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Improved AI path tweaks.
FindBestNearbyCover: avoid moving into light if not in light already and not under attack. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8729 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+15
-6
@@ -3846,13 +3846,22 @@ if(!GridNoOnVisibleWorldTile(iDestination))
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if (s->bTeam != gbPlayerNum &&
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!(s->flags.uiStatusFlags & SOLDIER_BOXER) &&
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!AreInMeanwhile() &&
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IS_MERC_BODY_TYPE(s) &&
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(InGasSpot(s, newLoc, bLevel) ||
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DeepWater(newLoc, bLevel) && (s->numFlanks == 0 || s->numFlanks >= MAX_FLANKS_RED) ||
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s->bTeam == ENEMY_TEAM && s->aiData.bAlertStatus >= STATUS_RED && (s->aiData.bAttitude == CUNNINGSOLO || s->aiData.bAttitude == CUNNINGAID || s->aiData.bAIMorale < MORALE_FEARLESS) &&
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(InLightAtNight(newLoc, bLevel) || GetNearestRottingCorpseAIWarning(newLoc) > 0)))
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IS_MERC_BODY_TYPE(s))
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{
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nextCost += 20;
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if (InGasSpot(s, newLoc, bLevel) ||
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DeepWater(newLoc, bLevel) && (s->numFlanks == 0 || s->numFlanks >= MAX_FLANKS_RED))
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{
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nextCost += 20;
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}
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else if (s->bTeam == ENEMY_TEAM &&
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s->aiData.bAlertStatus >= STATUS_RED &&
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(InLightAtNight(newLoc, bLevel) || GetNearestRottingCorpseAIWarning(newLoc) > 0))
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{
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if (s->aiData.bAttitude == CUNNINGSOLO || s->aiData.bAttitude == CUNNINGAID || s->aiData.bAIMorale < MORALE_FEARLESS)
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nextCost += 20;
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else
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nextCost += 10;
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}
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}
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/*
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