Package mekhq.campaign.mission.contract.contractGeneration
package mekhq.campaign.mission.contract.contractGeneration
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ClassDescriptionDetermines the employer for a generated Chaos contract: who is paying the unit, whose territory the conflict sits in, and any covert backer.Base class for the contract pay schemes: given a generated contract, each scheme decides how much the employer pays as a monthly retainer, a per-battle combat bonus, and up-front transport compensation.Generates acts-of-piracy contracts (
ContractSearchType.PIRATE): a pirate band's opportunistic raid, or the rare raid a real power has secretly bankrolled.Determines contract pay the Campaign Operations (CamOps) way, as an alternative to the default Chaos Campaign scheme inChaosContractDeterminationPay.Estimates a difficulty rating for anAbstractContract.Determines the employer for a government (non-mercenary) Chaos contract.Determines the employer for a mercenary-search Chaos contract.Determines the "employer" for an acts-of-piracy Chaos contract.Determines the enemy faction for a generated contract objective, drawing a random enemy appropriate to the objective type and falling back to the Rebels faction when none can be found.Determines the target star system for a generated contract by delegating to the random faction generator with the attacker and defender resolved from the player's role.The default Chaos Campaign pay scheme: monthly and combat pay are derived from the contract's abstract scale and fixed support-point multipliers, then optionally converted to C-bills.Determines how many contract offers of eachContractSearchTypebecome available each month at the campaign's current location, and drives the monthly refresh of the player force'sContractMarket.The full breakdown of rolling one search type's monthly offers: the slot count and success target with the modifiers that produced them, every die rolled, the raw number of successes, and the finalChaosContractMarketAvailability.OfferRoll.count()after any post-roll cap (the government cap inChaosContractMarketAvailability.rollMonthlyOffers(Campaign)).Decides how good a force — skill and equipment — an employer or enemy commits to a Chaos contract, from where it sits rather than a detached die roll.A committed force's skill and equipment quality.Picks which planet within an already-chosen target system a contract is fought over, weighting the choice the same way the target system is chosen: a weighted random draw rather than a flat one, so the fiction of the operation steers the pick without ever making it certain.Scores how strategically valuable a targetPlanetis, so that Chaos-contract force generation can commit better troops and equipment to fights over genuine prizes and dregs to fights over backwaters.How big a deal a Chaos contract is, synthesized from the three things that make an engagement matter: who is hiring (the employer's station in the galaxy), what they are hiring for (the objective's strategic scope), and what is being fought over (the target world's strategic value).The kind of campaign a contract is being generated for, which drives how employers, objectives, negotiators, and pay are determined.Generates government-order contracts (ContractSearchType.GOVERNMENT), issued by the player's own faction.Generates mercenary-work contracts (ContractSearchType.MERCENARY).Composes a contract's operation codename body from the two word pools held byRandomOperationNameGenerator: one weighted draw from the shared descriptor pool combined with one weighted draw from the noun pool themed to the contract'sContractObjectiveType(for example,RED+EAGLEyields "RED EAGLE").Supplies the two word pools used to build a contract's operation codename (for example,REDandEAGLEin "Operation RED EAGLE").Generates tournament-circuit contracts (ContractSearchType.TOURNAMENT), such as the Solaris VII games.The Hot Spots Draconis Reach Track Intensity Tables (Hot Spots Draconis Reach, "Track Intensity Tables", pg 147), transcribed.