Morale changes for AI soldiers:

- GetMoraleModifier: use bMorale for both player and AI.
- CalcSuppressionTolerance: use morale as a base for tolerance for AI soldiers.
- HandleSuppressionFire: morale loss for AI soldiers.
- EVENT_BeginMercTurn: increase morale for AI soldiers.
- TacticalCreateSoldier: Set morale = 60 + 2 * bExpLevel + Random(20) when creating AI soldier.

NEW_SUPPRESSION_CODE: UseGun, UseGunNCTH: reduce shock when firing gun.
AI_NEW_MORALE: limit AI morale depending on morale and shock level.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9181 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2021-10-15 05:52:09 +00:00
parent 7a7f554908
commit 7978ad77f3
6 changed files with 98 additions and 32 deletions
+13 -28
View File
@@ -8755,13 +8755,8 @@ INT8 CalcSuppressionTolerance( SOLDIERTYPE * pSoldier )
INT8 bToleranceSkill;
UINT8 ubMaxShock = gGameExternalOptions.ubMaxSuppressionShock;
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC)
bToleranceMorale = pSoldier->aiData.bMorale;
else
bToleranceMorale = (20 + 80 * pSoldier->stats.bLife / max(OKLIFE, pSoldier->stats.bLifeMax) - 40 * min(ubMaxShock, pSoldier->aiData.bShock) / max(1, ubMaxShock));
// limit base tolerance to 75% when having max morale and experience level
bToleranceSkill = (bToleranceMorale + 20 * pSoldier->stats.bExpLevel) / 4;
bToleranceSkill = (pSoldier->aiData.bMorale + 20 * pSoldier->stats.bExpLevel) / 4;
// calculate tolerance as percent of max tolerance from INI
bTolerance = gGameExternalOptions.ubSuppressionToleranceMax * bToleranceSkill / 100;
}
@@ -9020,27 +9015,6 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
else
sFinalSuppressionEffectiveness = sFinalShooterDependentEffectiveness * gGameExternalOptions.usSuppressionEffectivenessAI / 100;
// INI-Controlled intensity. SuppressionEffectiveness acts as a percentage applied to the number of lost APs.
// To turn off the entire Suppression system, simply set the INI value to 0. (0% AP Loss)
// The default is obviously 100%. You can increase or decrease it, at will.
// PLEASE NOTE that AP loss governs ALL OTHER SUPPRESSION EFFECTS.
// sevenfm: commented out duplicated code: we don't want to apply ubFinalSuppressionEffectivness twice
// ubPointsLost = ( ubPointsLost * sFinalSuppressionEffectiveness ) / 100;
// This is an upper cap for the number of APs we can lose per attack.
// sevenfm: commented out duplicated code:
/*
if (usLimitSuppressionAPsLostPerAttack > 0)
{
if (ubPointsLost > usLimitSuppressionAPsLostPerAttack)
{
// Flugente: eh.. wouldn't this _always_ be 255? I suspect this should be __min
//ubPointsLost = __max(255,(UINT8)usLimitSuppressionAPsLostPerAttack);
ubPointsLost = __min(255,(UINT8)usLimitSuppressionAPsLostPerAttack);
}
}
*/
// INI-Controlled intensity. SuppressionEffectiveness acts as a percentage applied to the number of lost APs.
// To turn off the entire Suppression system, simply set the INI value to 0. (0% AP Loss)
// The default is obviously 100%. You can increase or decrease it, at will.
@@ -9134,7 +9108,18 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
{
for ( ubLoop2 = 0; ubLoop2 < (sPointsLost / APBPConstants[AP_LOST_PER_MORALE_DROP]); ubLoop2++ )
{
HandleMoraleEvent( pSoldier, MORALE_SUPPRESSED, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
// sevenfm: morale loss for AI soldiers
if (pSoldier->ubProfile == NO_PROFILE)
{
if (IS_MERC_BODY_TYPE(pSoldier))
{
pSoldier->aiData.bMorale = max(20 + 2 * pSoldier->stats.bExpLevel, pSoldier->aiData.bMorale - 4);
}
}
else
{
HandleMoraleEvent(pSoldier, MORALE_SUPPRESSED, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ);
}
// sevenfm: update ubLastMorale
pSoldier->ubLastMorale++;
}