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New feature: we have to bury corpses, or their rot causes diseases in sectors
Requires GameDir >= r2436. Fopr more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&th=23828&goto=354321&#msg_354321 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8591 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+25
-352
@@ -124,54 +124,14 @@ void HandleDisease()
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}
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}
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// we can also be infected by the population
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// we can also be infected by the disease left from corpses
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if ( gGameExternalOptions.fDiseaseStrategic )
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{
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UINT16 population = GetSectorPopulation( pSoldier->sSectorX, pSoldier->sSectorY );
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SECTORINFO *pSectorInfo = &( SectorInfo[SECTOR( pSoldier->sSectorX, pSoldier->sSectorY )] );
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if ( population )
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if ( pSectorInfo && pSectorInfo->fDiseasePoints )
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{
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UINT8 sector = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
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SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
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if ( pSectorInfo )
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{
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// if there are infected people, we might get an infection (disease 0 only)
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if ( pSectorInfo->usInfected )
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{
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// infection is also possible by human contact
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FLOAT dChance = Disease[0].dInfectionChance[INFECTION_TYPE_CONTACT_HUMAN];
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// if disease is known, mercs will avoid the infected, lowering the chance of them being infected
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UINT16 max = min(20, pSectorInfo->usInfected);
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if ( (pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_PLAYER) || (gubFact[FACT_DISEASE_WHODATA_ACCESS] && pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_WHO) )
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max /= 4;
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for ( UINT16 i = 0; i < max; ++i )
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{
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// chances can be smaller than 1%, so we use a trick here by altering our 'chance function'. This allows to have much smaller chances, as for diseases, 1% can be way too high.
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if ( Random( 10000 ) < dChance * 100 )
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HandlePossibleInfection( pSoldier, NULL, INFECTION_TYPE_CONTACT_HUMAN, 1.0f, TRUE );
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}
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}
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// if we are infected, WE might infect other people
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if ( pSoldier->sDiseasePoints[0] > 0 )
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{
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if ( pSectorInfo->usInfected < population )
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{
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// chances can be smaller than 1%, so we use a trick here by altering our 'chance function'. This allows to have much smaller chances, as for diseases, 1% can be way too high.
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if ( Random( 10000 ) < Disease[0].dInfectionChance[INFECTION_TYPE_CONTACT_HUMAN] * 100 )
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{
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FLOAT infectedseverity = (FLOAT)Disease[0].sInfectionPtsInitial / (FLOAT)Disease[0].sInfectionPtsFull;
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pSectorInfo->fInfectionSeverity = (pSectorInfo->fInfectionSeverity * pSectorInfo->usInfected + infectedseverity * 1) / (pSectorInfo->usInfected + 1);
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++pSectorInfo->usInfected;
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}
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}
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}
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}
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HandlePossibleInfection( pSoldier, NULL, INFECTION_TYPE_CONTACT_CORPSE, ( pSectorInfo->fDiseasePoints / DISEASE_MAX_SECTOR ) );
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}
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}
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@@ -217,191 +177,6 @@ void HandleDisease()
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}
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}
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}
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// now to handle strategic disease
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if ( !gGameExternalOptions.fDiseaseStrategic )
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return;
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for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
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{
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for ( UINT8 sY = 1; sY < MAP_WORLD_X - 1; ++sY )
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{
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UINT8 sector = SECTOR( sX, sY );
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SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
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if ( !pSectorInfo )
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continue;
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// first, existing infections get worse
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if ( pSectorInfo->fInfectionSeverity > 0 )
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{
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pSectorInfo->fInfectionSeverity = min( 1.0f, pSectorInfo->fInfectionSeverity + ( FLOAT )(Disease[0].sInfectionPtsGainPerHour) / (FLOAT)(Disease[0].sInfectionPtsFull) );
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}
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UINT16 population = GetSectorPopulation( sX, sY );
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if ( population )
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{
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// how many people are already infected?
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if ( pSectorInfo->usInfected < population )
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{
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UINT16 lefttoinfect = population - pSectorInfo->usInfected;
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UINT16 newinfected = 0;
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// population might get infected if this a swamp or tropical sector
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switch ( SectorInfo[sector].ubTraversability[THROUGH_STRATEGIC_MOVE] )
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{
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case TROPICS_SAM_SITE:
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case TROPICS:
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case TROPICS_ROAD:
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{
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FLOAT dChance = Disease[0].dInfectionChance[INFECTION_TYPE_TROPICS];
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for ( UINT16 i = 0; i < lefttoinfect; ++i )
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{
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// chances can be smaller than 1%, so we use a trick here by altering our 'chance function'. This allows to have much smaller chances, as for diseases, 1% can be way too high.
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if ( Random( 10000 ) < dChance * 100 )
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++newinfected;
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}
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}
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break;
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case SWAMP:
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case SWAMP_ROAD:
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{
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FLOAT dChance = Disease[0].dInfectionChance[INFECTION_TYPE_SWAMP];
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for ( UINT16 i = 0; i < lefttoinfect; ++i )
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{
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// chances can be smaller than 1%, so we use a trick here by altering our 'chance function'. This allows to have much smaller chances, as for diseases, 1% can be way too high.
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if ( Random( 10000 ) < dChance * 100 )
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++newinfected;
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}
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}
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break;
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default:
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break;
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}
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if ( lefttoinfect - newinfected > 1 && pSectorInfo->usInfected )
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{
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// infection is also possible by human contact
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FLOAT dChance = Disease[0].dInfectionChance[INFECTION_TYPE_CONTACT_HUMAN];
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UINT16 max = sqrt( (FLOAT) min( lefttoinfect - newinfected, pSectorInfo->usInfected ) );
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for ( UINT16 i = 0; i < max; ++i )
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{
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// chances can be smaller than 1%, so we use a trick here by altering our 'chance function'. This allows to have much smaller chances, as for diseases, 1% can be way too high.
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if ( Random( 10000 ) < dChance * 100 )
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++newinfected;
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}
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}
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if ( lefttoinfect - newinfected > 0 )
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{
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// there is also the chance to be infected by bad food, sex, contact with animals etc.
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// For now, we assume this to be very rare events, so just add a small chance to be infected this way
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FLOAT populationpercentage = (FLOAT)(lefttoinfect - newinfected) / (FLOAT)(population);
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FLOAT basechance = sqrt( (FLOAT) min( lefttoinfect, pSectorInfo->usInfected + newinfected ) ) * 0.5f;
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FLOAT chance_sex = Disease[0].dInfectionChance[INFECTION_TYPE_SEX] * basechance * populationpercentage;
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FLOAT chance_corpse = 0;
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// if there was a fight here in the last 48 hours, then corpses will still be here - increase chance of infection
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if ( pSectorInfo->uiTimeLastPlayerLiberated && pSectorInfo->uiTimeLastPlayerLiberated + (48 * 3600) > GetWorldTotalSeconds( ) )
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chance_corpse = Disease[0].dInfectionChance[INFECTION_TYPE_CONTACT_CORPSE] * populationpercentage;
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// chances can be smaller than 1%, so we use a trick here by altering our 'chance function'. This allows to have much smaller chances, as for diseases, 1% can be way too high.
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if ( Random( 10000 ) < chance_sex * 100 )
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++newinfected;
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if ( Random( 10000 ) < chance_corpse * 100 )
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++newinfected;
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}
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if ( lefttoinfect - newinfected > 0 )
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{
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// adjacent sectors can infect us too
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for ( UINT8 dir = 0; dir < SP_DIR_MAX; ++dir )
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{
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INT16 othersector = GetAdjacentSector( sector, dir );
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if ( othersector > -1 )
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{
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UINT16 population_other = GetSectorPopulation( SECTORX( othersector ), SECTORY( othersector ) );
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SECTORINFO *pSectorInfo_Other = &(SectorInfo[othersector]);
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if ( pSectorInfo_Other && pSectorInfo_Other->usInfected && population_other )
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{
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FLOAT infectedothersector = (FLOAT)pSectorInfo_Other->usInfected / (FLOAT)(population_other);
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if ( infectedothersector > DISEASE_STRATEGIC_ADJACENTINFECTION )
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{
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FLOAT percentage = (FLOAT)((lefttoinfect - newinfected) * Disease[0].dInfectionChance[INFECTION_TYPE_CONTACT_HUMAN]) / (FLOAT)(100 * population);
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// chances can be smaller than 1%, so we use a trick here by altering ou 'chance function'. This allows to have much smaller chances, as for diseases, 1% can be way too high.
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if ( Random( 10000 ) < percentage * 100 * 100 )
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++newinfected;
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}
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}
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}
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}
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}
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if ( pSectorInfo->usInfected + newinfected > 0 && Disease[0].sInfectionPtsFull )
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{
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FLOAT infectedseverity = (FLOAT)Disease[0].sInfectionPtsInitial / (FLOAT)Disease[0].sInfectionPtsFull;
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pSectorInfo->fInfectionSeverity = (pSectorInfo->fInfectionSeverity * pSectorInfo->usInfected + infectedseverity * newinfected) / (pSectorInfo->usInfected + newinfected);
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pSectorInfo->usInfected += newinfected;
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pSectorInfo->usInfected = min( pSectorInfo->usInfected , population);
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}
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}
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// if infection is high enough, disease officially breaks out
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FLOAT infectedpercentage = (FLOAT)pSectorInfo->usInfected / (FLOAT)(population);
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if ( infectedpercentage >= GetSectorDiseaseOverFlowThreshold() || pSectorInfo->fInfectionSeverity > ((FLOAT)Disease[0].sInfectionPtsOutbreak / (FLOAT)Disease[0].sInfectionPtsFull) )
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{
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pSectorInfo->usInfectionFlag |= (SECTORDISEASE_OUTBREAK | SECTORDISEASE_DIAGNOSED_WHO);
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}
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// if disease is known and doctoring isn't inhibited, use doctoring to remove disease
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// doctors (civilian and military) can fight the disease
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if ( (pSectorInfo->usInfectionFlag & (SECTORDISEASE_DIAGNOSED_WHO | SECTORDISEASE_DIAGNOSED_PLAYER)) && !pSectorInfo->usDiseaseDoctoringDelay)
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{
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// the country doesn't have many doctors...
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UINT32 doctors = GetSectorPopulation( sX, sY, FALSE ) * GetCivPopulationDoctorRate();
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// if this the hospital sector, the amount of doctoring is increased to marvellous levels
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if ( sX == gModSettings.ubHospitalSectorX && sY == gModSettings.ubHospitalSectorY )
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{
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doctors += 200;
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}
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// the bulk of doctoring will come from the military
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doctors += NumNonPlayerTeamMembersInSector( sX, sY, ENEMY_TEAM ) * GetMilitaryPopulationDoctorRate( );
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UINT32 doctorpower = doctors * GetPopulationDoctorPoints( );
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// if the disease escalates, increase doctor power!
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if ( infectedpercentage > GetSectorDiseaseOverFlowThreshold( ) + 0.1f )
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doctorpower += doctors * 0.3f * GetPopulationDoctorPoints();
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HealSectorPopulation( sX, sY, doctorpower );
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}
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}
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else
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{
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// if nobody is there, be sure to set infection data to 0
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pSectorInfo->usInfected = 0;
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pSectorInfo->usInfectionFlag = 0;
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pSectorInfo->fInfectionSeverity = 0;
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pSectorInfo->usDiseaseDoctoringDelay = 0;
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}
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// in any case, one hour has passed, update possible doctor replacements
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pSectorInfo->usDiseaseDoctoringDelay = max( 0, pSectorInfo->usDiseaseDoctoringDelay - 1);
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}
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}
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}
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// chance gets modified by aModifier (contextual modifier)
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@@ -503,95 +278,6 @@ UINT16 GetSectorPopulation( INT16 sX, INT16 sY, BOOLEAN fWithMilitary )
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return population;
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}
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// handle infection redistribution if people move from A to B (set sXB and sYB to negative values to simply remove infected people in A)
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void PopulationMove( INT16 sXA, INT16 sYA, INT16 sXB, INT16 sYB, UINT16 usAmount )
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{
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// we have to handle the impact on a sector's disease if people other than mercs move from A to B
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if ( !gGameExternalOptions.fDiseaseStrategic )
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return;
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UINT8 sectorA = SECTOR( sXA, sYA );
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SECTORINFO *pSectorInfoA = &(SectorInfo[sectorA]);
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UINT16 populationA = GetSectorPopulation( sXA, sYA );
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if ( populationA )
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{
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// how many people are already infected?
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if ( pSectorInfoA )
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{
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FLOAT infectionrateA = (FLOAT)(pSectorInfoA->usInfected) / (FLOAT)(populationA);
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UINT16 movinginfected = usAmount * infectionrateA;
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// we have to add the infection of movinginfected new infected with an infection level of pSectorInfoA->usInfectionSeverity
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if ( movinginfected )
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{
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// it is possible that there is no other sector
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if ( sXB > -1 && sYB > -1 )
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{
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UINT8 sectorB = SECTOR( sXB, sYB );
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SECTORINFO *pSectorInfoB = &(SectorInfo[sectorB]);
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if ( pSectorInfoB )
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{
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// new infection severity is the mean of old and new infected times their infection ratios
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pSectorInfoB->fInfectionSeverity = (pSectorInfoB->fInfectionSeverity * pSectorInfoB->usInfected + pSectorInfoA->fInfectionSeverity * movinginfected) / (pSectorInfoB->usInfected + movinginfected);
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pSectorInfoB->usInfected += movinginfected;
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// disease moves before population moves, so we have to add those too
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UINT16 populationB = GetSectorPopulation( sXB, sYB ) + movinginfected;
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FLOAT infectedpercentage = 0;
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if ( populationB )
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infectedpercentage = (FLOAT)pSectorInfoB->usInfected / (FLOAT)(populationB);
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if ( infectedpercentage >= GetSectorDiseaseOverFlowThreshold() || pSectorInfoB->fInfectionSeverity > ((FLOAT)Disease[0].sInfectionPtsOutbreak / (FLOAT)Disease[0].sInfectionPtsFull) )
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pSectorInfoB->usInfectionFlag |= (SECTORDISEASE_OUTBREAK | SECTORDISEASE_DIAGNOSED_WHO);
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}
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}
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// reduce the amount of infected in sector A
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pSectorInfoA->usInfected -= movinginfected;
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// if no infected remain, clean up data
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if ( !pSectorInfoA->usInfected )
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{
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pSectorInfoA->fInfectionSeverity = 0;
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pSectorInfoA->usInfectionFlag &= ~(SECTORDISEASE_OUTBREAK | SECTORDISEASE_DIAGNOSED_WHO | SECTORDISEASE_DIAGNOSED_PLAYER);
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}
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}
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}
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}
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}
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void HandleDeathDiseaseImplications( SOLDIERTYPE *pSoldier )
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{
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if ( !gGameExternalOptions.fDisease || !gGameExternalOptions.fDiseaseStrategic || !pSoldier )
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return;
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UINT8 sector = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
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SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
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if ( pSectorInfo )
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{
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// if the deceased was infected and not a merc, reduce sector number of infected
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if ( pSoldier->sDiseasePoints[0] && pSoldier->bTeam != OUR_TEAM )
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{
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pSectorInfo->usInfected = max( 0, pSectorInfo->usInfected - 1 );
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}
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// if this guy was a medic, then medical personnel was killed - it will take a while before he will be replaced
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if ( HAS_SKILL_TRAIT( pSoldier, DOCTOR_NT ) )
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{
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pSectorInfo->usDiseaseDoctoringDelay = min( 255, pSectorInfo->usDiseaseDoctoringDelay + 12 );
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}
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}
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}
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void HandleDiseaseDailyRefresh()
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{
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if ( gGameExternalOptions.fDisease && gGameExternalOptions.fDiseaseStrategic && gubFact[FACT_DISEASE_WHODATA_SUBSCRIBED] && LaptopSaveInfo.iCurrentBalance > gGameExternalOptions.sDiseaseWHOSubscriptionCost )
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@@ -619,31 +305,21 @@ UINT32 HealSectorPopulation( INT16 sX, INT16 sY, UINT32 uHealpts )
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UINT32 ptsused = uHealpts;
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// the amount of points needed to cure a single patient
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UINT32 ptsneededforcure = pSectorInfo->fInfectionSeverity * Disease[0].sInfectionPtsFull;
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// if possible, cure people (we prioritise on this, as we want to lower the number os possible infection sources)
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while ( pSectorInfo->usInfected && uHealpts >= ptsneededforcure )
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if ( uHealpts >= pSectorInfo->fDiseasePoints )
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{
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uHealpts -= ptsneededforcure;
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--pSectorInfo->usInfected;
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uHealpts -= pSectorInfo->fDiseasePoints;
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pSectorInfo->fDiseasePoints = 0;
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}
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// if there are still points let, but we cannot cure someone, at least lower their disease
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if ( pSectorInfo->usInfected && uHealpts > 0 && Disease[0].sInfectionPtsFull )
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else
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{
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UINT32 totaldiseasepoints = pSectorInfo->usInfected * ptsneededforcure;
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totaldiseasepoints = max( 0, totaldiseasepoints - uHealpts );
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pSectorInfo->fInfectionSeverity = (FLOAT)totaldiseasepoints / (FLOAT)(pSectorInfo->usInfected * Disease[0].sInfectionPtsFull);
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pSectorInfo->fDiseasePoints -= uHealpts;
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uHealpts = 0;
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}
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// if there are no more infected, or infection is at 0, remove all traces of disease
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if ( !pSectorInfo->usInfected || !pSectorInfo->fInfectionSeverity )
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if ( pSectorInfo->fDiseasePoints <= 0 )
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{
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pSectorInfo->usInfected = 0;
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pSectorInfo->fInfectionSeverity = 0;
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pSectorInfo->usInfectionFlag &= ~(SECTORDISEASE_OUTBREAK | SECTORDISEASE_DIAGNOSED_WHO | SECTORDISEASE_DIAGNOSED_PLAYER);
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pSectorInfo->usInfectionFlag &= ~(SECTORDISEASE_DIAGNOSED_PLAYER);
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}
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ptsused -= uHealpts;
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@@ -658,7 +334,8 @@ FLOAT GetWorkforceEffectivenessWithDisease( INT8 bTownId, UINT8 usTeam )
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return 1.0f;
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FLOAT val = 0.0f;
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UINT8 sectors = 0;
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UINT16 population_healthy = 0;
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UINT16 population_total = 0;
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for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
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{
|
||||
@@ -675,33 +352,29 @@ FLOAT GetWorkforceEffectivenessWithDisease( INT8 bTownId, UINT8 usTeam )
|
||||
continue;
|
||||
|
||||
UINT8 sector = SECTOR( sX, sY );
|
||||
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
|
||||
SECTORINFO *pSector = &(SectorInfo[sector]);
|
||||
|
||||
if ( !pSectorInfo )
|
||||
if ( !pSector )
|
||||
continue;
|
||||
|
||||
UINT16 population = GetSectorPopulation( sX, sY, FALSE );
|
||||
// at least 1 to be safe
|
||||
UINT16 population = max(1, GetSectorPopulation( sX, sY, FALSE ) );
|
||||
|
||||
population_total += population;
|
||||
|
||||
// only civilian population is relevant here
|
||||
if ( population )
|
||||
{
|
||||
// workforce effectivity in a sector is population minus cumulated effectivity loss of all infected, divided by entire population
|
||||
val += (population - min( pSectorInfo->usInfected, population ) * pSectorInfo->fInfectionSeverity ) / population;
|
||||
}
|
||||
// if no population is here, then there is no part of te population that is not working, so retrun 1.0 here :-)
|
||||
// this is basically a fix for players using this feature who have faulty xmls with population 0
|
||||
else
|
||||
{
|
||||
val += 1.0f;
|
||||
// workforce effectivity is linearly dependent on disease
|
||||
population = max( 0, ( ( DISEASE_MAX_SECTOR - pSector->fDiseasePoints) / DISEASE_MAX_SECTOR ) * population );
|
||||
}
|
||||
|
||||
++sectors;
|
||||
population_healthy += population;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( sectors )
|
||||
val /= sectors;
|
||||
val = (FLOAT)(population_healthy) / (FLOAT)(population_total);
|
||||
|
||||
return val;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user