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/CombatAction.cpp | 350 ----------------------------------------------- 1 file changed, 350 deletions(-) delete mode 100644 Stars45/CombatAction.cpp (limited to 'Stars45/CombatAction.cpp') diff --git a/Stars45/CombatAction.cpp b/Stars45/CombatAction.cpp deleted file mode 100644 index 2f2a748..0000000 --- a/Stars45/CombatAction.cpp +++ /dev/null @@ -1,350 +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 - ======== - A significant (newsworthy) event in the dynamic campaign. -*/ - -#include "CombatAction.h" -#include "CombatGroup.h" -#include "Campaign.h" -#include "Combatant.h" -#include "Player.h" -#include "Random.h" - -// +----------------------------------------------------------------------+ - -CombatAction::CombatAction(int n, int typ, int sub, int iff) - : id(n), type(typ), subtype(sub), opp_type(-1), team(iff), - status(PENDING), count(0), rval(-1), source(0), time(0), - start_before((int) 1e9), start_after(0), - min_rank(0), max_rank(100), - delay(0), probability(100), asset_type(0), target_type(0) -{ } - -CombatAction::~CombatAction() -{ - requirements.destroy(); - asset_kills.destroy(); - target_kills.destroy(); -} - -// +----------------------------------------------------------------------+ - -bool -CombatAction::IsAvailable() const -{ - CombatAction* pThis = (CombatAction*) this; - - if (rval < 0) { - pThis->rval = (int) Random(0, 100); - - if (rval > probability) - pThis->status = SKIPPED; - } - - if (status != PENDING) - return false; - - if (min_rank > 0 || max_rank < 100) { - Player* player = Player::GetCurrentPlayer(); - - if (player->Rank() < min_rank || player->Rank() > max_rank) - return false; - } - - Campaign* campaign = Campaign::GetCampaign(); - if (campaign) { - if (campaign->GetTime() < start_after) { - return false; - } - - if (campaign->GetTime() > start_before) { - pThis->status = FAILED; // too late! - return false; - } - - // check requirements against actions in current campaign: - ListIter iter = pThis->requirements; - while (++iter) { - CombatActionReq* r = iter.value(); - bool ok = false; - - if (r->action > 0) { - ListIter action = campaign->GetActions(); - while (++action) { - CombatAction* a = action.value(); - - if (a->Identity() == r->action) { - if (r->_not) { - if (a->Status() == r->stat) - return false; - } - else { - if (a->Status() != r->stat) - return false; - } - } - } - } - - // group-based requirement - else if (r->group_type > 0) { - if (r->c1) { - CombatGroup* group = r->c1->FindGroup(r->group_type, r->group_id); - - if (group) { - int test = 0; - int comp = 0; - - if (r->intel) { - test = group->IntelLevel(); - comp = r->intel; - } - - else { - test = group->CalcValue(); - comp = r->score; - } - - switch (r->comp) { - case CombatActionReq::LT: ok = (test < comp); break; - case CombatActionReq::LE: ok = (test <= comp); break; - case CombatActionReq::GT: ok = (test > comp); break; - case CombatActionReq::GE: ok = (test >= comp); break; - case CombatActionReq::EQ: ok = (test == comp); break; - } - } - - if (!ok) - return false; - } - } - - // score-based requirement - else { - int test = 0; - - if (r->comp <= CombatActionReq::EQ) { // absolute - if (r->c1) { - int test = r->c1->Score(); - - switch (r->comp) { - case CombatActionReq::LT: ok = (test < r->score); break; - case CombatActionReq::LE: ok = (test <= r->score); break; - case CombatActionReq::GT: ok = (test > r->score); break; - case CombatActionReq::GE: ok = (test >= r->score); break; - case CombatActionReq::EQ: ok = (test == r->score); break; - } - } - } - - else { // relative - if (r->c1 && r->c2) { - int test = r->c1->Score() - r->c2->Score(); - - switch (r->comp) { - case CombatActionReq::RLT: ok = (test < r->score); break; - case CombatActionReq::RLE: ok = (test <= r->score); break; - case CombatActionReq::RGT: ok = (test > r->score); break; - case CombatActionReq::RGE: ok = (test >= r->score); break; - case CombatActionReq::REQ: ok = (test == r->score); break; - } - } - } - - if (!ok) - return false; - } - - if (delay > 0) { - pThis->start_after = (int) campaign->GetTime() + delay; - pThis->delay = 0; - return IsAvailable(); - } - } - } - - return true; -} - -// +----------------------------------------------------------------------+ - -void -CombatAction::FireAction() -{ - Campaign* campaign = Campaign::GetCampaign(); - if (campaign) - time = (int) campaign->GetTime(); - - if (count >= 1) - count--; - - if (count < 1) - status = COMPLETE; -} - -void -CombatAction::FailAction() -{ - Campaign* campaign = Campaign::GetCampaign(); - if (campaign) - time = (int) campaign->GetTime(); - - count = 0; - status = FAILED; -} - -// +----------------------------------------------------------------------+ - -void -CombatAction::AddRequirement(int action, int stat, bool _not) -{ - requirements.append(new CombatActionReq(action, stat, _not)); -} - -void -CombatAction::AddRequirement(Combatant* c1, Combatant* c2, int comp, int score) -{ - requirements.append(new CombatActionReq(c1, c2, comp, score)); -} - -void -CombatAction::AddRequirement(Combatant* c1, int group_type, int group_id, int comp, int score, int intel) -{ - requirements.append(new CombatActionReq(c1, group_type, group_id, comp, score, intel)); -} - -// +----------------------------------------------------------------------+ - -int -CombatAction::TypeFromName(const char* n) -{ - int type = 0; - - if (!_stricmp(n, "NO_ACTION")) - type = NO_ACTION; - - else if (!_stricmp(n, "MARKER")) - type = NO_ACTION; - - else if (!_stricmp(n, "STRATEGIC_DIRECTIVE")) - type = STRATEGIC_DIRECTIVE; - - else if (!_stricmp(n, "STRATEGIC")) - type = STRATEGIC_DIRECTIVE; - - else if (!_stricmp(n, "ZONE_ASSIGNMENT")) - type = ZONE_ASSIGNMENT; - - else if (!_stricmp(n, "ZONE")) - type = ZONE_ASSIGNMENT; - - else if (!_stricmp(n, "SYSTEM_ASSIGNMENT")) - type = SYSTEM_ASSIGNMENT; - - else if (!_stricmp(n, "SYSTEM")) - type = SYSTEM_ASSIGNMENT; - - else if (!_stricmp(n, "MISSION_TEMPLATE")) - type = MISSION_TEMPLATE; - - else if (!_stricmp(n, "MISSION")) - type = MISSION_TEMPLATE; - - else if (!_stricmp(n, "COMBAT_EVENT")) - type = COMBAT_EVENT; - - else if (!_stricmp(n, "EVENT")) - type = COMBAT_EVENT; - - else if (!_stricmp(n, "INTEL_EVENT")) - type = INTEL_EVENT; - - else if (!_stricmp(n, "INTEL")) - type = INTEL_EVENT; - - else if (!_stricmp(n, "CAMPAIGN_SITUATION")) - type = CAMPAIGN_SITUATION; - - else if (!_stricmp(n, "SITREP")) - type = CAMPAIGN_SITUATION; - - else if (!_stricmp(n, "CAMPAIGN_ORDERS")) - type = CAMPAIGN_ORDERS; - - else if (!_stricmp(n, "ORDERS")) - type = CAMPAIGN_ORDERS; - - return type; -} - -int -CombatAction::StatusFromName(const char* n) -{ - int stat = 0; - - if (!_stricmp(n, "PENDING")) - stat = PENDING; - - else if (!_stricmp(n, "ACTIVE")) - stat = ACTIVE; - - else if (!_stricmp(n, "SKIPPED")) - stat = SKIPPED; - - else if (!_stricmp(n, "FAILED")) - stat = FAILED; - - else if (!_stricmp(n, "COMPLETE")) - stat = COMPLETE; - - return stat; -} - - -// +----------------------------------------------------------------------+ - -int -CombatActionReq::CompFromName(const char* n) -{ - int comp = 0; - - if (!_stricmp(n, "LT")) - comp = LT; - - else if (!_stricmp(n, "LE")) - comp = LE; - - else if (!_stricmp(n, "GT")) - comp = GT; - - else if (!_stricmp(n, "GE")) - comp = GE; - - else if (!_stricmp(n, "EQ")) - comp = EQ; - - else if (!_stricmp(n, "RLT")) - comp = RLT; - - else if (!_stricmp(n, "RLE")) - comp = RLE; - - else if (!_stricmp(n, "RGT")) - comp = RGT; - - else if (!_stricmp(n, "RGE")) - comp = RGE; - - else if (!_stricmp(n, "REQ")) - comp = REQ; - - return comp; -} -- cgit v1.1