Exemplo n.º 1
0
/**
 * This function will spawn a UFO according the the mission rules.
 * Some code is duplicated between cases, that's ok for now. It's on different
 * code paths and the function is MUCH easier to read written this way.
 * @param game The saved game information.
 * @param ruleset The ruleset.
 * @param globe The globe, for land checks.
 * @param ufoRule The rule for the desired UFO.
 * @param trajectory The rule for the desired trajectory.
 * @return Pointer to the spawned UFO. If the mission does not desire to spawn a UFO, 0 is returned.
 */
Ufo *AlienMission::spawnUfo(const SavedGame &game, const Ruleset &ruleset, const Globe &globe, const RuleUfo &ufoRule, const UfoTrajectory &trajectory)
{
	if (_rule.getType() == "STR_ALIEN_RETALIATION")
	{
		const RuleRegion &regionRules = *ruleset.getRegion(_region);
		std::vector<Base *>::const_iterator found =
		    std::find_if(game.getBases()->begin(), game.getBases()->end(),
				 FindMarkedXCOMBase(regionRules));
		if (found != game.getBases()->end())
		{
			// Spawn a battleship straight for the XCOM base.
			const RuleUfo &battleshipRule = *ruleset.getUfo("STR_BATTLESHIP");
			const UfoTrajectory &assaultTrajectory = *ruleset.getUfoTrajectory("__RETALIATION_ASSAULT_RUN");
			Ufo *ufo = new Ufo(const_cast<RuleUfo*>(&battleshipRule));
			ufo->setMissionInfo(this, &assaultTrajectory);
			std::pair<double, double> pos;
			if (trajectory.getAltitude(0) == "STR_GROUND")
			{
				pos = getLandPoint(globe, regionRules, trajectory.getZone(0));
			}
			else
			{
				pos = regionRules.getRandomPoint(trajectory.getZone(0));
			}
			ufo->setAltitude(assaultTrajectory.getAltitude(0));
			ufo->setSpeed(assaultTrajectory.getSpeedPercentage(0) * ufoRule.getMaxSpeed());
			ufo->setLongitude(pos.first);
			ufo->setLatitude(pos.second);
			Waypoint *wp = new Waypoint();
			wp->setLongitude((*found)->getLongitude());
			wp->setLatitude((*found)->getLatitude());
			ufo->setDestination(wp);
			return ufo;
		}
	}
	else if (_rule.getType() == "STR_ALIEN_SUPPLY")
	{
		Log(LOG_DEBUG) << __FILE__ << ':' << __LINE__ << ' ' << _base;
		if (ufoRule.getType() == "STR_SUPPLY_SHIP" && !_base)
		{
			// No base to supply!
			return 0;
		}
		// Our destination is always an alien base.
		Ufo *ufo = new Ufo(const_cast<RuleUfo*>(&ufoRule));
		ufo->setMissionInfo(this, &trajectory);
		const RuleRegion &regionRules = *ruleset.getRegion(_region);
		std::pair<double, double> pos;
		if (trajectory.getAltitude(0) == "STR_GROUND")
		{
			pos = getLandPoint(globe, regionRules, trajectory.getZone(0));
		}
		else
		{
			pos = regionRules.getRandomPoint(trajectory.getZone(0));
		}
		ufo->setAltitude(trajectory.getAltitude(0));
		ufo->setSpeed(trajectory.getSpeedPercentage(0) * ufoRule.getMaxSpeed());
		ufo->setLongitude(pos.first);
		ufo->setLatitude(pos.second);
		Waypoint *wp = new Waypoint();
		if (trajectory.getAltitude(1) == "STR_GROUND")
		{
			if (ufoRule.getType() == "STR_SUPPLY_SHIP")
			{
				// Supply ships on supply missions land on bases, ignore trajectory zone.
				pos.first = _base->getLongitude();
				pos.second = _base->getLatitude();
			}
			else
			{
				// Other ships can land where they want.
				pos = getLandPoint(globe, regionRules, trajectory.getZone(1));
			}
		}
		else
		{
			pos = regionRules.getRandomPoint(trajectory.getZone(1));
		}
		wp->setLongitude(pos.first);
		wp->setLatitude(pos.second);
		ufo->setDestination(wp);
		return ufo;
	}
	// Spawn according to sequence.
	Ufo *ufo = new Ufo(const_cast<RuleUfo*>(&ufoRule));
	ufo->setMissionInfo(this, &trajectory);
	const RuleRegion &regionRules = *ruleset.getRegion(_region);
	std::pair<double, double> pos;
	if (trajectory.getAltitude(0) == "STR_GROUND")
	{
		pos = getLandPoint(globe, regionRules, trajectory.getZone(0));
	}
	else
	{
		pos = regionRules.getRandomPoint(trajectory.getZone(0));
	}
	ufo->setAltitude(trajectory.getAltitude(0));
	ufo->setSpeed(trajectory.getSpeedPercentage(0) * ufoRule.getMaxSpeed());
	ufo->setLongitude(pos.first);
	ufo->setLatitude(pos.second);
	Waypoint *wp = new Waypoint();
	if (trajectory.getAltitude(1) == "STR_GROUND")
	{
		pos = getLandPoint(globe, regionRules, trajectory.getZone(1));
	}
	else
	{
		pos = regionRules.getRandomPoint(trajectory.getZone(1));
	}
	wp->setLongitude(pos.first);
	wp->setLatitude(pos.second);
		ufo->setDestination(wp);
	return ufo;
}
Exemplo n.º 2
0
/**
 * This function will spawn a UFO according the the mission rules.
 * Some code is duplicated between cases, that's ok for now. It's on different
 * code paths and the function is MUCH easier to read written this way.
 * @param game The saved game information.
 * @param ruleset The ruleset.
 * @param globe The globe, for land checks.
 * @param wave The wave for the desired UFO.
 * @param trajectory The rule for the desired trajectory.
 * @return Pointer to the spawned UFO. If the mission does not desire to spawn a UFO, 0 is returned.
 */
Ufo *AlienMission::spawnUfo(const SavedGame &game, const Ruleset &ruleset, const Globe &globe, const MissionWave &wave, const UfoTrajectory &trajectory)
{
	RuleUfo &ufoRule = *ruleset.getUfo(wave.ufoType);
	if (_rule.getObjective() == OBJECTIVE_RETALIATION)
	{
		const RuleRegion &regionRules = *ruleset.getRegion(_region);
		std::vector<Base *>::const_iterator found =
		    std::find_if (game.getBases()->begin(), game.getBases()->end(),
				 FindMarkedXCOMBase(regionRules));
		if (found != game.getBases()->end())
		{
			// Spawn a battleship straight for the XCOM base.
			const RuleUfo &battleshipRule = *ruleset.getUfo(_rule.getSpawnUfo());
			const UfoTrajectory &assaultTrajectory = *ruleset.getUfoTrajectory("__RETALIATION_ASSAULT_RUN");
			Ufo *ufo = new Ufo(&battleshipRule);
			ufo->setMissionInfo(this, &assaultTrajectory);
			std::pair<double, double> pos;
			if (trajectory.getAltitude(0) == "STR_GROUND")
			{
				pos = getLandPoint(globe, regionRules, trajectory.getZone(0));
			}
			else
			{
				pos = regionRules.getRandomPoint(trajectory.getZone(0));
			}
			ufo->setAltitude(assaultTrajectory.getAltitude(0));
			ufo->setSpeed(assaultTrajectory.getSpeedPercentage(0) * battleshipRule.getMaxSpeed());
			ufo->setLongitude(pos.first);
			ufo->setLatitude(pos.second);
			Waypoint *wp = new Waypoint();
			wp->setLongitude((*found)->getLongitude());
			wp->setLatitude((*found)->getLatitude());
			ufo->setDestination(wp);
			return ufo;
		}
	}
	else if (_rule.getObjective() == OBJECTIVE_SUPPLY)
	{
		if (wave.objective && !_base)
		{
			// No base to supply!
			return 0;
		}
		// Our destination is always an alien base.
		Ufo *ufo = new Ufo(&ufoRule);
		ufo->setMissionInfo(this, &trajectory);
		const RuleRegion &regionRules = *ruleset.getRegion(_region);
		std::pair<double, double> pos;
		if (trajectory.getAltitude(0) == "STR_GROUND")
		{
			pos = getLandPoint(globe, regionRules, trajectory.getZone(0));
		}
		else
		{
			pos = regionRules.getRandomPoint(trajectory.getZone(0));
		}
		ufo->setAltitude(trajectory.getAltitude(0));
		ufo->setSpeed(trajectory.getSpeedPercentage(0) * ufoRule.getMaxSpeed());
		ufo->setLongitude(pos.first);
		ufo->setLatitude(pos.second);
		Waypoint *wp = new Waypoint();
		if (trajectory.getAltitude(1) == "STR_GROUND")
		{
			if (wave.objective)
			{
				// Supply ships on supply missions land on bases, ignore trajectory zone.
				pos.first = _base->getLongitude();
				pos.second = _base->getLatitude();
			}
			else
			{
				// Other ships can land where they want.
				pos = getLandPoint(globe, regionRules, trajectory.getZone(1));
			}
		}
		else
		{
			pos = regionRules.getRandomPoint(trajectory.getZone(1));
		}
		wp->setLongitude(pos.first);
		wp->setLatitude(pos.second);
		ufo->setDestination(wp);
		return ufo;
	}
	// Spawn according to sequence.
	Ufo *ufo = new Ufo(&ufoRule);
	ufo->setMissionInfo(this, &trajectory);
	const RuleRegion &regionRules = *ruleset.getRegion(_region);
	std::pair<double, double> pos = getWaypoint(trajectory, 0, globe, regionRules);
	ufo->setAltitude(trajectory.getAltitude(0));
	if (trajectory.getAltitude(0) == "STR_GROUND")
	{
		ufo->setSecondsRemaining(trajectory.groundTimer()*5);
	}
	ufo->setSpeed(trajectory.getSpeedPercentage(0) * ufoRule.getMaxSpeed());
	ufo->setLongitude(pos.first);
	ufo->setLatitude(pos.second);
	Waypoint *wp = new Waypoint();
	pos = getWaypoint(trajectory, 1, globe, regionRules);
	wp->setLongitude(pos.first);
	wp->setLatitude(pos.second);
	ufo->setDestination(wp);
	return ufo;
}