bool Element::Update(SimObject* obj) { // false alarm, keep watching: if (obj->Life() != 0) { ::Print("Element (%s) false update on (%s) life = %f\n", Name().data(), obj->Name(), obj->Life()); return false; } Ship* s = (Ship*) obj; ships.remove(s); if (ships.isEmpty()) respawns = s->RespawnCount(); return SimObserver::Update(obj); }
bool Element::IsFinished() const { bool finished = false; if (launch_time > 0 && respawns < 1) { finished = true; if (ships.size() > 0) { for (int i = 0; i < ships.size() && finished; i++) { Ship* s = ships[i]; if (s->RespawnCount() > 0 || s->MissionClock() == 0 || s->Life() && !s->GetInbound()) finished = false; } } } return finished; }
bool MissionEvent::CheckTrigger() { Sim* sim = Sim::GetSim(); if (time > 0 && time > sim->MissionClock()) return false; switch (trigger) { case TRIGGER_TIME: { if (time <= sim->MissionClock()) Activate(); } break; case TRIGGER_DAMAGE: { Ship* ship = sim->FindShip(trigger_ship); if (ship) { double damage = 100.0 * (ship->Design()->integrity - ship->Integrity()) / (ship->Design()->integrity); if (damage >= trigger_param[0]) Activate(); } } break; case TRIGGER_DETECT: { Ship* ship = sim->FindShip(trigger_ship); Ship* tgt = sim->FindShip(trigger_target); if (ship && tgt) { if (ship->FindContact(tgt)) Activate(); } else { Skip(); } } break; case TRIGGER_RANGE: { Ship* ship = sim->FindShip(trigger_ship); Ship* tgt = sim->FindShip(trigger_target); if (ship && tgt) { double range = (ship->Location() - tgt->Location()).length(); double min_range = 0; double max_range = 1e12; if (trigger_param[0] > 0) min_range = trigger_param[0]; else max_range = -trigger_param[0]; if (range < min_range || range > max_range) Activate(); } else { Skip(); } } break; case TRIGGER_SHIPS_LEFT: { int alive = 0; int count = 0; int iff = -1; int nparams = NumTriggerParams(); if (nparams > 0) count = TriggerParam(0); if (nparams > 1) iff = TriggerParam(1); ListIter<SimRegion> iter = sim->GetRegions(); while (++iter) { SimRegion* rgn = iter.value(); ListIter<Ship> s_iter = rgn->Ships(); while (++s_iter) { Ship* ship = s_iter.value(); if (ship->Type() >= Ship::STATION) continue; if (ship->Life() == 0 && ship->RespawnCount() < 1) continue; if (iff < 0 || ship->GetIFF() == iff) alive++; } } if (alive <= count) Activate(); } break; case TRIGGER_EVENT_ALL: { bool all = true; int nparams = NumTriggerParams(); for (int i = 0; all && i < nparams; i++) { int trigger_id = TriggerParam(i); ListIter<MissionEvent> iter = sim->GetEvents(); while (++iter) { MissionEvent* e = iter.value(); if (e->EventID() == trigger_id) { if (e->Status() != COMPLETE) all = false; break; } else if (e->EventID() == -trigger_id) { if (e->Status() == COMPLETE) all = false; break; } } } if (all) Activate(); } break; case TRIGGER_EVENT_ANY: { bool any = false; int nparams = NumTriggerParams(); for (int i = 0; !any && i < nparams; i++) { int trigger_id = TriggerParam(i); ListIter<MissionEvent> iter = sim->GetEvents(); while (++iter) { MissionEvent* e = iter.value(); if (e->EventID() == trigger_id) { if (e->Status() == COMPLETE) any = true; break; } } } if (any) Activate(); } break; } return status == ACTIVE; }