engine-c: denser Evolved heavies + harvester cargo bed
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parent
88631a5be6
commit
c3fd57f86c
3 changed files with 49 additions and 12 deletions
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@ -359,7 +359,7 @@ static void place_showcase(Game *g, Faction human, Faction enemy) {
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}
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}
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int raid[40];
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int raid[56];
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int rn = 0;
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for (int i = 0; i < 8; i++)
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raid[rn++] = unit_spawn(g, UT_MUTANT, enemy,
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@ -369,17 +369,41 @@ static void place_showcase(Game *g, Faction human, Faction enemy) {
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raid[rn++] = unit_spawn(g, UT_BUGGY, enemy, rx + 8, ry - 28);
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raid[rn++] = unit_spawn(g, UT_BUGGY, enemy, rx + 28, ry - 34);
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raid[rn++] = unit_spawn(g, UT_BUGGY, enemy, rx + 48, ry - 22);
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raid[rn++] = unit_spawn(g, UT_JEEP, enemy, rx + 16, ry + 18);
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raid[rn++] = unit_spawn(g, UT_JEEP, enemy, rx + 36, ry + 8);
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raid[rn++] = unit_spawn(g, UT_TANK, enemy, rx + 52, ry + 4);
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raid[rn++] = unit_spawn(g, UT_TANK, enemy, rx + 68, ry - 12);
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raid[rn++] = unit_spawn(g, UT_TANK, enemy, rx + 80, ry + 18);
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raid[rn++] = unit_spawn(g, UT_RAVAGER, enemy, rx + 58, ry - 36);
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raid[rn++] = unit_spawn(g, UT_RAVAGER, enemy, rx + 74, ry - 24);
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raid[rn++] = unit_spawn(g, UT_RAVAGER, enemy, rx + 42, ry - 44);
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raid[rn++] = unit_spawn(g, UT_FLAME, enemy, rx + 22, ry + 28);
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raid[rn++] = unit_spawn(g, UT_FLAME, enemy, rx + 40, ry + 34);
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raid[rn++] = unit_spawn(g, UT_FLAME, enemy, rx + 8, ry + 40);
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raid[rn++] = unit_spawn(g, UT_MISSILE, enemy, rx + 62, ry - 28);
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raid[rn++] = unit_spawn(g, UT_MISSILE, enemy, rx + 78, ry - 8);
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raid[rn++] = unit_spawn(g, UT_MISSILE, enemy, rx + 94, ry + 6);
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raid[rn++] = unit_spawn(g, UT_ARTILLERY, enemy, rx + 85, ry + 10);
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raid[rn++] = unit_spawn(g, UT_ARTILLERY, enemy, rx + 98, ry - 18);
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for (int i = 0; i < 8; i++)
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raid[rn++] = unit_spawn(g, UT_INFANTRY, enemy,
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rx - 28 + (i % 4) * 14, ry - 8 + (i / 4) * 14);
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/* seed Survivor harvester beds so cargo silhouette is visible in shot */
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{
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int hi = 0;
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for (int i = 0; i < g->unit_count; i++) {
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Unit *u = &g->units[i];
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if (u->dead || u->type != UT_HARVESTER || u->faction != human) continue;
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float cap = (float)unit_def(u->type, u->faction)->cargo;
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/* stagger: empty-ish / mid / full across harvesters */
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float fracs[] = { 0.25f, 0.70f, 1.0f, 0.45f };
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u->cargo = cap * fracs[hi % 4];
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hi++;
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}
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}
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/* pre-damage for HP-bar variety (sim may add more) */
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for (int i = 0; i < g->unit_count; i++) {
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Unit *u = &g->units[i];
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