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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, 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 "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
            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
            CombatAssignment(mtype, target, asset);

            if (a)
            g->GetAssignments().append(a);
        }
    }
}