Don't apply mortar/GL default penalty for enemy/militia is they cannot have trait skills, improved code to support old skill system.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9313 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2022-03-01 18:20:46 +00:00
parent c23d62de02
commit 1e94aea625
+32 -25
View File
@@ -10133,38 +10133,45 @@ UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTi
iChance = ( EffectiveDexterity( pSoldier, FALSE ) + EffectiveMarksmanship( pSoldier ) + EffectiveWisdom( pSoldier ) + (pSoldier->stats.bExpLevel * 10) ) / 4; iChance = ( EffectiveDexterity( pSoldier, FALSE ) + EffectiveMarksmanship( pSoldier ) + EffectiveWisdom( pSoldier ) + (pSoldier->stats.bExpLevel * 10) ) / 4;
//////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - old/new traits // sevenfm: apply penalty to enemy/militia only if traits can be assigned to compensate
if (gGameOptions.fNewTraitSystem && (pSoldier->bTeam == OUR_TEAM || (pSoldier->bTeam == ENEMY_TEAM && gGameExternalOptions.fAssignTraitsToEnemy) || (pSoldier->bTeam == MILITIA_TEAM && gGameExternalOptions.fAssignTraitsToMilitia))) // otherwise AI will not be able to shoot because of extremely low CTH
if (pSoldier->bTeam == OUR_TEAM ||
pSoldier->bTeam == ENEMY_TEAM && gGameExternalOptions.fAssignTraitsToEnemy ||
pSoldier->bTeam == MILITIA_TEAM && gGameExternalOptions.fAssignTraitsToMilitia)
{ {
if ( Item[ usHandItem ].mortar ) // SANDRO - old/new traits
if (gGameOptions.fNewTraitSystem)
{ {
if (HAS_SKILL_TRAIT( pSoldier, HEAVY_WEAPONS_NT )) if (Item[usHandItem].mortar)
iChance += gSkillTraitValues.sCtHModifierMortar * max( 0, 100 - gSkillTraitValues.ubHWMortarCtHPenaltyReduction * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT )) / 100; {
if (HAS_SKILL_TRAIT(pSoldier, HEAVY_WEAPONS_NT))
iChance += gSkillTraitValues.sCtHModifierMortar * max(0, 100 - gSkillTraitValues.ubHWMortarCtHPenaltyReduction * NUM_SKILL_TRAITS(pSoldier, HEAVY_WEAPONS_NT)) / 100;
else
iChance += gSkillTraitValues.sCtHModifierMortar; // -60% for untrained mercs
}
else else
iChance += gSkillTraitValues.sCtHModifierMortar; // -60% for untrained mercs {
iChance += gSkillTraitValues.bCtHModifierGrenadeLaunchers; // -25% for untrained mercs
if (HAS_SKILL_TRAIT(pSoldier, HEAVY_WEAPONS_NT))
iChance += gSkillTraitValues.ubHWBonusCtHGrenadeLaunchers * NUM_SKILL_TRAITS(pSoldier, HEAVY_WEAPONS_NT); // +25% per trait - SANDRO
}
} }
else else
{ {
iChance += gSkillTraitValues.bCtHModifierGrenadeLaunchers; // -25% for untrained mercs // This feature is available only if not having new traits on - SANDRO
// Also.. this was moved here before the Heavy Weapons bonus
// HEADROCK HAM 3.2: External divisor for CTH with mortars, now that they are more prevalent in the battlefield.
if (Item[usHandItem].mortar)
{
iChance = iChance / gGameExternalOptions.ubMortarCTHDivisor;
}
if (HAS_SKILL_TRAIT( pSoldier, HEAVY_WEAPONS_NT )) // heavy weapons trait helps out
iChance += gSkillTraitValues.ubHWBonusCtHGrenadeLaunchers * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ); // +25% per trait - SANDRO if (HAS_SKILL_TRAIT(pSoldier, HEAVY_WEAPS_OT))
} {
} iChance += gbSkillTraitBonus[HEAVY_WEAPS_OT] * NUM_SKILL_TRAITS(pSoldier, HEAVY_WEAPS_OT);
else }
{
// This feature is available only if not having new traits on - SANDRO
// Also.. this was moved here before the Heavy Weapons bonus
// HEADROCK HAM 3.2: External divisor for CTH with mortars, now that they are more prevalent in the battlefield.
if ( Item[ usHandItem ].mortar )
{
iChance = iChance / gGameExternalOptions.ubMortarCTHDivisor;
}
// heavy weapons trait helps out
if (HAS_SKILL_TRAIT( pSoldier, HEAVY_WEAPS_OT ))
{
iChance += gbSkillTraitBonus[HEAVY_WEAPS_OT] * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPS_OT );
} }
} }
//////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////