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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
    ========
    CampaignPlanMovement simulates random patrol movements
    of starship groups between missions.
*/

#include "CampaignPlanMovement.h"
#include "Campaign.h"
#include "Combatant.h"
#include "CombatGroup.h"
#include "CombatUnit.h"
#include "CombatZone.h"
#include "Random.h"
#include "ShipDesign.h"

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

void
CampaignPlanMovement::ExecFrame()
{
    if (campaign && campaign->IsActive()) {
        if (Campaign::Stardate() - exec_time < 7200)
        return;

        campaign->GetAllCombatUnits(-1, all_units);

        ListIter<CombatUnit> iter = all_units;
        while (++iter) {
            CombatUnit* u = iter.value();

            if (u->IsStarship() && !u->IsStatic())
            MoveUnit(u);
        }

        all_units.clear();

        exec_time = Campaign::Stardate();
    }
}

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

void
CampaignPlanMovement::MoveUnit(CombatUnit* u)
{
    if (u) {
        // starship repair:
        double damage  = u->GetSustainedDamage();

        if (damage > 0 && u->GetDesign()) {
            int    percent = (int) (100 * damage / u->GetDesign()->integrity);

            if (percent > 50) {
                u->SetSustainedDamage(0.90 * damage);
            }
        }

        Point  loc  = u->Location();
        Point  dir  = loc;
        double dist = dir.Normalize();

        const double MAX_RAD  = 320e3;
        const double MIN_DIST = 150e3;

        if (dist < MAX_RAD) {
            double scale = 1 - dist/MAX_RAD;

            loc += dir * (Random(30e3, 90e3) * scale) + RandomDirection() * 10e3;

            if (fabs(loc.z) > 20e3)
            loc.z *= 0.1;

            u->MoveTo(loc);

            CombatGroup* g = u->GetCombatGroup();
            if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) {
                g->MoveTo(loc);

                if (g->IntelLevel() > Intel::KNOWN)
                g->SetIntelLevel(Intel::KNOWN);
            }
        }

        else if (dist > 1.25 * MAX_RAD) {
            double scale = 1 - dist/MAX_RAD;

            loc += dir * (Random(80e3, 120e3) * scale) + RandomDirection() * 3e3;

            if (fabs(loc.z) > 20e3)
            loc.z *= 0.1;

            u->MoveTo(loc);

            CombatGroup* g = u->GetCombatGroup();
            if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) {
                g->MoveTo(loc);

                if (g->IntelLevel() > Intel::KNOWN)
                g->SetIntelLevel(Intel::KNOWN);
            }
        }

        else {
            loc += RandomDirection() * 30e3;

            if (fabs(loc.z) > 20e3)
            loc.z *= 0.1;

            u->MoveTo(loc);

            CombatGroup* g = u->GetCombatGroup();
            if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) {
                g->MoveTo(loc);

                if (g->IntelLevel() > Intel::KNOWN)
                g->SetIntelLevel(Intel::KNOWN);
            }
        }

        CombatUnit* closest_unit = 0;
        double      closest_dist = 1e6;

        ListIter<CombatUnit> iter = all_units;
        while (++iter) {
            CombatUnit* unit = iter.value();

            if (unit->GetCombatGroup() != u->GetCombatGroup() && unit->GetRegion() == u->GetRegion() && !unit->IsDropship()) {
                Point  delta = loc - unit->Location();
                dist  = delta.Normalize();

                if (dist < closest_dist) {
                    closest_unit = unit;
                    closest_dist = dist;
                }
            }
        }

        if (closest_unit && closest_dist < MIN_DIST) {
            Point  delta = loc - closest_unit->Location();
            dist  = delta.Normalize();

            loc += delta * 1.1 * (MIN_DIST - closest_dist);

            if (fabs(loc.z) > 20e3)
            loc.z *= 0.1;

            u->MoveTo(loc);

            CombatGroup* g = u->GetCombatGroup();
            if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) {
                g->MoveTo(loc);

                if (g->IntelLevel() > Intel::KNOWN)
                g->SetIntelLevel(Intel::KNOWN);
            }
        }
    }
}