-adjusted sniper AI preferences

-spreadsheet update

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@226 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-06-13 04:46:27 +00:00
parent c37a4890a6
commit 978bc69943
+8 -8
View File
@@ -1032,7 +1032,7 @@ BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP
*/
case FARPATROL: iChance += +25; break;
case SEEKENEMY: iChance += -10; break;
case SNIPER: iChance += -90; break;
case SNIPER: iChance += -40; break;
}
// modify chance of patrol (and whether it's a sneaky one) by attitude
@@ -1102,7 +1102,7 @@ BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP
case POINTPATROL: iChance = -10; break;
case FARPATROL: iChance += +20; break;
case SEEKENEMY: iChance += -10; break;
case SNIPER: iChance += -100; break; // Madd: Snipers have no friends :(
case SNIPER: iChance += -50; break; // Madd: Snipers have no friends :(
}
// modify for attitude
@@ -1349,7 +1349,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
if ((pSoldier->bOrders == STATIONARY) || (pSoldier->bOrders == ONGUARD))
iChance = 50;
else if ( pSoldier->bOrders == SNIPER )
iChance = 90;
iChance = 60;
else // all other orders
iChance = 25;
@@ -1547,7 +1547,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
case POINTPATROL: break;
case FARPATROL: iChance += 10; break;
case SEEKENEMY: iChance += 25; break;
case SNIPER: iChance += -50; break;
case SNIPER: iChance += -30; break;
}
// modify chance of patrol (and whether it's a sneaky one) by attitude
@@ -1693,7 +1693,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
case POINTPATROL: iChance += -10; break;
case FARPATROL: break;
case SEEKENEMY: iChance += 10; break;
case SNIPER: iChance += -70; break;
case SNIPER: iChance += -50; break;
}
// modify chance of patrol (and whether it's a sneaky one) by attitude
@@ -1783,7 +1783,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
case POINTPATROL: break;
case FARPATROL: iChance += -5; break;
case SEEKENEMY: iChance += -20; break;
case SNIPER: iChance += 70; break;
case SNIPER: iChance += 40; break;
}
// modify chance (and whether it's sneaky) by attitude
@@ -1827,7 +1827,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
////////////////////////////////////////////////////////////////////////////
// SWITCH TO GREEN: determine if soldier acts as if nothing at all was wrong
////////////////////////////////////////////////////////////////////////////
if ((INT16)PreRandom(100) < 50 || pSoldier->bOrders == SNIPER )
if ((INT16)PreRandom(100) < 50 )
{
#ifdef RECORDNET
fprintf(NetDebugFile,"\tDecideActionYellow: guynum %d ignores noise, switching to GREEN AI...\n",pSoldier->ubID);
@@ -4132,7 +4132,7 @@ bCanAttack = FALSE;
else if ((pSoldier->bOrders == STATIONARY) || (pSoldier->bOrders == ONGUARD))
iDefense += 10;
else if (pSoldier->bOrders == SNIPER)
iDefense += 30;
iDefense += 20;
switch (pSoldier->bAttitude)
{