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Little Alien
- Externalized more strategic AI settings git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@82 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -391,6 +391,41 @@ void LoadGameExternalOptions()
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gGameExternalOptions.ubMeleeDamageMultiplier = iniReader.ReadInteger("JA2 Gameplay Settings","MELEE_DAMAGE_MULTIPLIER",1);
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gGameExternalOptions.ubGunDamageMultiplier = iniReader.ReadInteger("JA2 Gameplay Settings","GUN_DAMAGE_MULTIPLIER",1);
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//Strategic AI settings
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gGameExternalOptions.ubEasyEnemyStartingAlertLevel = iniReader.ReadInteger("JA2 Gameplay Settings","EASY_ENEMY_STARTING_ALERT_LEVEL", 5);
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gGameExternalOptions.ubNormalEnemyStartingAlertLevel = iniReader.ReadInteger("JA2 Gameplay Settings","NORMAL_ENEMY_STARTING_ALERT_LEVEL", 20);
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gGameExternalOptions.ubHardEnemyStartingAlertLevel = iniReader.ReadInteger("JA2 Gameplay Settings","HARD_ENEMY_STARTING_ALERT_LEVEL", 60);
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gGameExternalOptions.ubInsaneEnemyStartingAlertLevel = iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_ENEMY_STARTING_ALERT_LEVEL", 80);
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gGameExternalOptions.ubEasyEnemyStartingAlertDecay = iniReader.ReadInteger("JA2 Gameplay Settings","EASY_ENEMY_STARTING_ALERT_DECAY", 75);
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gGameExternalOptions.ubNormalEnemyStartingAlertDecay = iniReader.ReadInteger("JA2 Gameplay Settings","NORMAL_ENEMY_STARTING_ALERT_DECAY", 50);
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gGameExternalOptions.ubHardEnemyStartingAlertDecay = iniReader.ReadInteger("JA2 Gameplay Settings","HARD_ENEMY_STARTING_ALERT_DECAY", 25);
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gGameExternalOptions.ubInsaneEnemyStartingAlertDecay = iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_ENEMY_STARTING_ALERT_DECAY", 10);
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gGameExternalOptions.ubEasyTimeEvaluateInMinutes = iniReader.ReadInteger("JA2 Gameplay Settings","EASY_TIME_EVALUATE_IN_MINUTES", 480);
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gGameExternalOptions.ubNormalTimeEvaluateInMinutes = iniReader.ReadInteger("JA2 Gameplay Settings","NORMAL_TIME_EVALUATE_IN_MINUTES", 360);
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gGameExternalOptions.ubHardTimeEvaluateInMinutes = iniReader.ReadInteger("JA2 Gameplay Settings","HARD_TIME_EVALUATE_IN_MINUTES", 180);
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gGameExternalOptions.ubInsaneTimeEvaluateInMinutes = iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_TIME_EVALUATE_IN_MINUTES", 90);
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gGameExternalOptions.ubEasyTimeEvaluateVariance = iniReader.ReadInteger("JA2 Gameplay Settings","EASY_TIME_EVALUATE_VARIANCE", 240);
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gGameExternalOptions.ubNormalTimeEvaluateVariance = iniReader.ReadInteger("JA2 Gameplay Settings","NORMAL_TIME_EVALUATE_VARIANCE", 180);
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gGameExternalOptions.ubHardTimeEvaluateVariance = iniReader.ReadInteger("JA2 Gameplay Settings","HARD_TIME_EVALUATE_VARIANCE", 120);
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gGameExternalOptions.ubInsaneTimeEvaluateVariance = iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_TIME_EVALUATE_VARIANCE", 60);
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gGameExternalOptions.ubEasyGracePeriodInHours = iniReader.ReadInteger("JA2 Gameplay Settings","EASY_GRACE_PERIOD_IN_HOURS", 144);
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gGameExternalOptions.ubNormalGracePeriodInHours = iniReader.ReadInteger("JA2 Gameplay Settings","NORMAL_GRACE_PERIOD_IN_HOURS", 96);
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gGameExternalOptions.ubHardGracePeriodInHours = iniReader.ReadInteger("JA2 Gameplay Settings","HARD_GRACE_PERIOD_IN_HOURS", 48);
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gGameExternalOptions.ubInsaneGracePeriodInHours = iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_GRACE_PERIOD_IN_HOURS", 6);
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gGameExternalOptions.ubEasyPatrolGracePeriodInDays = iniReader.ReadInteger("JA2 Gameplay Settings","EASY_PATROL_GRACE_PERIOD_IN_DAYS", 16);
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gGameExternalOptions.ubNormalPatrolGracePeriodInDays = iniReader.ReadInteger("JA2 Gameplay Settings","NORMAL_PATROL_GRACE_PERIOD_IN_DAYS", 12);
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gGameExternalOptions.ubHardPatrolGracePeriodInDays = iniReader.ReadInteger("JA2 Gameplay Settings","HARD_PATROL_GRACE_PERIOD_IN_DAYS", 8);
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gGameExternalOptions.ubInsanePatrolGracePeriodInDays = iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_PATROL_GRACE_PERIOD_IN_DAYS", 2);
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gGameExternalOptions.ubEasyNumAwareBattles = iniReader.ReadInteger("JA2 Gameplay Settings","EASY_NUM_AWARE_BATTLES", 1);
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gGameExternalOptions.ubNormalNumAwareBattles = iniReader.ReadInteger("JA2 Gameplay Settings","NORMAL_NUM_AWARE_BATTLES", 2);
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gGameExternalOptions.ubHardNumAwareBattles = iniReader.ReadInteger("JA2 Gameplay Settings","HARD_NUM_AWARE_BATTLES", 3);
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gGameExternalOptions.ubInsaneNumAwareBattles = iniReader.ReadInteger("JA2 Gameplay Settings","INSANE_NUM_AWARE_BATTLES", 4);
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}
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@@ -235,6 +235,41 @@ typedef struct
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UINT8 ubGunDamageMultiplier;
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UINT8 ubMeleeDamageMultiplier;
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UINT32 ubEasyEnemyStartingAlertLevel;
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UINT32 ubNormalEnemyStartingAlertLevel;
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UINT32 ubHardEnemyStartingAlertLevel;
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UINT32 ubInsaneEnemyStartingAlertLevel;
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UINT32 ubEasyEnemyStartingAlertDecay;
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UINT32 ubNormalEnemyStartingAlertDecay;
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UINT32 ubHardEnemyStartingAlertDecay;
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UINT32 ubInsaneEnemyStartingAlertDecay;
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UINT32 ubEasyTimeEvaluateInMinutes;
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UINT32 ubNormalTimeEvaluateInMinutes;
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UINT32 ubHardTimeEvaluateInMinutes;
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UINT32 ubInsaneTimeEvaluateInMinutes;
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UINT32 ubEasyTimeEvaluateVariance;
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UINT32 ubNormalTimeEvaluateVariance;
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UINT32 ubHardTimeEvaluateVariance;
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UINT32 ubInsaneTimeEvaluateVariance;
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UINT32 ubEasyGracePeriodInHours;
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UINT32 ubNormalGracePeriodInHours;
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UINT32 ubHardGracePeriodInHours;
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UINT32 ubInsaneGracePeriodInHours;
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UINT32 ubEasyPatrolGracePeriodInDays;
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UINT32 ubNormalPatrolGracePeriodInDays;
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UINT32 ubHardPatrolGracePeriodInDays;
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UINT32 ubInsanePatrolGracePeriodInDays;
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UINT32 ubEasyNumAwareBattles;
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UINT32 ubNormalNumAwareBattles;
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UINT32 ubHardNumAwareBattles;
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UINT32 ubInsaneNumAwareBattles;
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} GAME_EXTERNAL_OPTIONS;
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//This structure will contain general Ja2 settings NOT individual game settings.
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+1
-1
@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.80" };
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INT16 zVersionLabel[256] = { L"Release v1.13.82" };
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#endif
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+2
-2
@@ -43,7 +43,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.80_2006_05_25.exe"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.81_2006_05_25.exe"
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LinkIncremental="2"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -546,7 +546,7 @@
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<Tool
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.80_2006_05_25.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.81_2006_05_25.exe"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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+62
-60
@@ -109,50 +109,52 @@ of the group. If the priority of the group is high, they
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//Sets the starting alert chances. Everytime an enemy arrives in a new sector, or the player,
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//this is the chance the enemy will detect the player in adjacent sectors. This chance is associated
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//with each side checked. Stationary groups do this check periodically.
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#define EASY_ENEMY_STARTING_ALERT_LEVEL 5
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#define NORMAL_ENEMY_STARTING_ALERT_LEVEL 20
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#define HARD_ENEMY_STARTING_ALERT_LEVEL 60
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#define INSANE_ENEMY_STARTING_ALERT_LEVEL 80
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//#define EASY_ENEMY_STARTING_ALERT_LEVEL 20
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//#define NORMAL_ENEMY_STARTING_ALERT_LEVEL 50
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//#define HARD_ENEMY_STARTING_ALERT_LEVEL 70
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//#define INSANE_ENEMY_STARTING_ALERT_LEVEL 90
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//When an enemy spots and chases a player group, the alertness value decrements by this value. The
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//higher the value, the less of a chance the enemy will spot and attack subsequent groups. This
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//minimizes the aggressiveness of the enemy. Ranges from 1-100 (but recommend 20-60).
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#define EASY_ENEMY_STARTING_ALERT_DECAY 75
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#define NORMAL_ENEMY_STARTING_ALERT_DECAY 50
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#define HARD_ENEMY_STARTING_ALERT_DECAY 25
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#define INSANE_ENEMY_STARTING_ALERT_DECAY 10
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//#define EASY_ENEMY_STARTING_ALERT_DECAY 75
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//#define NORMAL_ENEMY_STARTING_ALERT_DECAY 50
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//#define HARD_ENEMY_STARTING_ALERT_DECAY 25
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//#define INSANE_ENEMY_STARTING_ALERT_DECAY 10
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//The base time that the queen can think about reinforcements for refilling lost patrol groups,
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//town garrisons, etc. She only is allowed one action per 'turn'.
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#define EASY_TIME_EVALUATE_IN_MINUTES 480
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#define NORMAL_TIME_EVALUATE_IN_MINUTES 360
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#define HARD_TIME_EVALUATE_IN_MINUTES 180
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#define INSANE_TIME_EVALUATE_IN_MINUTES 90
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//#define EASY_TIME_EVALUATE_IN_MINUTES 480
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//#define NORMAL_TIME_EVALUATE_IN_MINUTES 360
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//#define HARD_TIME_EVALUATE_IN_MINUTES 180
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//#define INSANE_TIME_EVALUATE_IN_MINUTES 90
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//The variance added on.
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#define EASY_TIME_EVALUATE_VARIANCE 240
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#define NORMAL_TIME_EVALUATE_VARIANCE 180
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#define HARD_TIME_EVALUATE_VARIANCE 120
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#define INSANE_TIME_EVALUATE_VARIANCE 60
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//#define EASY_TIME_EVALUATE_VARIANCE 240
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//#define NORMAL_TIME_EVALUATE_VARIANCE 180
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//#define HARD_TIME_EVALUATE_VARIANCE 120
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//#define INSANE_TIME_EVALUATE_VARIANCE 60
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//When a player takes control of a sector, don't allow any enemy reinforcements to enter the sector for a
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//limited amount of time. This essentially dumbs down the AI, making it less aggressive.
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#define EASY_GRACE_PERIOD_IN_HOURS 144 // 6 days
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#define NORMAL_GRACE_PERIOD_IN_HOURS 96 // 4 days
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#define HARD_GRACE_PERIOD_IN_HOURS 48 // 2 days
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#define INSANE_GRACE_PERIOD_IN_HOURS 6 // hours!
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//#define EASY_GRACE_PERIOD_IN_HOURS 144 // 6 days
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//#define NORMAL_GRACE_PERIOD_IN_HOURS 96 // 4 days
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//#define HARD_GRACE_PERIOD_IN_HOURS 48 // 2 days
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//#define INSANE_GRACE_PERIOD_IN_HOURS 6 // hours!
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//Defines how many days must pass before the queen is willing to refill a defeated patrol group.
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#define EASY_PATROL_GRACE_PERIOD_IN_DAYS 16
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#define NORMAL_PATROL_GRACE_PERIOD_IN_DAYS 12
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#define HARD_PATROL_GRACE_PERIOD_IN_DAYS 8
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#define INSANE_PATROL_GRACE_PERIOD_IN_DAYS 2
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//#define EASY_PATROL_GRACE_PERIOD_IN_DAYS 16
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//#define NORMAL_PATROL_GRACE_PERIOD_IN_DAYS 12
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//#define HARD_PATROL_GRACE_PERIOD_IN_DAYS 8
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//#define INSANE_PATROL_GRACE_PERIOD_IN_DAYS 2
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//Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's
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//forces will automatically succeed adjacent checks until x number of enemy initiated battles occur. The same variable
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//is what is used to determine the free checks.
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#define EASY_NUM_AWARE_BATTLES 1
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#define NORMAL_NUM_AWARE_BATTLES 2
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#define HARD_NUM_AWARE_BATTLES 3
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#define INSANE_NUM_AWARE_BATTLES 4
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//#define EASY_NUM_AWARE_BATTLES 1
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//#define NORMAL_NUM_AWARE_BATTLES 2
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//#define HARD_NUM_AWARE_BATTLES 3
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//#define INSANE_NUM_AWARE_BATTLES 4
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BOOLEAN gfAutoAIAware = FALSE;
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@@ -1074,40 +1076,40 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic3");
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{
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case DIF_LEVEL_EASY:
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giReinforcementPool = gGameExternalOptions.iReinforcementPoolNovice;
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giForcePercentage = gGameExternalOptions.iForcePercentageNovice;
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giArmyAlertness = EASY_ENEMY_STARTING_ALERT_LEVEL;
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giArmyAlertnessDecay = EASY_ENEMY_STARTING_ALERT_DECAY;
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giForcePercentage = gGameExternalOptions.iForcePercentageNovice;
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giArmyAlertness = gGameExternalOptions.ubEasyEnemyStartingAlertLevel;
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giArmyAlertnessDecay = gGameExternalOptions.ubEasyEnemyStartingAlertDecay;
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gubMinEnemyGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeNovice;
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gubHoursGracePeriod = EASY_GRACE_PERIOD_IN_HOURS;
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gubHoursGracePeriod = gGameExternalOptions.ubEasyGracePeriodInHours;
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// 475 is 7:55am in minutes since midnight, the time the game starts on day 1
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + EASY_TIME_EVALUATE_IN_MINUTES + Random( EASY_TIME_EVALUATE_VARIANCE ), 0 );
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + gGameExternalOptions.ubEasyTimeEvaluateInMinutes + Random( gGameExternalOptions.ubEasyTimeEvaluateVariance ), 0 );
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break;
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case DIF_LEVEL_MEDIUM:
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giReinforcementPool = gGameExternalOptions.iReinforcementPoolExperienced;
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giForcePercentage = gGameExternalOptions.iForcePercentageExperienced;
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giArmyAlertness = NORMAL_ENEMY_STARTING_ALERT_LEVEL;
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giArmyAlertnessDecay = NORMAL_ENEMY_STARTING_ALERT_DECAY;
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giForcePercentage = gGameExternalOptions.iForcePercentageExperienced;
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giArmyAlertness = gGameExternalOptions.ubNormalEnemyStartingAlertLevel;
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giArmyAlertnessDecay = gGameExternalOptions.ubNormalEnemyStartingAlertDecay;
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gubMinEnemyGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeExperienced;
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gubHoursGracePeriod = NORMAL_GRACE_PERIOD_IN_HOURS;
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + NORMAL_TIME_EVALUATE_IN_MINUTES + Random( NORMAL_TIME_EVALUATE_VARIANCE ), 0 );
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gubHoursGracePeriod = gGameExternalOptions.ubNormalGracePeriodInHours;
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + gGameExternalOptions.ubNormalTimeEvaluateInMinutes + Random( gGameExternalOptions.ubNormalTimeEvaluateVariance ), 0 );
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break;
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case DIF_LEVEL_HARD:
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giReinforcementPool = gGameExternalOptions.iReinforcementPoolExpert;
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giForcePercentage = gGameExternalOptions.iForcePercentageExpert;
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giArmyAlertness = HARD_ENEMY_STARTING_ALERT_LEVEL;
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giArmyAlertnessDecay = HARD_ENEMY_STARTING_ALERT_DECAY;
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giForcePercentage = gGameExternalOptions.iForcePercentageExpert;
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giArmyAlertness = gGameExternalOptions.ubHardEnemyStartingAlertLevel;
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giArmyAlertnessDecay = gGameExternalOptions.ubHardEnemyStartingAlertDecay;
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gubMinEnemyGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeExpert;
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gubHoursGracePeriod = HARD_GRACE_PERIOD_IN_HOURS;
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + HARD_TIME_EVALUATE_IN_MINUTES + Random( HARD_TIME_EVALUATE_VARIANCE ), 0 );
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gubHoursGracePeriod = gGameExternalOptions.ubHardGracePeriodInHours;
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + gGameExternalOptions.ubHardTimeEvaluateInMinutes + Random( gGameExternalOptions.ubHardTimeEvaluateVariance ), 0 );
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break;
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case DIF_LEVEL_INSANE:
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giReinforcementPool = gGameExternalOptions.iReinforcementPoolInsane;
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giForcePercentage = gGameExternalOptions.iForcePercentageInsane;
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giArmyAlertness = INSANE_ENEMY_STARTING_ALERT_LEVEL;
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giArmyAlertnessDecay = INSANE_ENEMY_STARTING_ALERT_DECAY;
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giForcePercentage = gGameExternalOptions.iForcePercentageInsane;
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giArmyAlertness = gGameExternalOptions.ubInsaneEnemyStartingAlertLevel;
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giArmyAlertnessDecay = gGameExternalOptions.ubInsaneEnemyStartingAlertDecay;
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gubMinEnemyGroupSize = gGameExternalOptions.ubMinEnemyGroupSizeInsane;
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gubHoursGracePeriod = INSANE_GRACE_PERIOD_IN_HOURS;
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + INSANE_TIME_EVALUATE_IN_MINUTES + Random( INSANE_TIME_EVALUATE_VARIANCE ), 0 );
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gubHoursGracePeriod = gGameExternalOptions.ubInsaneGracePeriodInHours;
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AddStrategicEvent( EVENT_EVALUATE_QUEEN_SITUATION, 475 + gGameExternalOptions.ubInsaneTimeEvaluateInMinutes + Random( gGameExternalOptions.ubInsaneTimeEvaluateVariance ), 0 );
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break;
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}
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@@ -2941,16 +2943,16 @@ void EvaluateQueenSituation()
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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uiOffset += EASY_TIME_EVALUATE_IN_MINUTES + Random( EASY_TIME_EVALUATE_VARIANCE );
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uiOffset += gGameExternalOptions.ubEasyTimeEvaluateInMinutes + Random( gGameExternalOptions.ubEasyTimeEvaluateVariance );
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break;
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case DIF_LEVEL_MEDIUM:
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uiOffset += NORMAL_TIME_EVALUATE_IN_MINUTES + Random( NORMAL_TIME_EVALUATE_VARIANCE );
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uiOffset += gGameExternalOptions.ubNormalTimeEvaluateInMinutes + Random( gGameExternalOptions.ubNormalTimeEvaluateVariance );
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break;
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case DIF_LEVEL_HARD:
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uiOffset += HARD_TIME_EVALUATE_IN_MINUTES + Random( HARD_TIME_EVALUATE_VARIANCE );
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uiOffset += gGameExternalOptions.ubHardTimeEvaluateInMinutes + Random( gGameExternalOptions.ubHardTimeEvaluateVariance );
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break;
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case DIF_LEVEL_INSANE:
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uiOffset += INSANE_TIME_EVALUATE_IN_MINUTES + Random( INSANE_TIME_EVALUATE_VARIANCE );
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uiOffset += gGameExternalOptions.ubInsaneTimeEvaluateInMinutes + Random( gGameExternalOptions.ubInsaneTimeEvaluateVariance );
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break;
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}
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@@ -4041,16 +4043,16 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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switch( gGameOptions.ubDifficultyLevel )
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{
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case DIF_LEVEL_EASY:
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gubNumAwareBattles = EASY_NUM_AWARE_BATTLES;
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gubNumAwareBattles = gGameExternalOptions.ubEasyNumAwareBattles;
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break;
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case DIF_LEVEL_MEDIUM:
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gubNumAwareBattles = NORMAL_NUM_AWARE_BATTLES;
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gubNumAwareBattles = gGameExternalOptions.ubNormalNumAwareBattles;
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break;
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case DIF_LEVEL_HARD:
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gubNumAwareBattles = HARD_NUM_AWARE_BATTLES;
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gubNumAwareBattles = gGameExternalOptions.ubHardNumAwareBattles;
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break;
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case DIF_LEVEL_INSANE:
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gubNumAwareBattles = INSANE_NUM_AWARE_BATTLES;
|
||||
gubNumAwareBattles = gGameExternalOptions.ubInsaneNumAwareBattles;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
@@ -5151,16 +5153,16 @@ void TagSAIGroupWithGracePeriod( GROUP *pGroup )
|
||||
switch( gGameOptions.ubDifficultyLevel )
|
||||
{
|
||||
case DIF_LEVEL_EASY:
|
||||
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + EASY_PATROL_GRACE_PERIOD_IN_DAYS) % 100);
|
||||
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + gGameExternalOptions.ubEasyPatrolGracePeriodInDays) % 100);
|
||||
break;
|
||||
case DIF_LEVEL_MEDIUM:
|
||||
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + NORMAL_PATROL_GRACE_PERIOD_IN_DAYS) % 100);
|
||||
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + gGameExternalOptions.ubNormalPatrolGracePeriodInDays) % 100);
|
||||
break;
|
||||
case DIF_LEVEL_HARD:
|
||||
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + HARD_PATROL_GRACE_PERIOD_IN_DAYS) % 100);
|
||||
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + gGameExternalOptions.ubHardPatrolGracePeriodInDays) % 100);
|
||||
break;
|
||||
case DIF_LEVEL_INSANE:
|
||||
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + INSANE_PATROL_GRACE_PERIOD_IN_DAYS) % 100);
|
||||
gPatrolGroup[ iPatrolID ].bFillPermittedAfterDayMod100 = (UINT8)((GetWorldDay() + gGameExternalOptions.ubInsanePatrolGracePeriodInDays) % 100);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user