Esempio n. 1
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;
	}
}
Esempio n. 2
0
/**
 * Update soldier stats when
 * the soldier changes.
 */
void SoldierInfoState::init()
{
	Soldier *s = _base->getSoldiers()->at(_soldier);
	_edtSoldier->setText(s->getName());
	UnitStats *initial = s->getInitStats();
	UnitStats *current = s->getCurrentStats();

	SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
	texture->getFrame(s->getRankSprite())->setX(0);
	texture->getFrame(s->getRankSprite())->setY(0);
	texture->getFrame(s->getRankSprite())->blit(_rank);

	std::wstringstream ss;
	ss << current->tu;
	_numTimeUnits->setText(ss.str());
	_barTimeUnits->setMax(current->tu);
	_barTimeUnits->setValue(current->tu);
	_barTimeUnits->setValue2(initial->tu);

	std::wstringstream ss2;
	ss2 << current->stamina;
	_numStamina->setText(ss2.str());
	_barStamina->setMax(current->stamina);
	_barStamina->setValue(current->stamina);
	_barStamina->setValue2(initial->stamina);

	std::wstringstream ss3;
	ss3 << current->health;
	_numHealth->setText(ss3.str());
	_barHealth->setMax(current->health);
	_barHealth->setValue(current->health);
	_barHealth->setValue2(initial->health);

	std::wstringstream ss4;
	ss4 << current->bravery;
	_numBravery->setText(ss4.str());
	_barBravery->setMax(current->bravery);
	_barBravery->setValue(current->bravery);
	_barBravery->setValue2(initial->bravery);

	std::wstringstream ss5;
	ss5 << current->reactions;
	_numReactions->setText(ss5.str());
	_barReactions->setMax(current->reactions);
	_barReactions->setValue(current->reactions);
	_barReactions->setValue2(initial->reactions);

	std::wstringstream ss6;
	ss6 << current->firing;
	_numFiring->setText(ss6.str());
	_barFiring->setMax(current->firing);
	_barFiring->setValue(current->firing);
	_barFiring->setValue2(initial->firing);

	std::wstringstream ss7;
	ss7 << current->throwing;
	_numThrowing->setText(ss7.str());
	_barThrowing->setMax(current->throwing);
	_barThrowing->setValue(current->throwing);
	_barThrowing->setValue2(initial->throwing);

	std::wstringstream ss8;
	ss8 << current->strength;
	_numStrength->setText(ss8.str());
	_barStrength->setMax(current->strength);
	_barStrength->setValue(current->strength);
	_barStrength->setValue2(initial->strength);

	_txtArmor->setText(_game->getLanguage()->getString(s->getArmor()->getType()));

	std::wstringstream ss9;
	ss9 << _game->getLanguage()->getString("STR_RANK_") << L'\x01' << _game->getLanguage()->getString(s->getRankString());
	_txtRank->setText(ss9.str());

	std::wstringstream ss10;
	ss10 << _game->getLanguage()->getString("STR_MISSIONS") << L'\x01' << s->getMissions();
	_txtMissions->setText(ss10.str());

	std::wstringstream ss11;
	ss11 << _game->getLanguage()->getString("STR_KILLS") << L'\x01' << s->getKills();
	_txtKills->setText(ss11.str());

	std::wstringstream ss12;
	ss12 << _game->getLanguage()->getString("STR_CRAFT_") << L'\x01';
	if (s->getCraft() == 0)
		ss12 << _game->getLanguage()->getString("STR_NONE_UC");
	else
		ss12 << s->getCraft()->getName(_game->getLanguage());
	_txtCraft->setText(ss12.str());

	if (s->getWoundRecovery() > 1)
	{
		std::wstringstream ss13;
		ss13 << _game->getLanguage()->getString("STR_WOUND_RECOVERY") << L'\x01' << s->getWoundRecovery();
		if (s->getWoundRecovery() > 1)
			ss13 << _game->getLanguage()->getString("STR_DAYS");
		else
			ss13 << _game->getLanguage()->getString("STR_DAY");
		_txtRecovery->setText(ss13.str());
	}
	else
	{
		_txtRecovery->setText(L"");
	}
}
Esempio n. 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;
	}
}
Esempio n. 4
0
/**
 * Updates soldier stats when
 * the soldier changes.
 */
void SoldierInfoState::init()
{
	if(_base->getSoldiers()->empty())
	{
		_game->popState();
		return;
	}
	if(_soldier == _base->getSoldiers()->size())
	{
		_soldier = 0;
	}
	Soldier *s = _base->getSoldiers()->at(_soldier);
	_edtSoldier->setText(s->getName());
	UnitStats *initial = s->getInitStats();
	UnitStats *current = s->getCurrentStats();

	SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
	texture->getFrame(s->getRankSprite())->setX(0);
	texture->getFrame(s->getRankSprite())->setY(0);
	texture->getFrame(s->getRankSprite())->blit(_rank);

	std::wstringstream ss;
	ss << current->tu;
	_numTimeUnits->setText(ss.str());
	_barTimeUnits->setMax(current->tu);
	_barTimeUnits->setValue(current->tu);
	_barTimeUnits->setValue2(initial->tu);

	std::wstringstream ss2;
	ss2 << current->stamina;
	_numStamina->setText(ss2.str());
	_barStamina->setMax(current->stamina);
	_barStamina->setValue(current->stamina);
	_barStamina->setValue2(initial->stamina);

	std::wstringstream ss3;
	ss3 << current->health;
	_numHealth->setText(ss3.str());
	_barHealth->setMax(current->health);
	_barHealth->setValue(current->health);
	_barHealth->setValue2(initial->health);

	std::wstringstream ss4;
	ss4 << current->bravery;
	_numBravery->setText(ss4.str());
	_barBravery->setMax(current->bravery);
	_barBravery->setValue(current->bravery);
	_barBravery->setValue2(initial->bravery);

	std::wstringstream ss5;
	ss5 << current->reactions;
	_numReactions->setText(ss5.str());
	_barReactions->setMax(current->reactions);
	_barReactions->setValue(current->reactions);
	_barReactions->setValue2(initial->reactions);

	std::wstringstream ss6;
	ss6 << current->firing;
	_numFiring->setText(ss6.str());
	_barFiring->setMax(current->firing);
	_barFiring->setValue(current->firing);
	_barFiring->setValue2(initial->firing);

	std::wstringstream ss7;
	ss7 << current->throwing;
	_numThrowing->setText(ss7.str());
	_barThrowing->setMax(current->throwing);
	_barThrowing->setValue(current->throwing);
	_barThrowing->setValue2(initial->throwing);

	std::wstringstream ss8;
	ss8 << current->strength;
	_numStrength->setText(ss8.str());
	_barStrength->setMax(current->strength);
	_barStrength->setValue(current->strength);
	_barStrength->setValue2(initial->strength);

	std::wstring wsArmor;
	std::string armorType = s->getArmor()->getType();
	if (armorType == "STR_NONE_UC")
	{
		wsArmor.reserve(15);
		wsArmor = tr("STR_ARMOR");
		wsArmor += L"> ";
		wsArmor += tr(armorType);
	}
	else
		wsArmor = tr(armorType);

	_btnArmor->setText(wsArmor);
//	_txtArmor->setText(tr(s->getArmor()->getType()));

	_btnSack->setVisible(!(s->getCraft() && s->getCraft()->getStatus() == "STR_OUT"));

	std::wstringstream ss9;
	ss9 << tr("STR_RANK_") << L'\x01' << tr(s->getRankString());
	_txtRank->setText(ss9.str());

	std::wstringstream ss10;
	ss10 << tr("STR_MISSIONS") << L'\x01' << s->getMissions();
	_txtMissions->setText(ss10.str());

	std::wstringstream ss11;
	ss11 << tr("STR_KILLS") << L'\x01' << s->getKills();
	_txtKills->setText(ss11.str());

	std::wstringstream ss12;
	ss12 << tr("STR_CRAFT_") << L'\x01';
	if (s->getCraft() == 0)
		ss12 << tr("STR_NONE_UC");
	else
		ss12 << s->getCraft()->getName(_game->getLanguage());
	_txtCraft->setText(ss12.str());

	if (s->getWoundRecovery() > 0)
	{
		std::wstringstream ss13;
		ss13 << tr("STR_WOUND_RECOVERY") << L'\x01' << tr("STR_DAY", s->getWoundRecovery());
		_txtRecovery->setText(ss13.str());
	}
	else
	{
		_txtRecovery->setText(L"");
	}

	_txtPsionic->setVisible(s->isInPsiTraining());

	if(current->psiSkill > 0)
	{
		std::wstringstream ss14;
		ss14 << current->psiStrength;
		_numPsiStrength->setText(ss14.str());
		_barPsiStrength->setMax(current->psiStrength);
		_barPsiStrength->setValue(current->psiStrength);
		_barPsiStrength->setValue2(initial->psiStrength);

		std::wstringstream ss15;
		ss15 << current->psiSkill;
		_numPsiSkill->setText(ss15.str());
		_barPsiSkill->setMax(current->psiSkill);
		_barPsiSkill->setValue(current->psiSkill);
		_barPsiSkill->setValue2(initial->psiSkill);

		_txtPsiStrength->setVisible(true);
		_numPsiStrength->setVisible(true);
		_barPsiStrength->setVisible(true);

		_txtPsiSkill->setVisible(true);
		_numPsiSkill->setVisible(true);
		_barPsiSkill->setVisible(true);
	}
	else
	{
		_txtPsiStrength->setVisible(false);
		_numPsiStrength->setVisible(false);
		_barPsiStrength->setVisible(false);

		_txtPsiSkill->setVisible(false);
		_numPsiSkill->setVisible(false);
		_barPsiSkill->setVisible(false);
	}
}
Esempio n. 5
0
/**
 * 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);
}