Fighters vs. Nukes
Posted: Tue Nov 29, 2011 8:05 pm
The age-old question of lore has been answered!
Code: Select all
static int s_attackOdds[ WorldObject::NumObjectTypes ] [ WorldObject::NumObjectTypes ] =
/* ATTACKER */
/* INV CTY SIL RDR NUK EXP SUB SHP AIR FTR BMR CRR TOR SAU*/
{
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // Invalid
0, 0, 0, 0, 99, 0, 0, 0, 0, 0, 0, 0, 0, 0, // City
0, 0, 0, 0, 99, 0, 0, 0, 0, 0, 0, 0, 0, 50, // Silo
0, 0, 0, 0, 99, 0, 0, 0, 0, 0, 0, 0, 0, 50, // Radar
0, 0, 25, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // Nuke DEFENDER
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // Explosion
0, 0, 0, 0, 99, 0, id, 30, 0, 3, 25, 30, 0, 50, // Sub
0, 0, 0, 0, 99, 0, 20, id, 0, 10, 25, 0, 0, 50, // BattleShip
0, 0, 0, 0, 99, 0, 0, 0, 0, 0, 0, 0, 0, 50, // Airbase
0, 0, 10, 0, 0, 0, 0, 30, 0, id, 0, 0, 0, 50, // Fighter
0, 0, 10, 0, 0, 0, 0, 20, 0, 30, 0, 0, 0, 50, // Bomber
0, 0, 0, 0, 99, 0, 20, 20, 0, 10, 25, 0, 0, 50, // Carrier
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // Tornado
0, 0, 10, 0, 0, 0, 0, 10, 0, 10, 0, 0, 0, 0, // Saucer
};
return s_attackOdds[ defenderType ][ attackerType ];
// id = 10