New feature: mines require workers for maximum income, these can be trained like militia.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8267 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-07-04 22:31:37 +00:00
parent ce6e63831d
commit 951da7812d
26 changed files with 460 additions and 9 deletions
+247 -1
View File
@@ -466,6 +466,8 @@ void HandlePrison( INT16 sMapX, INT16 sMapY, INT8 bZ );
// Flugente: assigned mercs can move equipemnt in city sectors
void HandleEquipmentMove( INT16 sMapX, INT16 sMapY, INT8 bZ );
void HandleTrainWorkers( );
// Flugente: handle radio scanning assignments
void HandleRadioScanInSector( INT16 sMapX, INT16 sMapY, INT8 bZ );
@@ -2547,9 +2549,9 @@ void UpdateAssignments()
// Flugente: prisons can riot if there aren't enough guards around
if ( !bZ )
HandlePrison( sX, sY, bZ );
}
}
}
}
// Flugente: individual militia
HandleHourlyMilitiaHealing();
@@ -2568,6 +2570,8 @@ void UpdateAssignments()
// handle fortification
HandleFortification();
HandleTrainWorkers();
// check to see if anyone is done healing?
UpdatePatientsWhoAreDoneHealing( );
@@ -3251,6 +3255,50 @@ FLOAT GetBestSAMOperatorCTH_Player( INT16 sSectorX, INT16 sSectorY, INT16 sSecto
return bestsamcth;
}
INT16 GetTrainWorkerPts(SOLDIERTYPE *pSoldier)
{
// this is not an assignment. Simply being in the sector will allow us to be counted as guards
INT16 val = 0;
if ( pSoldier->flags.fMercAsleep )
return 0;
val = 3 * EffectiveExpLevel( pSoldier ) + EffectiveLeadership( pSoldier );
if (gGameOptions.fNewTraitSystem)
{
val += 25 * NUM_SKILL_TRAITS( pSoldier, TEACHING_NT );
}
else
{
val += 25 * NUM_SKILL_TRAITS( pSoldier, TEACHING_OT );
}
// -5% for Aggressive people
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_AGGRESSIVE ) )
{
val -= 5;
}
// +5% for Phlegmatic people
else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_PHLEGMATIC ) )
{
val += 5;
}
// adjust for fatigue
if ( val > 0 )
{
UINT32 tmp = val;
ReducePointsForFatigue( pSoldier, &tmp );
val = tmp;
return val;
}
return 0;
}
// anv: handle prisoners exposing snitch as a snitch
BOOL HandleSnitchExposition(SOLDIERTYPE *pSoldier)
{
@@ -7435,6 +7483,60 @@ void HandleEquipmentMove( INT16 sMapX, INT16 sMapY, INT8 bZ )
}
}
void HandleTrainWorkers()
{
UINT32 totalworkersadded = 0;
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
UINT32 lastid = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
{
if( pSoldier->bActive && !pSoldier->bSectorZ && !pSoldier->flags.fMercAsleep )
{
if( ( pSoldier->bAssignment == TRAIN_WORKERS ) && ( EnoughTimeOnAssignment( pSoldier ) ) )
{
if ( !SectorOursAndPeaceful( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
continue;
UINT8 ubTownId = StrategicMap[ pSoldier->sSectorX + pSoldier->sSectorY * MAP_WORLD_X ].bNameId;
// Flugente: adjust for workforce
UINT16 maxworkforce = 0;
UINT16 workforce = GetTownWorkers( ubTownId, maxworkforce);
if ( workforce < maxworkforce && gGameExternalOptions.usWorkerTrainingPoints > 0 )
{
UINT8 sector = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
if ( !pSectorInfo )
continue;
INT16 trainpts = pSectorInfo->ubWorkerTrainingHundredths;
trainpts += GetTrainWorkerPts(pSoldier);
UINT8 workersadded = trainpts / gGameExternalOptions.usWorkerTrainingPoints;
totalworkersadded += workersadded;
AddTownWorkers( ubTownId, workersadded );
pSectorInfo->ubWorkerTrainingHundredths = trainpts - gGameExternalOptions.usWorkerTrainingPoints * workersadded;
StatChange( pSoldier, LDRAMT, 2 * workersadded, TRUE );
StatChange( pSoldier, EXPERAMT, workersadded, TRUE );
}
}
}
}
if ( totalworkersadded * gGameExternalOptions.usWorkerTrainingCost > 0 )
AddTransactionToPlayersBook( WORKERS_TRAINED, 0, GetWorldTotalMin( ), -(totalworkersadded * gGameExternalOptions.usWorkerTrainingCost) );
}
// Flugente: fortification
void HandleFortification()
{
@@ -11686,6 +11788,47 @@ void TrainingMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
}
gfRenderPBInterface = TRUE;
break;
case TRAIN_MENU_WORKERS:
// Check for specific errors why this merc should not be able to train,
// and display a specific error message if one is encountered.
if( !CanCharacterTrainWorkers(pSoldier) )
{
// Error found. Breaking. Note that the above function DOES display feedback if an error is
// encountered at all.
break;
}
pSoldier->bOldAssignment = pSoldier->bAssignment;
if( ( pSoldier->bAssignment != TRAIN_WORKERS ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// stop showing menu
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
// remove from squad
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, TRAIN_WORKERS );
// assign to a movement group
AssignMercToAMovementGroup( pSoldier );
SetAssignmentForList( TRAIN_WORKERS, 0 );
gfRenderPBInterface = TRUE;
break;
case( TRAIN_MENU_TEAMMATES):
if( CanCharacterTrainTeammates( pSoldier ) == TRUE )
@@ -15069,6 +15212,49 @@ void SetSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment, INT32 iParam
gfRenderPBInterface = TRUE;
}
break;
case TRAIN_WORKERS:
{
// train mobile militia
pSoldier->bOldAssignment = pSoldier->bAssignment;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != TRAIN_WORKERS ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, TRAIN_WORKERS );
if( pMilitiaTrainerSoldier == NULL )
{
if( SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ].fMobileMilitiaTrainingPaid == FALSE )
{
// show a message to confirm player wants to charge cost
HandleInterfaceMessageForCostOfTrainingMilitia( pSoldier );
}
}
AssignMercToAMovementGroup( pSoldier );
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
}
break;
case( TRAIN_SELF ):
if( CanCharacterTrainStat( pSoldier, ( INT8 )iParam1, TRUE, FALSE ) )
{
@@ -15840,6 +16026,17 @@ void HandleShadingOfLinesForTrainingMenu( void )
ShadeStringInBox( ghTrainingBox, TRAIN_MENU_MOBILE );
}
if( CanCharacterTrainWorkers( pSoldier ) )
{
// unshade train militia line
UnShadeStringInBox( ghTrainingBox, TRAIN_MENU_WORKERS );
UnSecondaryShadeStringInBox( ghTrainingBox, TRAIN_MENU_WORKERS );
}
else
{
UnShadeStringInBox( ghTrainingBox, TRAIN_MENU_WORKERS );
SecondaryShadeStringInBox( ghTrainingBox, TRAIN_MENU_WORKERS );
}
// can character train teammates?
if( CanCharacterTrainTeammates( pSoldier ) == FALSE )
@@ -16706,6 +16903,10 @@ void ReEvaluateEveryonesNothingToDo()
fNothingToDo = !CanCharacterTrainMobileMilitia( pSoldier );
break;
case TRAIN_WORKERS:
fNothingToDo = !CanCharacterTrainWorkers( pSoldier );
break;
case TRAIN_SELF:
fNothingToDo = !CanCharacterTrainStat( pSoldier, pSoldier->bTrainStat, TRUE, FALSE );
break;
@@ -16925,6 +17126,14 @@ void SetAssignmentForList( INT8 bAssignment, INT8 bParam )
fItWorked = TRUE;
}
break;
case TRAIN_WORKERS:
if( CanCharacterTrainWorkers( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, TRAIN_WORKERS, 0, 0, 0 );
fItWorked = TRUE;
}
break;
case( TRAIN_TEAMMATE ):
if( CanCharacterTrainStat( pSoldier, bParam, FALSE, TRUE ) )
{
@@ -18431,6 +18640,43 @@ BOOLEAN CanCharacterTrainMobileMilitia( SOLDIERTYPE *pSoldier )
}
BOOLEAN CanCharacterTrainWorkers( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
if ( !gGameExternalOptions.fMineRequiresWorkers )
return FALSE;
if( NumEnemiesInAnySector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
return( FALSE );
}
// Has leadership skill?
if( pSoldier->stats.bLeadership <= 0 )
{
// no skill whatsoever
return ( FALSE );
}
// Sector Loyalty above minimum?
if( !DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia( pSoldier ) )
{
// Not enough Loyalty...
return ( FALSE );
}
INT8 bTownId = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
UINT16 maxworkforce = 0;
UINT16 workforce = GetTownWorkers( bTownId, maxworkforce);
if ( maxworkforce > 0 && workforce < maxworkforce )
return TRUE;
return FALSE;
}
BOOLEAN CanCharacterTrainMilitiaWithErrorReport( SOLDIERTYPE *pSoldier )
{
// Temp string.