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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
========
CampaignPlanEvent generates simulated combat
events based on a statistical analysis of the
combatants within the context of a dynamic
campaign.
*/
#ifndef CampaignPlanEvent_h
#define CampaignPlanEvent_h
#include "Types.h"
#include "CampaignPlan.h"
// +--------------------------------------------------------------------+
class CombatAction;
class CombatAssignment;
class CombatEvent;
class CombatGroup;
class CombatUnit;
class CombatZone;
// +--------------------------------------------------------------------+
class CampaignPlanEvent : public CampaignPlan
{
public:
static const char* TYPENAME() { return "CampaignPlanEvent"; }
CampaignPlanEvent(Campaign* c);
virtual ~CampaignPlanEvent();
// operations:
virtual void ExecFrame();
virtual void SetLockout(int seconds);
virtual bool ExecScriptedEvents();
virtual bool ExecStatisticalEvents();
protected:
virtual void ProsecuteKills(CombatAction* action);
virtual CombatAssignment*
ChooseAssignment(CombatGroup* c);
virtual bool CreateEvent(CombatAssignment* a);
virtual CombatEvent* CreateEventDefend(CombatAssignment* a);
virtual CombatEvent* CreateEventFighterAssault(CombatAssignment* a);
virtual CombatEvent* CreateEventFighterStrike(CombatAssignment* a);
virtual CombatEvent* CreateEventFighterSweep(CombatAssignment* a);
virtual CombatEvent* CreateEventStarship(CombatAssignment* a);
virtual bool IsFriendlyAssignment(CombatAssignment* a);
virtual bool Success(CombatAssignment* a);
virtual Text GetTeamName(CombatGroup* g);
// attributes:
int event_time;
};
#endif // CampaignPlanEvent_h
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