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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
========
A significant (newsworthy) event in the dynamic campaign.
*/
#include "CombatAction.h"
#include "CombatGroup.h"
#include "Campaign.h"
#include "Combatant.h"
#include "Player.h"
#include "Random.h"
// +----------------------------------------------------------------------+
CombatAction::CombatAction(int n, int typ, int sub, int iff)
: id(n), type(typ), subtype(sub), opp_type(-1), team(iff),
status(PENDING), count(0), rval(-1), source(0), time(0),
start_before((int) 1e9), start_after(0),
min_rank(0), max_rank(100),
delay(0), probability(100), asset_type(0), target_type(0)
{ }
CombatAction::~CombatAction()
{
requirements.destroy();
asset_kills.destroy();
target_kills.destroy();
}
// +----------------------------------------------------------------------+
bool
CombatAction::IsAvailable() const
{
CombatAction* pThis = (CombatAction*) this;
if (rval < 0) {
pThis->rval = (int) Random(0, 100);
if (rval > probability)
pThis->status = SKIPPED;
}
if (status != PENDING)
return false;
if (min_rank > 0 || max_rank < 100) {
Player* player = Player::GetCurrentPlayer();
if (player->Rank() < min_rank || player->Rank() > max_rank)
return false;
}
Campaign* campaign = Campaign::GetCampaign();
if (campaign) {
if (campaign->GetTime() < start_after) {
return false;
}
if (campaign->GetTime() > start_before) {
pThis->status = FAILED; // too late!
return false;
}
// check requirements against actions in current campaign:
ListIter<CombatActionReq> iter = pThis->requirements;
while (++iter) {
CombatActionReq* r = iter.value();
bool ok = false;
if (r->action > 0) {
ListIter<CombatAction> action = campaign->GetActions();
while (++action) {
CombatAction* a = action.value();
if (a->Identity() == r->action) {
if (r->_not) {
if (a->Status() == r->stat)
return false;
}
else {
if (a->Status() != r->stat)
return false;
}
}
}
}
// group-based requirement
else if (r->group_type > 0) {
if (r->c1) {
CombatGroup* group = r->c1->FindGroup(r->group_type, r->group_id);
if (group) {
int test = 0;
int comp = 0;
if (r->intel) {
test = group->IntelLevel();
comp = r->intel;
}
else {
test = group->CalcValue();
comp = r->score;
}
switch (r->comp) {
case CombatActionReq::LT: ok = (test < comp); break;
case CombatActionReq::LE: ok = (test <= comp); break;
case CombatActionReq::GT: ok = (test > comp); break;
case CombatActionReq::GE: ok = (test >= comp); break;
case CombatActionReq::EQ: ok = (test == comp); break;
}
}
if (!ok)
return false;
}
}
// score-based requirement
else {
int test = 0;
if (r->comp <= CombatActionReq::EQ) { // absolute
if (r->c1) {
int test = r->c1->Score();
switch (r->comp) {
case CombatActionReq::LT: ok = (test < r->score); break;
case CombatActionReq::LE: ok = (test <= r->score); break;
case CombatActionReq::GT: ok = (test > r->score); break;
case CombatActionReq::GE: ok = (test >= r->score); break;
case CombatActionReq::EQ: ok = (test == r->score); break;
}
}
}
else { // relative
if (r->c1 && r->c2) {
int test = r->c1->Score() - r->c2->Score();
switch (r->comp) {
case CombatActionReq::RLT: ok = (test < r->score); break;
case CombatActionReq::RLE: ok = (test <= r->score); break;
case CombatActionReq::RGT: ok = (test > r->score); break;
case CombatActionReq::RGE: ok = (test >= r->score); break;
case CombatActionReq::REQ: ok = (test == r->score); break;
}
}
}
if (!ok)
return false;
}
if (delay > 0) {
pThis->start_after = (int) campaign->GetTime() + delay;
pThis->delay = 0;
return IsAvailable();
}
}
}
return true;
}
// +----------------------------------------------------------------------+
void
CombatAction::FireAction()
{
Campaign* campaign = Campaign::GetCampaign();
if (campaign)
time = (int) campaign->GetTime();
if (count >= 1)
count--;
if (count < 1)
status = COMPLETE;
}
void
CombatAction::FailAction()
{
Campaign* campaign = Campaign::GetCampaign();
if (campaign)
time = (int) campaign->GetTime();
count = 0;
status = FAILED;
}
// +----------------------------------------------------------------------+
void
CombatAction::AddRequirement(int action, int stat, bool _not)
{
requirements.append(new CombatActionReq(action, stat, _not));
}
void
CombatAction::AddRequirement(Combatant* c1, Combatant* c2, int comp, int score)
{
requirements.append(new CombatActionReq(c1, c2, comp, score));
}
void
CombatAction::AddRequirement(Combatant* c1, int group_type, int group_id, int comp, int score, int intel)
{
requirements.append(new CombatActionReq(c1, group_type, group_id, comp, score, intel));
}
// +----------------------------------------------------------------------+
int
CombatAction::TypeFromName(const char* n)
{
int type = 0;
if (!_stricmp(n, "NO_ACTION"))
type = NO_ACTION;
else if (!_stricmp(n, "MARKER"))
type = NO_ACTION;
else if (!_stricmp(n, "STRATEGIC_DIRECTIVE"))
type = STRATEGIC_DIRECTIVE;
else if (!_stricmp(n, "STRATEGIC"))
type = STRATEGIC_DIRECTIVE;
else if (!_stricmp(n, "ZONE_ASSIGNMENT"))
type = ZONE_ASSIGNMENT;
else if (!_stricmp(n, "ZONE"))
type = ZONE_ASSIGNMENT;
else if (!_stricmp(n, "SYSTEM_ASSIGNMENT"))
type = SYSTEM_ASSIGNMENT;
else if (!_stricmp(n, "SYSTEM"))
type = SYSTEM_ASSIGNMENT;
else if (!_stricmp(n, "MISSION_TEMPLATE"))
type = MISSION_TEMPLATE;
else if (!_stricmp(n, "MISSION"))
type = MISSION_TEMPLATE;
else if (!_stricmp(n, "COMBAT_EVENT"))
type = COMBAT_EVENT;
else if (!_stricmp(n, "EVENT"))
type = COMBAT_EVENT;
else if (!_stricmp(n, "INTEL_EVENT"))
type = INTEL_EVENT;
else if (!_stricmp(n, "INTEL"))
type = INTEL_EVENT;
else if (!_stricmp(n, "CAMPAIGN_SITUATION"))
type = CAMPAIGN_SITUATION;
else if (!_stricmp(n, "SITREP"))
type = CAMPAIGN_SITUATION;
else if (!_stricmp(n, "CAMPAIGN_ORDERS"))
type = CAMPAIGN_ORDERS;
else if (!_stricmp(n, "ORDERS"))
type = CAMPAIGN_ORDERS;
return type;
}
int
CombatAction::StatusFromName(const char* n)
{
int stat = 0;
if (!_stricmp(n, "PENDING"))
stat = PENDING;
else if (!_stricmp(n, "ACTIVE"))
stat = ACTIVE;
else if (!_stricmp(n, "SKIPPED"))
stat = SKIPPED;
else if (!_stricmp(n, "FAILED"))
stat = FAILED;
else if (!_stricmp(n, "COMPLETE"))
stat = COMPLETE;
return stat;
}
// +----------------------------------------------------------------------+
int
CombatActionReq::CompFromName(const char* n)
{
int comp = 0;
if (!_stricmp(n, "LT"))
comp = LT;
else if (!_stricmp(n, "LE"))
comp = LE;
else if (!_stricmp(n, "GT"))
comp = GT;
else if (!_stricmp(n, "GE"))
comp = GE;
else if (!_stricmp(n, "EQ"))
comp = EQ;
else if (!_stricmp(n, "RLT"))
comp = RLT;
else if (!_stricmp(n, "RLE"))
comp = RLE;
else if (!_stricmp(n, "RGT"))
comp = RGT;
else if (!_stricmp(n, "RGE"))
comp = RGE;
else if (!_stricmp(n, "REQ"))
comp = REQ;
return comp;
}
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