Should fix Issue #5543 (nation happiness from misc_mission, like in mansion map)
Performance for missions is now composed of 4 factors, instead of just 2; added factors for MissionGoal and InfectedHumans (just basic implementation yet).
Added 2 new fields to missionResults_t (float goalAccomplished, int infectedHumans), to prepare for new score calculations in future updates.
Performance from killed aliens is now always zero or positive (small value), so the player will not get a negative score when completing missions different than simple xenocide; this was the main reason for the issue #5543, a negative value from not killed aliens a lot higher than the positive score from saved civilians.
Moved all used constant values into the .h header file to gather all them, easing if they ever become scriptable.
Should fix Issue #5543 (nation happiness from misc_mission, like in mansion map)
Performance for missions is now composed of 4 factors, instead of just 2; added factors for MissionGoal and InfectedHumans (just basic implementation yet).
Added 2 new fields to missionResults_t (float goalAccomplished, int infectedHumans), to prepare for new score calculations in future updates.
Performance from killed aliens is now always zero or positive (small value), so the player will not get a negative score when completing missions different than simple xenocide; this was the main reason for the issue #5543, a negative value from not killed aliens a lot higher than the positive score from saved civilians.
Moved all used constant values into the .h header file to gather all them, easing if they ever become scriptable.
Signed-off-by: Namerutan namerutan@hotmail.com