1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
|
/* 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
========
CampaignPlanAssignment creates combat assignments for
assets within each combat zone as the third step in
force tasking.
*/
#include "MemDebug.h"
#include "CampaignPlanAssignment.h"
#include "Campaign.h"
#include "Combatant.h"
#include "CombatAssignment.h"
#include "CombatGroup.h"
#include "CombatUnit.h"
#include "CombatZone.h"
#include "Mission.h"
// +--------------------------------------------------------------------+
void
CampaignPlanAssignment::ExecFrame()
{
if (campaign && campaign->IsActive()) {
// once every few minutes is plenty:
if (Campaign::Stardate() - exec_time < 300)
return;
ListIter<Combatant> iter = campaign->GetCombatants();
while (++iter) {
ProcessCombatant(iter.value());
}
exec_time = Campaign::Stardate();
}
}
// +--------------------------------------------------------------------+
void
CampaignPlanAssignment::ProcessCombatant(Combatant* c)
{
CombatGroup* force = c->GetForce();
if (force) {
force->CalcValue();
force->ClearAssignments();
}
ListIter<CombatZone> zone = campaign->GetZones();
while (++zone) {
ProcessZone(c, zone.value());
}
}
// +--------------------------------------------------------------------+
void
CampaignPlanAssignment::BuildZoneList(CombatGroup* g, CombatZone* zone, List<CombatGroup>& groups)
{
if (!g)
return;
if (g->GetAssignedZone() == zone)
groups.append(g);
ListIter<CombatGroup> iter = g->GetComponents();
while (++iter)
BuildZoneList(iter.value(), zone, groups);
}
// +--------------------------------------------------------------------+
void
CampaignPlanAssignment::BuildAssetList(const int* pref,
List<CombatGroup>& groups,
List<CombatGroup>& assets)
{
if (!pref)
return;
while (*pref) {
ListIter<CombatGroup> g = groups;
while (++g) {
if (g->Type() == *pref && g->CountUnits() > 0)
assets.append(g.value());
}
pref++;
}
}
// +--------------------------------------------------------------------+
void
CampaignPlanAssignment::ProcessZone(Combatant* c, CombatZone* zone)
{
List<CombatGroup> groups;
BuildZoneList(c->GetForce(), zone, groups);
ZoneForce* force = zone->FindForce(c->GetIFF());
// defensive assignments:
ListIter<CombatGroup> def = force->GetDefendList();
while (++def) {
List<CombatGroup> assets;
BuildAssetList(CombatGroup::PreferredDefender(def->Type()), groups, assets);
ListIter<CombatGroup> g = assets;
while (++g) {
CombatAssignment* a = new(__FILE__,__LINE__)
CombatAssignment(Mission::DEFEND,
def.value(),
g.value());
if (a)
g->GetAssignments().append(a);
}
}
// offensive assignments:
ListIter<CombatGroup> tgt = force->GetTargetList();
while (++tgt) {
CombatGroup* target = tgt.value();
List<CombatGroup> assets;
BuildAssetList(CombatGroup::PreferredAttacker(tgt->Type()), groups, assets);
ListIter<CombatGroup> g = assets;
while (++g) {
CombatGroup* asset = g.value();
int mtype = Mission::ASSAULT;
if (target->IsStrikeTarget())
mtype = Mission::STRIKE;
else if (target->IsFighterGroup())
mtype = Mission::SWEEP;
else if (target->Type() == CombatGroup::LCA_SQUADRON)
mtype = Mission::INTERCEPT;
CombatAssignment* a = new(__FILE__,__LINE__)
CombatAssignment(mtype, target, asset);
if (a)
g->GetAssignments().append(a);
}
}
}
|