStrategic.cpp +++ /dev/null @@ -1,481 +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 - ======== - CampaignPlanStrategic prioritizes targets and defensible - allied forces as the first step in force tasking. -*/ - -#include "CampaignPlanStrategic.h" -#include "Campaign.h" -#include "Combatant.h" -#include "CombatGroup.h" -#include "CombatUnit.h" -#include "CombatZone.h" -#include "Random.h" - -// +--------------------------------------------------------------------+ - -void -CampaignPlanStrategic::ExecFrame() -{ - if (campaign && campaign->IsActive()) { - if (Campaign::Stardate() - exec_time < 300) - return; - - ListIter zone = campaign->GetZones(); - while (++zone) - zone->Clear(); - - ListIter iter = campaign->GetCombatants(); - while (++iter) { - Combatant* c = iter.value(); - CombatGroup* force = c->GetForce(); - - force->CalcValue(); - - PlaceGroup(force); - ScoreCombatant(c); - ScoreNeeds(c); - - force->ClearUnlockedZones(); - AssignZones(c); - ResolveZoneMovement(force); - } - - exec_time = Campaign::Stardate(); - } -} - -// +--------------------------------------------------------------------+ - -void -CampaignPlanStrategic::PlaceGroup(CombatGroup* g) -{ - if (!g) - return; - - Text rgn = g->GetRegion(); - CombatZone* zone = campaign->GetZone(rgn); - - // if we couldn't find anything suitable, - // just pick a zone at random: - if (!zone && g->IsMovable()) { - int nzones = campaign->GetZones().size(); - int n = RandomIndex() % nzones; - zone = campaign->GetZones().at(n); - - Text assigned_rgn; - if (!campaign->GetZone(rgn)) { - assigned_rgn = *zone->GetRegions().at(0); - g->AssignRegion(assigned_rgn); - } - } - - if (zone && !zone->HasGroup(g)) - zone->AddGroup(g); - - ListIter iter = g->GetComponents(); - while (++iter) - PlaceGroup(iter.value()); -} - -// +--------------------------------------------------------------------+ - -void -CampaignPlanStrategic::ScoreCombatant(Combatant* c) -{ - // prep lists: - c->GetDefendList().clear(); - c->GetTargetList().clear(); - - ScoreDefensible(c); - - ListIter iter = campaign->GetCombatants(); - while (++iter) { - if (iter->GetIFF() > 0 && iter->GetIFF() != c->GetIFF()) - ScoreTargets(c, iter.value()); - } - - // sort lists: - c->GetDefendList().sort(); - c->GetTargetList().sort(); -} - -// +--------------------------------------------------------------------+ - -void -CampaignPlanStrategic::ScoreDefensible(Combatant* c) -{ - if (c->GetForce()) - ScoreDefend(c, c->GetForce()); -} - -void -CampaignPlanStrategic::ScoreDefend(Combatant* c, CombatGroup* g) -{ - if (!g || g->IsReserve()) - return; - - if (g->IsDefensible()) { - g->SetPlanValue(g->Value()); - c->GetDefendList().append(g); - - CombatZone* zone = campaign->GetZone(g->GetRegion()); - ZoneForce* force = 0; - - if (zone) - force = zone->FindForce(c->GetIFF()); - - if (force) - force->GetDefendList().append(g); - } - - ListIter iter = g->GetComponents(); - while (++iter) { - ScoreDefend(c, iter.value()); - } -} - -// +--------------------------------------------------------------------+ - -void -CampaignPlanStrategic::ScoreTargets(Combatant* c, Combatant* t) -{ - if (t->GetForce()) - ScoreTarget(c, t->GetForce()); -} - -void -CampaignPlanStrategic::ScoreTarget(Combatant* c, CombatGroup* g) -{ - if (!g || g->IntelLevel() <= Intel::SECRET) - return; - - if (g->IsTargetable()) { - g->SetPlanValue(g->Value() * c->GetTargetStratFactor(g->Type())); - c->GetTargetList().append(g); - - CombatZone* zone = campaign->GetZone(g->GetRegion()); - ZoneForce* force = 0; - - if (zone) - force = zone->FindForce(c->GetIFF()); - - if (force) - force->GetTargetList().append(g); - } - - ListIter iter = g->GetComponents(); - while (++iter) { - ScoreTarget(c, iter.value()); - } -} - -// +--------------------------------------------------------------------+ - -void -CampaignPlanStrategic::ScoreNeeds(Combatant* c) -{ - ListIter zone = campaign->GetZones(); - while (++zone) { - ZoneForce* force = zone->FindForce(c->GetIFF()); - - // clear needs: - force->SetNeed(CombatGroup::CARRIER_GROUP, 0); - force->SetNeed(CombatGroup::BATTLE_GROUP, 0); - force->SetNeed(CombatGroup::DESTROYER_SQUADRON, 0); - force->SetNeed(CombatGroup::ATTACK_SQUADRON, 0); - force->SetNeed(CombatGroup::FIGHTER_SQUADRON, 0); - force->SetNeed(CombatGroup::INTERCEPT_SQUADRON, 0); - - // what defensive assets are needed in this zone? - ListIter def = force->GetDefendList(); - while (++def) { - int defender_type = *CombatGroup::PreferredDefender(def->Type()); - force->AddNeed(defender_type, def->Value()); - } - - // what offensive assets are needed in this zone? - ListIter tgt = force->GetTargetList(); - while (++tgt) { - int attacker_type = *CombatGroup::PreferredAttacker(tgt->Type()); - force->AddNeed(attacker_type, tgt->Value()); - } - } -} - -// +--------------------------------------------------------------------+ - -void -CampaignPlanStrategic::BuildGroupList(CombatGroup* g, List& groups) -{ - if (!g || g->IsReserve()) - return; - - if (g->IsAssignable()) - groups.append(g); - - ListIter iter = g->GetComponents(); - while (++iter) - BuildGroupList(iter.value(), groups); -} - -// +--------------------------------------------------------------------+ - -void -CampaignPlanStrategic::AssignZones(Combatant* c) -{ - // find the list of assignable groups, in priority order: - List groups; - BuildGroupList(c->GetForce(), groups); - groups.sort(); - - // for each group, assign a zone: - ListIter g_iter = groups; - - // first pass: fighter and attack squadrons assigned to star bases - while (++g_iter) { - CombatGroup* g = g_iter.value(); - int gtype = g->Type(); - - if (gtype == CombatGroup::ATTACK_SQUADRON || - gtype == CombatGroup::FIGHTER_SQUADRON || - gtype == CombatGroup::INTERCEPT_SQUADRON) { - CombatGroup* parent = g->GetParent(); - - if (parent && parent->Type() == CombatGroup::WING) - parent = parent->GetParent(); - - if (!parent || parent->Type() == CombatGroup::CARRIER_GROUP) - continue; - - // these groups are attached to fixed resources, - // so they must be assigned to the parent's zone: - CombatZone* parent_zone = campaign->GetZone(parent->GetRegion()); - - if (parent_zone) { - ZoneForce* parent_force = parent_zone->FindForce(g->GetIFF()); - - if (parent_force) { - g->SetAssignedZone(parent_zone); - parent_force->AddNeed(g->Type(), -(g->Value())); - } - } - } - } - - // second pass: carrier groups - g_iter.reset(); - while (++g_iter) { - CombatGroup* g = g_iter.value(); - int gtype = g->Type(); - - if (gtype == CombatGroup::CARRIER_GROUP) { - int current_zone_need = 0; - int highest_zone_need = 0; - CombatZone* highest_zone = 0; - ZoneForce* highest_force = 0; - CombatZone* current_zone = 0; - ZoneForce* current_force = 0; - - List possible_zones; - - if (g->IsZoneLocked()) { - current_zone = g->GetAssignedZone(); - current_force = current_zone->FindForce(g->GetIFF()); - } - - else { - ListIter z_iter = campaign->GetZones(); - while (++z_iter) { - CombatZone* zone = z_iter.value(); - ZoneForce* force = zone->FindForce(g->GetIFF()); - int need = force->GetNeed(CombatGroup::CARRIER_GROUP) + - force->GetNeed(CombatGroup::ATTACK_SQUADRON) + - force->GetNeed(CombatGroup::FIGHTER_SQUADRON) + - force->GetNeed(CombatGroup::INTERCEPT_SQUADRON); - - if (g->IsSystemLocked() && zone->System() != g->GetAssignedSystem()) - continue; - - possible_zones.append(zone); - - if (zone->HasRegion(g->GetRegion())) { - current_zone_need = need; - current_zone = zone; - current_force = force; - } - - if (need > highest_zone_need) { - highest_zone_need = need; - highest_zone = zone; - highest_force = force; - } - } - } - - CombatZone* assigned_zone = current_zone; - ZoneForce* assigned_force = current_force; - - if (highest_zone_need > current_zone_need) { - assigned_zone = highest_zone; - assigned_force = highest_force; - } - - // if we couldn't find anything suitable, - // just pick a zone at random: - if (!assigned_zone) { - if (possible_zones.isEmpty()) - possible_zones.append(campaign->GetZones()); - - int nzones = possible_zones.size(); - int n = RandomIndex() % nzones; - - assigned_zone = possible_zones.at(n); - assigned_force = assigned_zone->FindForce(g->GetIFF()); - } - - if (assigned_force && assigned_zone) { - Text assigned_rgn; - if (!campaign->GetZone(g->GetRegion())) { - assigned_rgn = *assigned_zone->GetRegions().at(0); - g->AssignRegion(assigned_rgn); - } - - g->SetAssignedZone(assigned_zone); - assigned_force->AddNeed(g->Type(), -(g->Value())); - - // also assign the carrier's wing and squadrons to the same zone: - ListIter squadron = g->GetComponents(); - while (++squadron) { - squadron->SetAssignedZone(assigned_zone); - assigned_force->AddNeed(squadron->Type(), -(squadron->Value())); - - if (squadron->Type() == CombatGroup::WING) { - ListIter s = squadron->GetComponents(); - while (++s) { - s->SetAssignedZone(assigned_zone); - assigned_force->AddNeed(s->Type(), -(s->Value())); - } - } - } - } - } - } - - // third pass: everything else - g_iter.reset(); - while (++g_iter) { - CombatGroup* g = g_iter.value(); - int gtype = g->Type(); - - if (gtype == CombatGroup::BATTLE_GROUP || gtype == CombatGroup::DESTROYER_SQUADRON) { - int current_zone_need = 0; - int highest_zone_need = 0; - CombatZone* highest_zone = 0; - ZoneForce* highest_force = 0; - CombatZone* current_zone = 0; - ZoneForce* current_force = 0; - - List possible_zones; - - if (g->IsZoneLocked()) { - current_zone = g->GetAssignedZone(); - current_force = current_zone->FindForce(g->GetIFF()); - } - - else { - ListIter z_iter = campaign->GetZones(); - while (++z_iter) { - CombatZone* zone = z_iter.value(); - ZoneForce* force = zone->FindForce(g->GetIFF()); - int need = force->GetNeed(g->Type()); - - if (g->IsSystemLocked() && zone->System() != g->GetAssignedSystem()) - continue; - - possible_zones.append(zone); - - // battle groups can do double-duty: - if (gtype == CombatGroup::BATTLE_GROUP) - need += force->GetNeed(CombatGroup::DESTROYER_SQUADRON); - - if (zone->HasRegion(g->GetRegion())) { - current_zone_need = need; - current_zone = zone; - current_force = force; - } - - if (need > highest_zone_need) { - highest_zone_need = need; - highest_zone = zone; - highest_force = force; - } - } - } - - if (highest_zone_need > current_zone_need) { - g->SetAssignedZone(highest_zone); - - if (highest_force) - highest_force->AddNeed(g->Type(), -(g->Value())); - } - else { - if (!current_zone) { - if (possible_zones.isEmpty()) - possible_zones.append(campaign->GetZones()); - - int nzones = possible_zones.size(); - int n = RandomIndex() % nzones; - - current_zone = possible_zones.at(n); - current_force = current_zone->FindForce(g->GetIFF()); - } - - g->SetAssignedZone(current_zone); - - if (current_force) - current_force->AddNeed(g->Type(), -(g->Value())); - - Text assigned_rgn; - if (!campaign->GetZone(g->GetRegion())) { - assigned_rgn = *current_zone->GetRegions().at(0); - g->AssignRegion(assigned_rgn); - } - } - } - } -} - -// +--------------------------------------------------------------------+ - -void -CampaignPlanStrategic::ResolveZoneMovement(CombatGroup* g) -{ - CombatZone* zone = g->GetAssignedZone(); - bool move = false; - - if (zone && !zone->HasRegion(g->GetRegion())) { - move = true; - CombatZone* old_zone = g->GetCurrentZone(); - if (old_zone) - old_zone->RemoveGroup(g); - zone->AddGroup(g); - } - - ListIter comp = g->GetComponents(); - while (++comp) - ResolveZoneMovement(comp.value()); - - // assign region last, to allow components to - // resolve their zones: - if (zone && move) - g->AssignRegion(*zone->GetRegions().at(0)); -} -- cgit v1.1