From 978bc69943bb012eaa47f706bbe5790cc8d332b9 Mon Sep 17 00:00:00 2001 From: MaddMugsy Date: Tue, 13 Jun 2006 04:46:27 +0000 Subject: [PATCH] -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 --- TacticalAI/DecideAction.cpp | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/TacticalAI/DecideAction.cpp b/TacticalAI/DecideAction.cpp index 07b614a7..a1fb7d3a 100644 --- a/TacticalAI/DecideAction.cpp +++ b/TacticalAI/DecideAction.cpp @@ -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) {