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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
========
CampaignPlanAssignment creates combat assignments for
assets within each combat zone as the third step in
force tasking.
*/
#ifndef CampaignPlanAssignment_h
#define CampaignPlanAssignment_h
#include "Types.h"
#include "CampaignPlan.h"
// +--------------------------------------------------------------------+
class CombatGroup;
class CombatUnit;
class CombatZone;
// +--------------------------------------------------------------------+
class CampaignPlanAssignment : public CampaignPlan
{
public:
static const char* TYPENAME() { return "CampaignPlanAssignment"; }
CampaignPlanAssignment(Campaign* c) : CampaignPlan(c) { }
virtual ~CampaignPlanAssignment() { }
// operations:
virtual void ExecFrame();
protected:
virtual void ProcessCombatant(Combatant* c);
virtual void ProcessZone(Combatant* c, CombatZone* zone);
virtual void BuildZoneList(CombatGroup* g, CombatZone* zone, List<CombatGroup>& list);
virtual void BuildAssetList(const int* pref, List<CombatGroup>& avail, List<CombatGroup>& assets);
};
#endif // CampaignPlanAssignment_h
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