/[projectaxis]/projectaxis/projectAxis/src/pods/missions.h
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revision 1.3 by leiavoia, Sun Jun 8 05:05:47 2003 UTC revision 1.4 by leiavoia, Mon Jun 9 16:04:10 2003 UTC
# Line 2  Line 2 
2  ====================  ====================
3  missions.h  missions.h
4  ====================  ====================
5  version 0.0.1  version 0.0.2
6  ====================  ====================
7    
8  this file contains the basic mission class as well as the derived classes for each individual mission type.  this file contains the basic mission class as well as the derived classes for each individual mission type.
# Line 33  mission statistical bonuses Line 33  mission statistical bonuses
33    
34    
35    
36  // SEE THE AXIS WEBSITE DEVELOPMENT DOCUMENTATION FOR FURTHER DETAILS ON MISSIONS  
37    
38    
39    
# Line 64  enum mission_type { Line 64  enum mission_type {
64    
65    
66    
67    // SEE THE AXIS WEBSITE DEVELOPMENT DOCUMENTATION FOR FURTHER DETAILS ON MISSIONS
68    
69    /*  
70    Mission Types With Associated Options
71    
72        * Move:
73          A movement command causes a pod to move to a specific map tile. How the pod gets there is under the control of the pod AI itself.
74              o Location - The map tile point you wish to move to.
75              o Persistence - [ Persist | Give Up ] If the point you wish to move to is taken, the mission will end if Give Up is selected and the pod has gotten as close as it can. It will then move on to its next mission in queue. If persist is selected, the mission will continue until the exact location is achieved (which may be a while if the spot is taken by a defense unit, friendly or otherwise).
76        * Halt:
77          Pretty simple. A Halt command will cause a pod to cease all movement for a period of time. Halted pods receive defense and acuity bonuses.
78              o Time Out - After X number of turns, a pod will resume normal activity. Time limit can also be set for infinite.
79        * Patrol:
80          Patrol orders will cause a pod to sit and watch for incoming intruders. The patrolling pod will make an attempt to intercept and destroy all intruders. Patrolling pods act like spiders in a web - any enemies within range will get pounced. Patrolling pods receive slight attack bonuses.
81              o Base Point - The center of the patrol radius. Pod will always return to this area.
82              o Patrol Radius - [1-10] Sets the number of squares out a pod will watch for. Anything outside of that range the pod will ignore.
83              o Pursuit - [on/off] - If Pursuit is on, patrolling pod will actively pursue intruders outside of the base patrol area. If it is off, the pod will leave off pursuit if the intruder leaves the base patrol area ("retain its post")
84        * Intercept (Attack):
85          Intercepting pods will pursue any enemy pod you select until it is engaged and destroyed. Interceptors receive larger attack bonuses.
86              o Time Out - [1-10 turns] Number of turns the pod will follow the enemy pod until it gives up if the enemy is not destroyed by then.
87        * Defend:
88          Defending pods act like Follow crossed with Patrol, only they serve to protect a particular pod. Defend is like Patrol, only with a moving base point: a friendly pod you choose. Defense pods will strive to cover the defended pod and will walk out in front of and behind the selected pod. Defense pods have an insight into the missions selection of and movement plans of the pod it defends, so it knows where to go in order to protect and cover it.
89              o Defend - The pod to defend. Acts as the center of the patrol radius. Pod will always follow the defended pod.
90              o Defense Radius - [1-10] Sets the number of squares out a pod will watch for. Anything outside of that range the pod will ignore.
91              o Pursuit - [on/off] - If Pursuit is on, patrolling pod will actively pursue intruders outside of the base area. If it is off, the pod will leave off pursuit if the intruder leaves the base area ("retain its post")
92        * Follow:
93          A following pod will watch the moves of any friendly pod on the map and try to mimic the same path.
94              o Take Over Policy - [Take Over | Leave Off ] If the followed pod is destroyed, the pod can either adopt the destroyed pod's mission (take it over) or move to the next mission in its own queue
95        * Harvest:
96          Harvesting pods will go about on the main map trying to collect energy tabs for your axis. Harvesters try to move towards areas of high energy concentration to minimize their movement and try to be more efficient. Harvesting pods have defense weaknesses.
97        * Capture Flag:
98          Flag Capturing pods have one obvious goal: to collect the flag of an enemy axis and return it safely home. Flag captureres receive slight attack bonuses and defense is reduced somewhat.
99        * Scout:
100          Scouts look for enemies on the horizon. Scout pods receive increased combat acuity and map visibility range. Scout pods are excellent for detecting stealthed and low-visibility enemy pods, mines, and specials. They also receive added acuity and speed/initiative bonuses when they are stationary.
101              o Location - The map tile point you wish to move to.
102              o Persistence - [ Persist | Give Up ] If the point you wish to move to is taken, the mission will end if Give Up is selected and the pod has gotten as close as it can. It will then move on to its next mission in queue. If persist is selected, the mission will continue until the exact location is achieved (which may be a while if the spot is taken by a defense unit, friendly or otherwise).
103        * Explore:
104          Exploration pods will make all attempts to move into the fog of war and map unexplored areas. Exploration pods receive acuity bonuses but but suffer a slight loss in defense.
105        * Berserk (Seek and Destroy):
106          Berserk pods give up all missions and just "go around bashing things" until you tell them otherwise. There is a base time limit the pod goes into Berserk mode which cannot be undone. They gain bonuses to attack and defense, but lose opacity and are easier to spot on the map.
107              o Time Out - After X number of turns, a pod will resume normal activity. Time limit can also be set for infinite. Berserk Pods have a minimum Time Out (time to be determined).
108        * Idle (Default):
109          Idle is what pods do when they have no instructions in their mission queue. Idled pods have no bonuses in any field and will slowly drift around, looking for something to do. Therefore it is best not to have any idled pods at all. [ design note: idle is bad thing for pods. To make it worse, there might be a chance that other bad things will happen like defection or random mission assignments. This idea is still being considered. Idle may be something that the player will have to fight against if there are more missionless pods on the map than the player can afford to make decisions for. ]
110    
111    Universal Options
112    
113    These options apply to all missions and to the pod in general. These setting can be changed at any time but do not have to be. Once set, they will continue in effect until you specifiy otherwise.
114    
115        * Avoidence - [ B-Line | Dodge | Sneak ] - When B-Line is set, the pod will move and go about its mission with dogged persistence, right through enemy lines. Dodge lets pods move around enemies somewhat when calculating path finding. Sneak will cause a pod to go way around threats in order to fulfill its goal or mission. Each setting has a respective increase or decrease in map visibilty
116        * Engagement Priority - Can be set to Attack All, Attack Weaker, Attack Stronger, Attack None.
117    
118    */
119    
120    
121    
122    
123    
124  // MISSION - Base class for all missions --------\/----------  // MISSION - Base class for all missions --------\/----------
# Line 104  protected: Line 159  protected:
159  // PATROL ------------------\/----------------------------  // PATROL ------------------\/----------------------------
160  /**  /**
161  Patrol sets a base point to start from. This is where the assigned pod will sit if there is nothing much going on.  Patrol sets a base point to start from. This is where the assigned pod will sit if there is nothing much going on.
162  Each pod on Patrol will stay in it's spot and scan an assigned radius from the base point looking for enemies.  Each pod on Patrol will stay in its spot and scan an assigned radius from the base point looking for enemies.
163  Any enemies it detects it will make an attempt to intercept (depending on engagement settings). After intercept,  Any enemies it detects it will make an attempt to intercept (depending on engagement settings). After intercept,
164  the pod will return to its post if there are no other enemies within range. If PURSUE is set to ON, the pod will  the pod will return to its post if there are no other enemies within range. If PURSUE is set to ON, the pod will
165  make an attempt to pursue the enemy outside of its assigned patrol space but will still return after intercept.  make an attempt to pursue the enemy outside of its assigned patrol space but will still return after intercept.

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