Exemple #1
0
/**
 * Handles the higher promotions (not the rookie-squaddie ones).
 * @return Whether or not some promotions happened - to show the promotions screen.
 */
bool SavedGame::handlePromotions()
{
	int soldiersPromoted = 0;
	int soldiersTotal = 0;

	for (std::vector<Base*>::iterator i = _bases.begin(); i != _bases.end(); ++i)
	{
		soldiersTotal += (*i)->getSoldiers()->size();
	}
	Soldier *highestRanked;
	
	// now determine the number of positions we have of each rank,
	// and the soldier with the heighest promotion score of the rank below it

	int filledPositions = 0, filledPositions2 = 0;
	inspectSoldiers(&filledPositions, RANK_COMMANDER);
	highestRanked = inspectSoldiers(&filledPositions2, RANK_COLONEL);
	if (filledPositions < 1 && filledPositions2 > 0)
	{
		// only promote one colonel to commander
		highestRanked->promoteRank();
		soldiersPromoted++;
	}
	inspectSoldiers(&filledPositions, RANK_COLONEL);
	highestRanked = inspectSoldiers(&filledPositions2, RANK_CAPTAIN);
	if (filledPositions < (soldiersTotal / 23) && filledPositions2 > 0)
	{
		highestRanked->promoteRank();
		soldiersPromoted++;
	}
	inspectSoldiers(&filledPositions, RANK_CAPTAIN);
	highestRanked = inspectSoldiers(&filledPositions2, RANK_SERGEANT);
	if (filledPositions < (soldiersTotal / 11) && filledPositions2 > 0)
	{
		highestRanked->promoteRank();
		soldiersPromoted++;
	}
	inspectSoldiers(&filledPositions, RANK_SERGEANT);
	highestRanked = inspectSoldiers(&filledPositions2, RANK_SQUADDIE);
	if (filledPositions < (soldiersTotal / 5) && filledPositions2 > 0)
	{
		highestRanked->promoteRank();
		soldiersPromoted++;
	}

	return (soldiersPromoted > 0);
}
Exemple #2
0
/**
* Check if unit eligible for squaddie promotion. If yes, promote the unit.
* Increase the mission counter. Calculate the experience increases.
* @return True if the soldier was eligible for squaddie promotion.
*/
bool BattleUnit::postMissionProcedures()
{
	Soldier *s = dynamic_cast<Soldier*>(_unit);
	if (s == 0)
	{
		return false;
	}

	s->addMissionCount();

	UnitStats *stats = s->getCurrentStats();

	if (_expBravery && stats->bravery < 100)
	{
		if (_expBravery > RNG::generate(0,10)) stats->bravery += 10;
	}
	if (_expReactions && stats->reactions < 100)
	{
		stats->reactions += improveStat(_expReactions);
	}
	if (_expFiring && stats->firing < 120)
	{
		stats->firing += improveStat(_expFiring);
	}
	if (_expMelee && stats->melee < 120)
	{
		stats->melee += improveStat(_expMelee);
	}
	if (_expThrowing && stats->throwing < 120)
	{
		stats->throwing += improveStat(_expThrowing);
	}
	if (_expPsiSkill && stats->psiSkill < 100)
	{
		stats->psiSkill += improveStat(_expPsiSkill);
	}

	/* TODO wound recovery :  Soldier->Wound_Recovery_Days = v / 2 + randmod(v) (v = UnitRef->BaseHPs - UnitRef->CurHP) */

	if (_expBravery || _expReactions || _expFiring || _expPsiSkill || _expMelee)
	{
		if (s->getRank() == RANK_ROOKIE)
			s->promoteRank();
		int v;
		v = 80 - stats->tu;
		if (v > 0) stats->tu += RNG::generate(0, v/10 + 2);
		v = 60 - stats->health;
		if (v > 0) stats->health += RNG::generate(0, v/10 + 2);
		v = 70 - stats->strength;
		if (v > 0) stats->strength += RNG::generate(0, v/10 + 2);
		v = 100 - stats->stamina;
		if (v > 0) stats->stamina += RNG::generate(0, v/10 + 2);
		return true;
	}
	else
	{
		return false;
	}
}
Exemple #3
0
/**
* Check if unit eligible for squaddie promotion. If yes, promote the unit.
* Increase the mission counter. Calculate the experience increases.
* @return True if the soldier was eligible for squaddie promotion.
*/
bool BattleUnit::postMissionProcedures(SavedGame *geoscape)
{
	Soldier *s = geoscape->getSoldier(_id);
	if (s == 0)
	{
		return false;
	}

	s->addMissionCount();
	s->addKillCount(_kills);

	UnitStats *stats = s->getCurrentStats();
	int healthLoss = stats->health - _health;

	s->setWoundRecovery(RNG::generate((healthLoss*0.5),(healthLoss*1.5)));

	if (_expBravery && stats->bravery < 100)
	{
		if (_expBravery > RNG::generate(0,10)) stats->bravery += 10;
	}
	if (_expReactions && stats->reactions < 100)
	{
		stats->reactions += improveStat(_expReactions);
	}
	if (_expFiring && stats->firing < 120)
	{
		stats->firing += improveStat(_expFiring);
	}
	if (_expMelee && stats->melee < 120)
	{
		stats->melee += improveStat(_expMelee);
	}
	if (_expThrowing && stats->throwing < 120)
	{
		stats->throwing += improveStat(_expThrowing);
	}
	if (_expPsiSkill && stats->psiSkill < 100)
	{
		stats->psiSkill += improveStat(_expPsiSkill);
	}

	if (_expBravery || _expReactions || _expFiring || _expPsiSkill || _expMelee)
	{
		if (s->getRank() == RANK_ROOKIE)
			s->promoteRank();
		int v;
		v = 80 - stats->tu;
		if (v > 0) stats->tu += RNG::generate(0, v/10 + 2);
		v = 60 - stats->health;
		if (v > 0) stats->health += RNG::generate(0, v/10 + 2);
		v = 70 - stats->strength;
		if (v > 0) stats->strength += RNG::generate(0, v/10 + 2);
		v = 100 - stats->stamina;
		if (v > 0) stats->stamina += RNG::generate(0, v/10 + 2);
		return true;
	}
	else
	{
		return false;
	}
}
/**
 * Initializes a new savegame with
 * everything available.
 */
void NewBattleState::initSave()
{
	const Mod *mod = _game->getMod();
	SavedGame *save = new SavedGame();
	Base *base = new Base(mod);
	const YAML::Node &starter = _game->getMod()->getStartingBase();
	base->load(starter, save, true, true);
	save->getBases()->push_back(base);

	// Kill everything we don't want in this base
	for (std::vector<Soldier*>::iterator i = base->getSoldiers()->begin(); i != base->getSoldiers()->end(); ++i) delete (*i);
	base->getSoldiers()->clear();
	for (std::vector<Craft*>::iterator i = base->getCrafts()->begin(); i != base->getCrafts()->end(); ++i) delete (*i);
	base->getCrafts()->clear();
	base->getStorageItems()->getContents()->clear();

	_craft = new Craft(mod->getCraft(_crafts[_cbxCraft->getSelected()]), base, 1);
	base->getCrafts()->push_back(_craft);

	// Generate soldiers
	for (int i = 0; i < 30; ++i)
	{
		int randomType = RNG::generate(0, _game->getMod()->getSoldiersList().size() - 1);
		Soldier *soldier = mod->genSoldier(save, _game->getMod()->getSoldiersList().at(randomType));

		for (int n = 0; n < 5; ++n)
		{
			if (RNG::percent(70))
				continue;
			soldier->promoteRank();

			UnitStats* stats = soldier->getCurrentStats();
			stats->tu 			+= RNG::generate(0, 5);
			stats->stamina		+= RNG::generate(0, 5);
			stats->health		+= RNG::generate(0, 5);
			stats->bravery		+= RNG::generate(0, 5);
			stats->reactions	+= RNG::generate(0, 5);
			stats->firing		+= RNG::generate(0, 5);
			stats->throwing		+= RNG::generate(0, 5);
			stats->strength		+= RNG::generate(0, 5);
			stats->psiStrength	+= RNG::generate(0, 5);
			stats->melee		+= RNG::generate(0, 5);
			stats->psiSkill		+= RNG::generate(0, 20);
		}
		UnitStats* stats = soldier->getCurrentStats();
		stats->bravery = (int)ceil(stats->bravery / 10.0) * 10; // keep it a multiple of 10

		base->getSoldiers()->push_back(soldier);
		if (i < _craft->getRules()->getSoldiers())
			soldier->setCraft(_craft);
	}

	// Generate items
	const std::vector<std::string> &items = mod->getItemsList();
	for (std::vector<std::string>::const_iterator i = items.begin(); i != items.end(); ++i)
	{
		RuleItem *rule = _game->getMod()->getItem(*i);
		if (rule->getBattleType() != BT_CORPSE && rule->isRecoverable())
		{
			base->getStorageItems()->addItem(*i, 1);
			if (rule->getBattleType() != BT_NONE && !rule->isFixed() && rule->getBigSprite() > -1)
			{
				_craft->getItems()->addItem(*i, 1);
			}
		}
	}

	// Add research
	const std::vector<std::string> &research = mod->getResearchList();
	for (std::vector<std::string>::const_iterator i = research.begin(); i != research.end(); ++i)
	{
		save->addFinishedResearchSimple(mod->getResearch(*i));
	}

	_game->setSavedGame(save);
	cbxMissionChange(0);
}