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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);
}
}
}
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