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- changed starting location for Drassen attack
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@321 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+13
-42
@@ -4016,62 +4016,34 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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if ( !gGameExternalOptions.gfSendTroopsToDrassen )
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if ( !gGameExternalOptions.gfSendTroopsToDrassen )
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break;
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break;
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ubSectorID = SEC_D13;
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UINT8 ubSourceSectorID = SEC_H13;
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UINT8 ubTargetSectorID = SEC_D13;
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if ( !(SectorInfo[ ubSourceSectorID ].ubNumTroops > 0) )
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{
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ubSourceSectorID = SEC_P3;
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}
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ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 3);
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ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 3);
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//pGroup = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, ubNumSoldiers, 0 );
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//ScreenMsg( FONT_RED, MSG_INTERFACE, L"Elites: %d", (ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel) );
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pGroup0 = CreateNewEnemyGroupDepartingFromSector( SEC_H13, 0, ubNumSoldiers, ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel );
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pGroup0 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, ubNumSoldiers, ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel );
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pGroup1 = CreateNewEnemyGroupDepartingFromSector( SEC_H13, 0, ubNumSoldiers, ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel );
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pGroup1 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, ubNumSoldiers, ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel );
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pGroup2 = CreateNewEnemyGroupDepartingFromSector( SEC_H13, 0, ubNumSoldiers, ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel );
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pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, ubNumSoldiers, ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel );
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pGroup3 = CreateNewEnemyGroupDepartingFromSector( SEC_H13, 0, ubNumSoldiers, ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel );
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pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, ubNumSoldiers, ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel );
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//pGroup = CreateNewEnemyGroupDepartingFromSector( ubSector-16, 0, 11, 5 );
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if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
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//pGroup->ubNextX = (UINT8)gsSelSectorX;
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//pGroup->ubNextY = (UINT8)gsSelSectorY;
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//pGroup->uiTraverseTime = 10;
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//pGroup->pEnemyGroup->ubIntention = ASSAULT;
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//SetGroupArrivalTime( pGroup, uiWorldMin + 10 );
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//pGroup->ubMoveType = ONE_WAY;
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//pGroup->fDebugGroup = TRUE;
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//AddStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup->uiArrivalTime, pGroup->ubGroupID );
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//pGroup0->uiTraverseTime = 1000;
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//pGroup1->uiTraverseTime = 10;
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//pGroup2->uiTraverseTime = 10;
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//pGroup3->uiTraverseTime = 10;
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//SetGroupArrivalTime( pGroup0, GetWorldTotalMin() + 1000 );
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//SetGroupArrivalTime( pGroup1, GetWorldTotalMin() + 10 );
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//SetGroupArrivalTime( pGroup2, GetWorldTotalMin() + 10 );
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//SetGroupArrivalTime( pGroup3, GetWorldTotalMin() + 10 );
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//AddStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup0->uiArrivalTime, pGroup0->ubGroupID );
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//AddStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup1->uiArrivalTime, pGroup1->ubGroupID );
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//AddStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup2->uiArrivalTime, pGroup2->ubGroupID );
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//AddStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup3->uiArrivalTime, pGroup3->ubGroupID );
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if( !gGarrisonGroup[ SectorInfo[ ubSectorID ].ubGarrisonID ].ubPendingGroupID )
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{
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{
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//pGroup->pEnemyGroup->ubIntention = STAGE;
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//gGarrisonGroup[ SectorInfo[ ubSectorID ].ubGarrisonID ].ubPendingGroupID = pGroup->ubGroupID;
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pGroup0->pEnemyGroup->ubIntention = STAGE;
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pGroup0->pEnemyGroup->ubIntention = STAGE;
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pGroup1->pEnemyGroup->ubIntention = STAGE;
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pGroup1->pEnemyGroup->ubIntention = STAGE;
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pGroup2->pEnemyGroup->ubIntention = STAGE;
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pGroup2->pEnemyGroup->ubIntention = STAGE;
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pGroup3->pEnemyGroup->ubIntention = REINFORCEMENTS;
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pGroup3->pEnemyGroup->ubIntention = REINFORCEMENTS;
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gGarrisonGroup[ SectorInfo[ ubSectorID ].ubGarrisonID ].ubPendingGroupID = pGroup3->ubGroupID;
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gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID = pGroup3->ubGroupID;
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}
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}
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else
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else
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{ //this should never happen (but if it did, then this is the best way to deal with it).
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{ //this should never happen (but if it did, then this is the best way to deal with it).
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//pGroup->pEnemyGroup->ubIntention = PURSUIT;
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pGroup0->pEnemyGroup->ubIntention = PURSUIT;
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pGroup0->pEnemyGroup->ubIntention = PURSUIT;
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pGroup1->pEnemyGroup->ubIntention = PURSUIT;
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pGroup1->pEnemyGroup->ubIntention = PURSUIT;
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pGroup2->pEnemyGroup->ubIntention = PURSUIT;
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pGroup2->pEnemyGroup->ubIntention = PURSUIT;
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@@ -4084,7 +4056,6 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
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giReinforcementPool = max( giReinforcementPool, 0 );
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giReinforcementPool = max( giReinforcementPool, 0 );
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//MoveSAIGroupToSector( &pGroup, ubSectorID, EVASIVE, pGroup->pEnemyGroup->ubIntention );
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MoveSAIGroupToSector( &pGroup0, SEC_D14, EVASIVE, pGroup0->pEnemyGroup->ubIntention );
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MoveSAIGroupToSector( &pGroup0, SEC_D14, EVASIVE, pGroup0->pEnemyGroup->ubIntention );
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MoveSAIGroupToSector( &pGroup1, SEC_E13, EVASIVE, pGroup1->pEnemyGroup->ubIntention );
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MoveSAIGroupToSector( &pGroup1, SEC_E13, EVASIVE, pGroup1->pEnemyGroup->ubIntention );
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MoveSAIGroupToSector( &pGroup2, SEC_D12, EVASIVE, pGroup2->pEnemyGroup->ubIntention );
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MoveSAIGroupToSector( &pGroup2, SEC_D12, EVASIVE, pGroup2->pEnemyGroup->ubIntention );
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