Fix (by Sevenfm): Opponent's action points had too much weight when calculating threat.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7810 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2015-04-07 15:56:10 +00:00
parent 723cb0e2fe
commit 46a485b739
+4 -4
View File
@@ -2343,10 +2343,10 @@ INT32 CalcManThreatValue( SOLDIERTYPE *pEnemy, INT32 sMyGrid, UINT8 ubReduceForC
iThreatValue += EffectiveExpLevel(pEnemy); // SANDRO - find precise effective exp level
// ADD man's total action points (10-35)
iThreatValue += pEnemy->CalcActionPoints();
iThreatValue += 25 * pEnemy->CalcActionPoints() / APBPConstants[AP_MAXIMUM];
// ADD 1/2 of man's current action points (4-17)
iThreatValue += (pEnemy->bActionPoints / 2);
iThreatValue += 25 * pEnemy->bActionPoints / APBPConstants[AP_MAXIMUM] / 2;
// ADD 1/10 of man's current health (0-10)
iThreatValue += (pEnemy->stats.bLife / 10);
@@ -3021,10 +3021,10 @@ INT32 CalcStraightThreatValue( SOLDIERTYPE *pEnemy )
iThreatValue += EffectiveExpLevel(pEnemy); // SANDRO - find precise effective exp level
// ADD man's total action points (10-35)
iThreatValue += pEnemy->CalcActionPoints();
iThreatValue += 25 * pEnemy->CalcActionPoints() / APBPConstants[AP_MAXIMUM];
// ADD 1/2 of man's current action points (4-17)
iThreatValue += (pEnemy->bActionPoints / 2);
iThreatValue += 25 * pEnemy->bActionPoints / APBPConstants[AP_MAXIMUM] / 2;
// ADD 1/10 of man's current health (0-10)
iThreatValue += (pEnemy->stats.bLife / 10);