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SUBSYSTEM: Stars.exe FILE: CampaignPlanStrategic.cpp AUTHOR: John DiCamillo OVERVIEW ======== CampaignPlanStrategic prioritizes targets and defensible allied forces as the first step in force tasking. */ #include "MemDebug.h" #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)); }