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 --- StarsEx/CampaignPlanEvent.cpp | 1274 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1274 insertions(+) create mode 100644 StarsEx/CampaignPlanEvent.cpp (limited to 'StarsEx/CampaignPlanEvent.cpp') diff --git a/StarsEx/CampaignPlanEvent.cpp b/StarsEx/CampaignPlanEvent.cpp new file mode 100644 index 0000000..f487984 --- /dev/null +++ b/StarsEx/CampaignPlanEvent.cpp @@ -0,0 +1,1274 @@ +/* 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