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Fixes (by Buggler)
- Fixed enemy garrison group troops & elites spawning numbers as per ArmyComposition.xml description (thanks to Moa) - Refactored random stats code to separate function for future reuses git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6581 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1384,8 +1384,10 @@ void InitStrategicAI()
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if( iAdminChance )
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{
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pSector->ubNumAdmins = iAdminChance * iStartPop / 100;
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cnt -= pSector->ubNumAdmins;
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}
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else while( cnt-- )
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while( cnt-- )
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{ //for each person, randomly determine the types of each soldier.
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{
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iRandom = Random( 100 );
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@@ -1399,6 +1401,7 @@ void InitStrategicAI()
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}
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}
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}
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switch( gGarrisonGroup[ i ].ubComposition )
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{
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case CAMBRIA_DEFENCE:
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@@ -1419,10 +1422,13 @@ void InitStrategicAI()
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}
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}
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if( iAdminChance && pSector->ubNumAdmins < gubMinEnemyGroupSize )
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// fill up deficit with admins if total enemies less than min enemy group size
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if( pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites < gubMinEnemyGroupSize )
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{
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pSector->ubNumAdmins = gubMinEnemyGroupSize;
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pSector->ubNumAdmins = gubMinEnemyGroupSize - pSector->ubNumTroops - pSector->ubNumElites;
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}
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//Calculate weight (range is -20 to +20 before multiplier).
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//The multiplier of 3 brings it to a range of -96 to +96 which is
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//close enough to a plus/minus 100%. The resultant percentage is then
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