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/*  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
    ========
    CampaignSituationReport generates the situation report
    portion of the briefing for a dynamically generated
    mission in a dynamic campaign.
*/

#include "CampaignSituationReport.h"
#include "Campaign.h"
#include "Combatant.h"
#include "CombatAssignment.h"
#include "CombatGroup.h"
#include "CombatUnit.h"
#include "CombatZone.h"
#include "Callsign.h"
#include "Mission.h"
#include "Instruction.h"
#include "Ship.h"
#include "ShipDesign.h"
#include "StarSystem.h"
#include "Random.h"
#include "Player.h"

// +--------------------------------------------------------------------+

CampaignSituationReport::CampaignSituationReport(Campaign* c, Mission* m)
    : campaign(c), mission(m)
{}

CampaignSituationReport::~CampaignSituationReport() {}

// +--------------------------------------------------------------------+

void
CampaignSituationReport::GenerateSituationReport()
{
    if (!campaign || !mission)
    return;

    sitrep = Text();

    GlobalSituation();
    MissionSituation();

    mission->SetSituation(sitrep);
}

// +--------------------------------------------------------------------+

static const char* outlooks[4] = { "good", "fluid", "poor", "bleak" };

void
CampaignSituationReport::GlobalSituation()
{
    if (campaign->GetTime() < 40 * 3600)
    sitrep = Text(campaign->Name()) + Text(" is still in its early stages and the situation is ");
    else
    sitrep = Text("The overall outlook for ") + Text(campaign->Name()) + Text(" is ");

    int score = campaign->GetPlayerTeamScore();

    if (score > 1000)
    sitrep += outlooks[0];
    else if (score > -1000)
    sitrep += outlooks[1];
    else if (score > -2000)
    sitrep += outlooks[2];
    else
    sitrep += outlooks[3];

    sitrep += ".  ";

    Text strat_dir;

    CombatGroup* pg = campaign->GetPlayerGroup();

    if (pg)
    strat_dir = pg->GetStrategicDirection();

    if (strat_dir.length())
    sitrep += strat_dir;
    else
    sitrep += Text("Establishing and maintaining military control of the ") +
    mission->GetStarSystem()->Name() + " System remains a key priority.";
}

// +--------------------------------------------------------------------+

void
CampaignSituationReport::MissionSituation()
{
    if (mission) {
        MissionElement* player = mission->GetPlayer();
        MissionElement* target = mission->GetTarget();
        MissionElement* ward   = mission->GetWard();
        MissionElement* escort = FindEscort(player);
        Text            threat = GetThreatInfo();
        Text            sector = mission->GetRegion();

        sector += " sector.";

        switch (mission->Type()) {
        case Mission::PATROL:
        case Mission::AIR_PATROL:
            sitrep += "\n\nThis mission is a routine patrol of the ";
            sitrep += sector;
            break;

        case Mission::SWEEP:
        case Mission::AIR_SWEEP:
            sitrep += "\n\nFor this mission, you will be performing a fighter sweep of the ";
            sitrep += sector;
            break;

        case Mission::INTERCEPT:
        case Mission::AIR_INTERCEPT:
            sitrep += "\n\nWe have detected hostile elements inbound.  ";
            sitrep += "Your mission is to intercept them before they are able to engage their targets.";
            break;


        case Mission::STRIKE:
            sitrep += "\n\nThe goal of this mission is to perform a strike on preplanned targets in the ";
            sitrep += sector;

            if (target) {
                sitrep += "  Your package has been assigned to strike the ";

                if (target->GetCombatGroup())
                sitrep += target->GetCombatGroup()->GetDescription();
                else
                sitrep += target->Name();

                sitrep += ".";
            }
            break;

        case Mission::ASSAULT:
            sitrep += "\n\nThis mission is to assault preplanned targets in the ";
            sitrep += sector;

            if (target) {
                sitrep += "  Your package has been assigned to strike the ";

                if (target->GetCombatGroup())
                sitrep += target->GetCombatGroup()->GetDescription();
                else
                sitrep += target->Name();

                sitrep += ".";
            }
            break;

        case Mission::DEFEND:
            if (ward) {
                sitrep += "\n\nFor this mission, you will need to defend ";
                sitrep += ward->Name();
                sitrep += " in the ";
                sitrep += sector;
            }
            else {
                sitrep += "\n\nThis is a defensive patrol mission in the ";
                sitrep += sector;
            }
            break;

        case Mission::ESCORT:
            if (ward) {
                sitrep += "\n\nFor this mission, you will need to escort the ";
                sitrep += ward->Name();
                sitrep += " in the ";
                sitrep += sector;
            }
            else {
                sitrep += "\n\nThis is an escort mission in the ";
                sitrep += sector;
            }
            break;

        case Mission::ESCORT_FREIGHT:
            if (ward) {
                sitrep += "\n\nFor this mission, you will need to escort the freighter ";
                sitrep += ward->Name();
                sitrep += ".";
            }
            else {
                sitrep += "\n\nThis is a freight escort mission in the ";
                sitrep += sector;
            }
            break;

        case Mission::ESCORT_SHUTTLE:
            if (ward) {
                sitrep += "\n\nFor this mission, you will need to escort the shuttle ";
                sitrep += ward->Name();
                sitrep += ".";
            }
            else {
                sitrep += "\n\nThis is a shuttle escort mission in the ";
                sitrep += sector;
            }
            break;

        case Mission::ESCORT_STRIKE:
            if (ward) {
                sitrep += "\n\nFor this mission, you will need to protect the ";
                sitrep += ward->Name();
                sitrep += " strike package from hostile interceptors.";
            }
            else {
                sitrep += "\n\nFor this mission, you will be responsible for strike escort duty.";
            }
            break;

        case Mission::INTEL:
        case Mission::SCOUT:
        case Mission::RECON:
            sitrep += "\n\nThis is an intelligence gathering mission in the ";
            sitrep += sector;
            break;

        case Mission::BLOCKADE:
            sitrep += "\n\nThis mission is part of the blockade operation in the ";
            sitrep += sector;
            break;

        case Mission::FLEET:
            sitrep += "\n\nThis mission is a routine fleet patrol of the ";
            sitrep += sector;
            break;

        case Mission::BOMBARDMENT:
            sitrep += "\n\nOur goal for this mission is to engage and destroy preplanned targets in the ";
            sitrep += sector;
            break;

        case Mission::FLIGHT_OPS:
            sitrep += "\n\nFor this mission, the ";
            sitrep += player->Name();
            sitrep += " will be conducting combat flight operations in the ";
            sitrep += sector;
            break;

        case Mission::TRAINING:
            sitrep += "\n\nThis will be a training mission.";
            break;

        case Mission::TRANSPORT:
        case Mission::CARGO:
        case Mission::OTHER:
        default:
            break;
        }

        if (threat.length()) {
            sitrep += "  ";
            sitrep += threat;
            sitrep += "\n\n";
        }
    }
    else {
        sitrep += "\n\n";
    }

    Text rank;
    Text name;

    Player* p = Player::GetCurrentPlayer();

    if (p) {
        if (p->Rank() > 6)
        rank = ", Admiral";
        else
        rank = Text(", ") + Player::RankName(p->Rank());

        name = Text(", ") + p->Name();
    }

    sitrep += "You have a mission to perform.  ";

    switch (RandomIndex()) {
    case  0: sitrep += "You'd better go get to it!";                     break;
    case  1: sitrep += "And let's be careful out there!";                break;
    case  2: sitrep += "Good luck, sir!";                                break;
    case  3: sitrep += "Let's keep up the good work out there.";         break;
    case  4: sitrep += "Don't lose your focus.";                         break;
    case  5: sitrep += "Good luck out there.";                           break;
    case  6: sitrep += "What are you waiting for, cocktail hour?";       break;
    case  7: sitrep += Text("Godspeed") + rank + "!";                    break;
    case  8: sitrep += Text("Good luck") + rank + "!";                   break;
    case  9: sitrep += Text("Good luck") + name + "!";                   break;
    case 10: sitrep += "If everything is clear, get your team ready and get underway.";
        break;
    case 11: sitrep += Text("Go get to it") + rank + "!";                break;
    case 12: sitrep += "The clock is ticking, so let's move it!";        break;
    case 13: sitrep += "Stay sharp out there!";                          break;
    case 14: sitrep += Text("Go get 'em") + rank + "!";                  break;
    case 15: sitrep += "Now get out of here and get to work!";           break;
    }
}

// +--------------------------------------------------------------------+

MissionElement*
CampaignSituationReport::FindEscort(MissionElement* player)
{
    MissionElement* escort = 0;

    if (!mission || !player) return escort;

    ListIter<MissionElement> iter = mission->GetElements();
    while (++iter) {
        MissionElement* elem = iter.value();

    }

    return escort;
}

// +--------------------------------------------------------------------+

Text
CampaignSituationReport::GetThreatInfo()
{
    Text threat_info;

    int   enemy_fighters  = 0;
    int   enemy_starships = 0;
    int   enemy_sites     = 0;

    if (mission && mission->GetPlayer()) {
        MissionElement* player = mission->GetPlayer();
        Text            rgn0   = player->Region();
        Text            rgn1;
        int             iff    = player->GetIFF();

        ListIter<Instruction> nav = player->NavList();
        while (++nav) {
            if (rgn0 != nav->RegionName())
            rgn1 = nav->RegionName();
        }

        ListIter<MissionElement> elem = mission->GetElements();
        while (++elem) {
            if (elem->GetIFF() > 0 && elem->GetIFF() != iff && elem->IntelLevel() > Intel::SECRET) {
                if (elem->IsGroundUnit()) {
                    if (!elem->GetDesign() ||
                            elem->GetDesign()->type != Ship::SAM)
                    continue;

                    if (elem->Region() != rgn0 &&
                            elem->Region() != rgn1)
                    continue;
                }

                int mission_role = elem->MissionRole();

                if (mission_role == Mission::STRIKE    ||
                        mission_role == Mission::INTEL     ||
                        mission_role == Mission::CARGO     ||
                        mission_role == Mission::TRANSPORT)
                continue;

                if (elem->GetDesign()->type >= Ship::MINE && elem->GetDesign()->type <= Ship::DEFSAT)
                enemy_sites += elem->Count();

                else if (elem->IsDropship())
                enemy_fighters += elem->Count();

                else if (elem->IsStarship())
                enemy_starships += elem->Count();

                else if (elem->IsGroundUnit())
                enemy_sites += elem->Count();
            }
        }
    }

    if (enemy_starships > 0) {
        threat_info = "We have reports of several enemy starships in the vicinity.";

        if (enemy_fighters > 0) {
            threat_info += "  Also be advised that enemy fighters may be operating nearby.";
        }

        else if (enemy_sites > 0) {
            threat_info += "  And be on the lookout for mines and defense satellites.";
        }
    }

    else if (enemy_fighters > 0) {
        threat_info = "We have reports of several enemy fighters in your operating area.";
    }

    else if (enemy_sites > 0) {
        if (mission->Type() >= Mission::AIR_PATROL && mission->Type() <= Mission::STRIKE)
        threat_info = "Remember to check air-to-ground sensors for SAM and AAA sites.";
        else
        threat_info = "Be on the lookout for mines and defense satellites.";
    }
    else {
        threat_info = "We have no reliable information on threats in your operating area.";
    }

    return threat_info;
}