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If enemy conquers a sector, remove workers.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8268 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3257,33 +3257,29 @@ FLOAT GetBestSAMOperatorCTH_Player( INT16 sSectorX, INT16 sSectorY, INT16 sSecto
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INT16 GetTrainWorkerPts(SOLDIERTYPE *pSoldier)
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{
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// this is not an assignment. Simply being in the sector will allow us to be counted as guards
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INT16 val = 0;
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if ( pSoldier->flags.fMercAsleep )
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return 0;
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val = 3 * EffectiveExpLevel( pSoldier ) + EffectiveLeadership( pSoldier );
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INT16 val = 3 * EffectiveExpLevel( pSoldier ) + EffectiveLeadership( pSoldier );
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if (gGameOptions.fNewTraitSystem)
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{
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val += 25 * NUM_SKILL_TRAITS( pSoldier, TEACHING_NT );
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val += 10 * NUM_SKILL_TRAITS( pSoldier, DEMOLITIONS_NT );
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}
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else
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{
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val += 25 * NUM_SKILL_TRAITS( pSoldier, TEACHING_OT );
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}
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// -5% for Aggressive people
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if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_AGGRESSIVE ) )
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{
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val -= 5;
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}
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// +5% for Phlegmatic people
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else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_PHLEGMATIC ) )
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{
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val += 5;
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}
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if ( DoesMercHaveDisability( pSoldier, CLAUSTROPHOBIC ) )
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val -= 5;
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// adjust for fatigue
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if ( val > 0 )
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@@ -506,6 +506,9 @@ BOOLEAN SetThisSectorAsEnemyControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, BO
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UpdateRefuelSiteAvailability( );
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}
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// Flugente: reduce workforce
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SectorInfo[SECTOR( sMapX, sMapY )].usWorkers = SectorExternalData[SECTOR( sMapX, sMapY )][0].maxworkers * gGameExternalOptions.dInitialWorkerRate;
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// ARM: this must be AFTER all resulting loyalty effects are resolved, or reduced mine income shown won't be accurate
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NotifyPlayerWhenEnemyTakesControlOfImportantSector( sMapX, sMapY, 0, fContested );
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}
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