If not enough militia can be trained due to a lack of volunteers, excess trainign goes into militia promotions instead.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7767 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-03-05 22:04:53 +00:00
parent f3553cf888
commit 5b5f24401c
6 changed files with 185 additions and 227 deletions
+5 -3
View File
@@ -7674,15 +7674,17 @@ void DisplayMilitiaGroupBox()
SetFont( FONT12ARIAL );
if ( GetVolunteerPool() >= 2 * gGameExternalOptions.iTrainingSquadSize )
INT32 volunteers = GetVolunteerPool();
if ( volunteers >= 2 * gGameExternalOptions.iTrainingSquadSize )
SetFontForeground( FONT_FCOLOR_GREEN );
else if ( GetVolunteerPool( ) >= gGameExternalOptions.iTrainingSquadSize )
else if ( volunteers >= gGameExternalOptions.iTrainingSquadSize )
SetFontForeground( FONT_FCOLOR_YELLOW );
else
SetFontForeground( FONT_FCOLOR_RED );
// header
swprintf( sVolunteerString, szMilitiaStrategicMovementText[8], GetVolunteerPool( ), CalcHourlyVolunteerGain( ) );
swprintf( sVolunteerString, szMilitiaStrategicMovementText[8], volunteers, CalcHourlyVolunteerGain( ) );
mprintf( MapScreenRect.iLeft + 20, MapScreenRect.iBottom - 10, sVolunteerString );
}
+61 -114
View File
@@ -176,8 +176,12 @@ void GenerateMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY,
UINT8 ubTargetRegularPercent = 0;
UINT8 ubTempLeadership = ubBestLeadership;
UINT8 ubActualyAdded = 0; // Added by SANDRO
UINT8 trained = 0;
UINT8 promoted = 0;
UINT8 promotionstodo = 0;
INT16 numcreated[MAX_MILITIA_LEVELS] = {0};
// Does trainer have enough leadership to train a squad?
if ( ubBestLeadership < gGameExternalOptions.ubMinimumLeadershipToTrainMobileMilitia )
{
@@ -192,7 +196,10 @@ void GenerateMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY,
}
// Flugente: our pool of volunteers limits how many militia can be created
// if we can't train as many militia as we should due to lack of volunteers, the excess training goes into promoting militia
UINT8 promotionsfromvolunteers = ubMilitiaToTrain;
ubMilitiaToTrain = min( ubMilitiaToTrain, GetVolunteerPool( ) );
promotionsfromvolunteers -= ubMilitiaToTrain;
// HEADROCK HAM 3.4: Composition of new Mobile Militia groups is now dictated by two INI settings controlling
// the percentage of Elites and Regulars within the group. If the percentage for either is above 0, at least
@@ -292,149 +299,92 @@ void GenerateMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY,
// Reduce target elite count first.
if (ubTargetElite > 0)
{
ubTargetElite--;
--ubTargetElite;
continue;
}
// If no more elites but still over the allowed value, then reduce one regular.
if (ubTargetRegular > 0)
{
ubTargetRegular--;
--ubTargetRegular;
continue;
}
// No elites/regulars - reduce target green!
ubTargetGreen--;
--ubTargetGreen;
}
// Flugente: substract volunteers
AddVolunteers( -ubMilitiaToTrain );
while (ubMilitiaToTrain > 0)
while ( trained + promotionstodo < ubMilitiaToTrain )
{
////////////////////////////////
// Create Heterogenous Group
//
// As of HAM 3.4, homogenous groups are not treated any differently than these.
////////////////////////////////
BOOLEAN fFoundOne = FALSE;
// Do we have room in the target sector?
if ( usTotalMilitiaAtTarget < gGameExternalOptions.iMaxMilitiaPerSector )
if ( usTotalMilitiaAtTarget + trained < gGameExternalOptions.iMaxMilitiaPerSector )
{
if (ubTargetElite > 0)
if ( ubTargetElite > 0 )
{
// Add elite.
StrategicAddMilitiaToSector( sTMapX, sTMapY, ELITE_MILITIA, 1);
ubTargetElite--;
ubMilitiaToTrain--;
ubActualyAdded++;
MoveOneMilitiaEquipmentSet(sMapX, sMapY, sTMapX, sTMapY, ELITE_MILITIA);
++numcreated[ELITE_MILITIA];
--ubTargetElite;
++trained;
fFoundOne = TRUE;
}
else if (ubTargetRegular > 0)
else if ( ubTargetRegular > 0 )
{
// Add regular.
StrategicAddMilitiaToSector( sTMapX, sTMapY, REGULAR_MILITIA, 1);
ubTargetRegular--;
ubMilitiaToTrain--;
ubActualyAdded++;
MoveOneMilitiaEquipmentSet(sMapX, sMapY, sTMapX, sTMapY, REGULAR_MILITIA);
++numcreated[REGULAR_MILITIA];
--ubTargetRegular;
++trained;
fFoundOne = TRUE;
}
else if (ubTargetGreen > 0)
else if ( ubTargetGreen > 0 )
{
// Add green.
StrategicAddMilitiaToSector( sTMapX, sTMapY, GREEN_MILITIA, 1);
ubTargetGreen--;
ubMilitiaToTrain--;
ubActualyAdded++;
MoveOneMilitiaEquipmentSet(sMapX, sMapY, sTMapX, sTMapY, GREEN_MILITIA);
}
else
{
// No one to add? Break the cycle.
ubMilitiaToTrain = 0;
++numcreated[GREEN_MILITIA];
--ubTargetGreen;
++trained;
fFoundOne = TRUE;
}
}
// Full militia group? See if you can upgrade some.
else
{
// Are we dealing with a full-size militia group that ISN'T full-quality yet?
if (pTargetSector->ubNumberOfCivsAtLevel[ ELITE_MILITIA ] < usTotalMilitiaAtTarget &&
pTargetSector->ubNumberOfCivsAtLevel[ ELITE_MILITIA ] < gGameExternalOptions.iMaxMilitiaPerSector) // failsafe
{
// Have we got any Elites to add?
if (ubTargetElite > 0)
{
// Add elite. This will effectively replace one lower class militia
StrategicAddMilitiaToSector( sTMapX, sTMapY, ELITE_MILITIA, 1);
ubTargetElite--;
ubMilitiaToTrain--;
ubActualyAdded++;
}
else if (ubTargetRegular > 0 && // Got a regular
(!gGameExternalOptions.gfTrainVeteranMilitia || // Not allowed to train Elites
GetWorldDay( ) < gGameExternalOptions.guiTrainVeteranMilitiaDelay )) // Or not YET allowed to train elites
{
// Add a regular. This will effectively replace one Green militia
StrategicAddMilitiaToSector( sTMapX, sTMapY, REGULAR_MILITIA, 1);
ubTargetElite--;
ubMilitiaToTrain--;
ubActualyAdded++;
}
// Else, we've got more men to train but no room for them. In this case, upgrade existing
// militia to the next class, using our remainder men as "upgrade points".
else
{
// Calculate upgrade points. 1 point per Green, 2 per Regular.
ubUpgradePoints = ubTargetGreen + (2 * ubTargetRegular);
// Is Elite training allowed?
if ( gGameExternalOptions.gfTrainVeteranMilitia && // Elite training allowed
(GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay) // Elite training allowed (time based)
&& ubUpgradePoints >= 2) // Enough upgrade points to create an elite
{
// Add one elite
StrategicAddMilitiaToSector( sTMapX, sTMapY, ELITE_MILITIA, 1);
if (ubTargetRegular > 0)
{
// Comes at a cost of one regular that we were supposed to train.
ubTargetRegular--;
ubMilitiaToTrain--;
ubActualyAdded++;
}
else
{
// No regulars to train? Remove two greens instead.
ubTargetGreen -= 2;
ubMilitiaToTrain -= 2;
ubActualyAdded += 2;
}
}
// Else elite training was not allowed or we simply did not have enough points to add an elite
else if (ubUpgradePoints >= 1)
{
// Add one regular instead of a green.
StrategicAddMilitiaToSector( sTMapX, sTMapY, REGULAR_MILITIA, 1);
ubTargetGreen--;
ubMilitiaToTrain--;
ubActualyAdded++;
}
else
{
// No more men to train. Break the cycle.
ubMilitiaToTrain = 0;
}
}
}
else
{
// Sector is full-sized and full-quality. Break the cycle.
ubMilitiaToTrain = 0;
}
// Full militia group? See if you can upgrade some.
if( !fFoundOne )
{
// we need to promote militia then
++promotionstodo;
fFoundOne = TRUE;
}
}
StrategicAddMilitiaToSector( sTMapX, sTMapY, ELITE_MILITIA, numcreated[ELITE_MILITIA] );
StrategicAddMilitiaToSector( sTMapX, sTMapY, REGULAR_MILITIA, numcreated[REGULAR_MILITIA] );
StrategicAddMilitiaToSector( sTMapX, sTMapY, GREEN_MILITIA, numcreated[GREEN_MILITIA] );
MoveMilitiaEquipment( sMapX, sMapY, sTMapX, sTMapY, numcreated[ELITE_MILITIA], numcreated[REGULAR_MILITIA], numcreated[GREEN_MILITIA] );
// handle promotions
UINT8 promotions = 0;
while ( promotions < promotionstodo + promotionsfromvolunteers && TownMilitiaTrainingPromotion( sTMapX, sTMapY ) )
++promotions;
// SANDRO - merc records (num militia trained)
if( ubActualyAdded > 0 )
RecordNumMilitiaTrainedForMercs( sMapX, sMapY, 0, ubActualyAdded, TRUE );
if ( trained > 0 )
{
RecordNumMilitiaTrainedForMercs( sMapX, sMapY, 0, trained, TRUE );
// Flugente: substract volunteers
AddVolunteers( -trained );
}
// This reduces the group back to "maximum" size. It starts by eliminating extra greens, then regulars, then elites.
// That produces a group of max size, with only the best troops remaining.
@@ -2217,7 +2167,6 @@ void AdjustRoamingRestrictions( BOOLEAN fRecheck )
void GenerateDirectionInfosForTraining( INT16 sMapX, INT16 sMapY, UINT8* uiDirNumber, UINT16 pMoveDir[4][3] )
{
SECTORINFO *pSectorInfo;
UINT8 ubMaxMilitia = gGameExternalOptions.iMaxMilitiaPerSector;
*uiDirNumber = 0;
@@ -2938,11 +2887,9 @@ BOOLEAN LoadMilitiaMovementInformationFromSavedGameFile( HWFILE hFile, UINT32 ui
{
UINT32 uiNumBytesRead;
UINT32 uiTotalNodeCount = 0;
UINT8 cnt;
UINT32 uiNodeCount = 0;
PathSt *pPath = NULL;
UINT8 ubPassengerCnt = 0;
PathSt *pTempPath;
UINT8 numpaths = 0;
DeleteAllMilitiaPaths( );
-3
View File
@@ -685,9 +685,6 @@ void HandleMurderOfCivilian( SOLDIERTYPE *pSoldier, BOOLEAN fIntentional )
INT8 bKillerTeam = 0;
BOOLEAN fIncrement = FALSE;
UINT16 iCounter2;
// ubAttacker CAN be NOBODY... Don't treat is as murder if NOBODY killed us...
if ( pSoldier->ubAttackerID == NOBODY )
{
+115 -105
View File
@@ -114,6 +114,98 @@ int MilitiaListQsortCompare(const void *pArg1, const void *pArg2);
void VerifyTownTrainingIsPaidFor( void );
#endif
// handle promoting a militia during militia training. return TRUE if militia could be promoted
BOOLEAN TownMilitiaTrainingPromotion( INT16 sMapX, INT16 sMapY )
{
INT16 sNeighbourX, sNeighbourY;
UINT8 ubTownId = StrategicMap[sMapX + sMapY * MAP_WORLD_X].bNameId;
// alrighty, then. We'll have to *promote* guys instead.
// are there any GREEN militia men in the training sector itself?
if ( MilitiaInSectorOfRank( sMapX, sMapY, GREEN_MILITIA ) > 0 )
{
// great! Promote a GREEN militia guy in the training sector to a REGULAR
StrategicPromoteMilitiaInSector( sMapX, sMapY, GREEN_MILITIA, 1 );
if ( sMapX == gWorldSectorX && sMapY == gWorldSectorY )
gfStrategicMilitiaChangesMade = TRUE;
return TRUE;
}
else
{
if ( ubTownId != BLANK_SECTOR )
{
// dammit! Last chance - try to find other eligible sectors in the same town with a Green guy to be promoted
InitFriendlyTownSectorServer( ubTownId, sMapX, sMapY );
// check other eligible sectors in this town for room for another militia
while ( ServeNextFriendlySectorInTown( &sNeighbourX, &sNeighbourY ) )
{
// are there any GREEN militia men in the neighbouring sector ?
if ( MilitiaInSectorOfRank( sNeighbourX, sNeighbourY, GREEN_MILITIA ) > 0 )
{
// great! Promote a GREEN militia guy in the neighbouring sector to a REGULAR
StrategicPromoteMilitiaInSector( sNeighbourX, sNeighbourY, GREEN_MILITIA, 1 );
if ( sNeighbourX == gWorldSectorX && sNeighbourY == gWorldSectorY )
gfStrategicMilitiaChangesMade = TRUE;
return TRUE;
}
}
}
// Kaiden: Veteran militia training
// This is essentially copy/pasted from above
// But the names have been changed to protect the innocent
if ( gGameExternalOptions.gfTrainVeteranMilitia && (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay) )
{
// are there any REGULAR militia men in the training sector itself?
if ( MilitiaInSectorOfRank( sMapX, sMapY, REGULAR_MILITIA ) > 0 )
{
// great! Promote a REGULAR militia guy in the training sector to a VETERAN
StrategicPromoteMilitiaInSector( sMapX, sMapY, REGULAR_MILITIA, 1 );
if ( sMapX == gWorldSectorX && sMapY == gWorldSectorY )
gfStrategicMilitiaChangesMade = TRUE;
return TRUE;
}
else
{
if ( ubTownId != BLANK_SECTOR )
{
// dammit! Last chance - try to find other eligible sectors in the same town with a Regular guy to be promoted
InitFriendlyTownSectorServer( ubTownId, sMapX, sMapY );
// check other eligible sectors in this town for room for another militia
while ( ServeNextFriendlySectorInTown( &sNeighbourX, &sNeighbourY ) )
{
// are there any REGULAR militia men in the neighbouring sector ?
if ( MilitiaInSectorOfRank( sNeighbourX, sNeighbourY, REGULAR_MILITIA ) > 0 )
{
// great! Promote a Regular militia guy in the neighbouring sector to a Veteran
StrategicPromoteMilitiaInSector( sNeighbourX, sNeighbourY, REGULAR_MILITIA, 1 );
if ( sNeighbourX == gWorldSectorX && sNeighbourY == gWorldSectorY )
gfStrategicMilitiaChangesMade = TRUE;
return TRUE;
}
}
}
}
}
}
// if we still haven't been able to train anyone
// Well, that's it. All eligible sectors of this town are full of REGULARs or ELITEs.
// The training goes to waste in this situation.
return FALSE;
}
void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMapY )
{
UINT8 ubMilitiaTrained = 0;
@@ -126,9 +218,13 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
// HEADROCK HAM 3.6: Leadership may affect the resulting squad size.
UINT8 ubTrainerEffectiveLeadership = FindBestMilitiaTrainingLeadershipInSector ( sMapX, sMapY, pTrainer->bSectorZ, TOWN_MILITIA );
UINT8 iTrainingSquadSize = __min(iMaxMilitiaPerSector, CalcNumMilitiaTrained(ubTrainerEffectiveLeadership, FALSE));
UINT8 promotionstodo = 0;
// Flugente: our pool of volunteers limits how many militia can be created
// if we can't train as many militia as we should due to lack of volunteers, the excess training goes into promoting militia
UINT8 promotionsfromvolunteers = iTrainingSquadSize;
iTrainingSquadSize = min( iTrainingSquadSize, GetVolunteerPool( ) );
promotionsfromvolunteers -= iTrainingSquadSize;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Militia1");
@@ -149,8 +245,7 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
// 3) If not enough room anywhere in town, promote a number of GREENs in this sector into regulars
// 4) If not enough GREENS there to promote, promote GREENs in other sectors.
// 5) If all friendly sectors of this town are completely filled with REGULAR militia, then training effect is wasted
// Kaiden: Roaming Militia Training:
// If we're not training roaming militia,
// then we will handle everything as normal.
@@ -168,17 +263,20 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
}
else
{
while (ubMilitiaTrained < iTrainingSquadSize)
// we either create new militia or promote existing ones if no space is left
while ( ubMilitiaTrained + promotionstodo < iTrainingSquadSize )
{
// is there room for another militia in the training sector itself?
if ( NumNonPlayerTeamMembersInSector( sMapX, sMapY, MILITIA_TEAM ) < iMaxMilitiaPerSector )
{
// great! Create a new GREEN militia guy in the training sector
StrategicAddMilitiaToSector(sMapX, sMapY, GREEN_MILITIA, 1);
if (sMapX == gWorldSectorX && sMapY == gWorldSectorY)
{
gfStrategicMilitiaChangesMade = TRUE;
}
// next, please!
++ubMilitiaTrained;
}
else
{
@@ -198,9 +296,10 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
StrategicAddMilitiaToSector(sNeighbourX, sNeighbourY, GREEN_MILITIA, 1);
if (sNeighbourX == gWorldSectorX && sNeighbourY == gWorldSectorY)
{
gfStrategicMilitiaChangesMade = TRUE;
}
// next, please!
++ubMilitiaTrained;
fFoundOne = TRUE;
break;
@@ -211,109 +310,18 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
// if we still haven't been able to train anyone
if (!fFoundOne)
{
// alrighty, then. We'll have to *promote* guys instead.
// we need to promote militia then
++promotionstodo;
// are there any GREEN militia men in the training sector itself?
if (MilitiaInSectorOfRank(sMapX, sMapY, GREEN_MILITIA) > 0)
{
// great! Promote a GREEN militia guy in the training sector to a REGULAR
StrategicPromoteMilitiaInSector(sMapX, sMapY, GREEN_MILITIA, 1);
fFoundOne = TRUE;
if (sMapX == gWorldSectorX && sMapY == gWorldSectorY)
{
gfStrategicMilitiaChangesMade = TRUE;
}
}
else
{
if( ubTownId != BLANK_SECTOR )
{
// dammit! Last chance - try to find other eligible sectors in the same town with a Green guy to be promoted
InitFriendlyTownSectorServer(ubTownId, sMapX, sMapY);
// check other eligible sectors in this town for room for another militia
while( ServeNextFriendlySectorInTown( &sNeighbourX, &sNeighbourY ) )
{
// are there any GREEN militia men in the neighbouring sector ?
if (MilitiaInSectorOfRank(sNeighbourX, sNeighbourY, GREEN_MILITIA) > 0)
{
// great! Promote a GREEN militia guy in the neighbouring sector to a REGULAR
StrategicPromoteMilitiaInSector(sNeighbourX, sNeighbourY, GREEN_MILITIA, 1);
if (sNeighbourX == gWorldSectorX && sNeighbourY == gWorldSectorY)
{
gfStrategicMilitiaChangesMade = TRUE;
}
fFoundOne = TRUE;
break;
}
}
}
// Kaiden: Veteran militia training
// This is essentially copy/pasted from above
// But the names have been changed to protect the innocent
if ((!fFoundOne) && (gGameExternalOptions.gfTrainVeteranMilitia)
&& (GetWorldDay( ) >= gGameExternalOptions.guiTrainVeteranMilitiaDelay))
{
// are there any REGULAR militia men in the training sector itself?
if (MilitiaInSectorOfRank(sMapX, sMapY, REGULAR_MILITIA) > 0)
{
// great! Promote a REGULAR militia guy in the training sector to a VETERAN
StrategicPromoteMilitiaInSector(sMapX, sMapY, REGULAR_MILITIA, 1);
if (sMapX == gWorldSectorX && sMapY == gWorldSectorY)
{
gfStrategicMilitiaChangesMade = TRUE;
}
fFoundOne = TRUE;
}
else
{
if( ubTownId != BLANK_SECTOR )
{
// dammit! Last chance - try to find other eligible sectors in the same town with a Regular guy to be promoted
InitFriendlyTownSectorServer(ubTownId, sMapX, sMapY);
// check other eligible sectors in this town for room for another militia
while( ServeNextFriendlySectorInTown( &sNeighbourX, &sNeighbourY ) )
{
// are there any REGULAR militia men in the neighbouring sector ?
if (MilitiaInSectorOfRank(sNeighbourX, sNeighbourY, REGULAR_MILITIA) > 0)
{
// great! Promote a Regular militia guy in the neighbouring sector to a Veteran
StrategicPromoteMilitiaInSector(sNeighbourX, sNeighbourY, REGULAR_MILITIA, 1);
if (sNeighbourX == gWorldSectorX && sNeighbourY == gWorldSectorY)
{
gfStrategicMilitiaChangesMade = TRUE;
}
fFoundOne = TRUE;
break;
}
}
}
}
}
// if we still haven't been able to train anyone
if (!fFoundOne)
{
// Well, that's it. All eligible sectors of this town are full of REGULARs or ELITEs.
// The training goes to waste in this situation.
break; // the main while loop
}
}
fFoundOne = TRUE;
}
}
// next, please!
++ubMilitiaTrained;
}
AddVolunteers( -ubMilitiaTrained );
// handle promotions
UINT8 promotions = 0;
while ( promotions < promotionstodo + promotionsfromvolunteers && TownMilitiaTrainingPromotion( sMapX, sMapY ) )
++promotions;
if (gfStrategicMilitiaChangesMade)
{
@@ -323,6 +331,8 @@ void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMa
// if anyone actually got trained
if (ubMilitiaTrained > 0)
{
AddVolunteers( -ubMilitiaTrained );
// update the screen display
fMapPanelDirty = TRUE;
+2
View File
@@ -20,6 +20,8 @@
//#define MIN_RATING_TO_TRAIN_TOWN 20
// handle promoting a militia during militia training. return TRUE if militia could be promoted
BOOLEAN TownMilitiaTrainingPromotion( INT16 sMapX, INT16 sMapY );
// this handles what happens when a new militia unit is finishes getting trained
void TownMilitiaTrainingCompleted( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMapY );
+2 -2
View File
@@ -6663,7 +6663,7 @@ void DeathNoMessageTimerCallback( )
ScreenMsg( FONT_YELLOW, MSG_CHAT, MPClientMessage[41] );
}
else
ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"spectator mode disabled");
ScreenMsg( FONT_LTBLUE, MSG_CHAT, MPClientMessage[74] );
teamwiped();
}
@@ -9816,7 +9816,7 @@ void EndBattleWithUnconsciousGuysCallback( UINT8 bExitValue )
ScreenMsg( FONT_YELLOW, MSG_CHAT, MPClientMessage[41] );
}
else
ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"spectator mode disabled");
ScreenMsg( FONT_LTBLUE, MSG_CHAT, MPClientMessage[74] );
teamwiped();
}