/** * 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); }
/** * 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; } }
/** * 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); }