Use TACTICAL_RANGE instead of DAY_VISION_RANGE for AI calculations.

Implemented Black cover advance code for AI: try to get closer to enemy using cover if soldier has low CTH or enemy too far for shooting or soldier has high morale or no cover at spot.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8931 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2021-02-11 19:11:54 +00:00
parent 02cba3e1e5
commit 18dcced82a
5 changed files with 195 additions and 39 deletions
+5 -5
View File
@@ -4115,7 +4115,7 @@ UINT8 CountFriendsBlack( SOLDIERTYPE *pSoldier, INT32 sClosestOpponent )
//sFriendClosestOpponent = ClosestKnownOpponent( pFriend, NULL, NULL );
sFriendClosestOpponent = ClosestSeenOpponent( pFriend, NULL, NULL );
if(!TileIsOutOfBounds(sFriendClosestOpponent) &&
PythSpacesAway( sClosestOpponent, sFriendClosestOpponent ) < (INT16)DAY_VISION_RANGE / 4 &&
PythSpacesAway( sClosestOpponent, sFriendClosestOpponent ) < (INT16)TACTICAL_RANGE / 4 &&
pFriend->aiData.bAlertStatus == STATUS_BLACK &&
pFriend->stats.bLife > pFriend->stats.bLifeMax / 2 &&
( GetNearestRottingCorpseAIWarning( pFriend->sGridNo ) == 0 && !InLightAtNight(pFriend->sGridNo, pFriend->pathing.bLevel) ||
@@ -4506,7 +4506,7 @@ UINT8 RedSmokeDanger(INT32 sGridNo, INT8 bLevel)
UINT32 uiCnt;
INT32 sDist;
INT32 sClosestDist;
INT32 sMaxDist = min(gSkillTraitValues.usVOMortarRadius, DAY_VISION_RANGE);
INT32 sMaxDist = min(gSkillTraitValues.usVOMortarRadius, TACTICAL_RANGE);
INT32 sClosestSmoke = NOWHERE;
UINT8 ubDangerPercent = 0;
@@ -5011,7 +5011,7 @@ BOOLEAN AICheckIsSniper(SOLDIERTYPE *pSoldier)
return FALSE;
}*/
if ((AIGunRange(pSoldier) > DAY_VISION_RANGE || AICheckHasWeaponOfType(pSoldier, GUN_SN_RIFLE)) &&
if ((AIGunRange(pSoldier) > TACTICAL_RANGE || AICheckHasWeaponOfType(pSoldier, GUN_SN_RIFLE)) &&
AIGunScoped(pSoldier) &&
pSoldier->stats.bMarksmanship > 90 &&
gGameOptions.fNewTraitSystem &&
@@ -5044,7 +5044,7 @@ BOOLEAN AICheckIsMarksman(SOLDIERTYPE *pSoldier)
return FALSE;
}
if (AIGunRange(pSoldier) >= DAY_VISION_RANGE &&
if (AIGunRange(pSoldier) >= TACTICAL_RANGE &&
(AIGunScoped(pSoldier) || pSoldier->stats.bMarksmanship > 90 || gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT(pSoldier, SNIPER_NT)))
{
return TRUE;
@@ -5633,7 +5633,7 @@ BOOLEAN AICheckShortWeaponRange(SOLDIERTYPE *pSoldier)
return TRUE;
}
if (AIGunRange(pSoldier) < DAY_VISION_RANGE / 2)
if (AIGunRange(pSoldier) < TACTICAL_RANGE / 2)
{
return TRUE;
}
+3 -3
View File
@@ -3929,13 +3929,13 @@ void CheckTossFriendSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
bFriendLevel = pFriend->pathing.bLevel;
sClosestOpponent = ClosestKnownOpponent(pFriend, NULL, NULL);
if (PythSpacesAway(sSpot, sFriendSpot) <= (INT16)DAY_VISION_RANGE &&
PythSpacesAway(sSpot, sFriendSpot) > (INT16)DAY_VISION_RANGE / 4 &&
if (PythSpacesAway(sSpot, sFriendSpot) <= (INT16)TACTICAL_RANGE &&
PythSpacesAway(sSpot, sFriendSpot) > (INT16)TACTICAL_RANGE / 4 &&
!InSmoke(sFriendSpot, bFriendLevel) &&
(!NightLight() || InLightAtNight(sFriendSpot, bFriendLevel)) &&
!Water(sFriendSpot, bFriendLevel) &&
!TileIsOutOfBounds(sClosestOpponent) &&
PythSpacesAway(sFriendSpot, sClosestOpponent) > (INT16)DAY_VISION_RANGE / 4 &&
PythSpacesAway(sFriendSpot, sClosestOpponent) > (INT16)TACTICAL_RANGE / 4 &&
!ProneSightCoverAtSpot(pFriend, sFriendSpot, TRUE) &&
//!SightCoverAtSpot(pFriend, sFriendSpot, FALSE) &&
//!AnyCoverAtSpot(pFriend, sFriendSpot) &&
+169 -13
View File
@@ -2861,7 +2861,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
!AICheckIsSniper(pSoldier) &&
!AICheckIsMachinegunner(pSoldier) &&
!AICheckIsMortarOperator(pSoldier) &&
Chance(100 - min(100, 10 * CountPublicKnownEnemies(pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE))) &&
Chance(100 - min(100, 10 * CountPublicKnownEnemies(pSoldier, pSoldier->sGridNo, TACTICAL_RANGE))) &&
!GuySawEnemy(pSoldier, SEEN_LAST_TURN))
{
DebugAI(AI_MSG_INFO, pSoldier, String("check if we can cover friend with smoke"));
@@ -3079,11 +3079,11 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
}
// reserve APs to hide if no cover or enemy is close
if (!AnyCoverAtSpot(pSoldier, pSoldier->sGridNo) || PythSpacesAway(pSoldier->sGridNo, BestShot.sTarget) < DAY_VISION_RANGE / 2)
if (!AnyCoverAtSpot(pSoldier, pSoldier->sGridNo) || PythSpacesAway(pSoldier->sGridNo, BestShot.sTarget) < TACTICAL_RANGE / 2)
{
sReserveAP = APBPConstants[AP_MINIMUM] / 2;
}
if (PythSpacesAway(pSoldier->sGridNo, BestShot.sTarget) > DAY_VISION_RANGE || AnyCoverAtSpot(pSoldier, pSoldier->sGridNo) || pSoldier->aiData.bUnderFire)
if (PythSpacesAway(pSoldier->sGridNo, BestShot.sTarget) > TACTICAL_RANGE || AnyCoverAtSpot(pSoldier, pSoldier->sGridNo) || pSoldier->aiData.bUnderFire)
{
ubMinAuto *= 2;
}
@@ -3606,7 +3606,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
RangeChangeDesire(pSoldier) <= 2 &&
(!NightLight() || InLightAtNight(pSoldier->sGridNo, pSoldier->pathing.bLevel)) &&
!TileIsOutOfBounds(sClosestOpponent) &&
PythSpacesAway(pSoldier->sGridNo, sClosestOpponent) > DAY_VISION_RANGE / 4 &&
PythSpacesAway(pSoldier->sGridNo, sClosestOpponent) > TACTICAL_RANGE / 4 &&
(!fProneSightCover && !AnyCoverAtSpot(pSoldier, pSoldier->sGridNo) || pSoldier->TakenLargeHit()) &&
(pSoldier->TakenLargeHit() || pSoldier->ShockLevelPercent() > 20 + Random(80)))
{
@@ -3817,7 +3817,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
!GuySawEnemy(pSoldier) &&
!TileIsOutOfBounds(sClosestDisturbance) &&
//!fSeekClimb &&
PythSpacesAway(pSoldier->sGridNo, sClosestDisturbance) < DAY_VISION_RANGE &&
PythSpacesAway(pSoldier->sGridNo, sClosestDisturbance) < TACTICAL_RANGE &&
(pSoldier->aiData.bOrders == STATIONARY || pSoldier->aiData.bOrders == SNIPER || RangeChangeDesire(pSoldier) < 4) &&
!SoldierToVirtualSoldierLineOfSightTest(pSoldier, sClosestDisturbance, pSoldier->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS) &&
CountFriendsBlack(pSoldier, sClosestDisturbance) == 0)
@@ -3930,7 +3930,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
// sevenfm: don't watch when overcrowded and not in a building
if (!InARoom(pSoldier->sGridNo, NULL))
{
bWatchPts -= CountNearbyFriends(pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE / 8);
bWatchPts -= CountNearbyFriends(pSoldier, pSoldier->sGridNo, TACTICAL_RANGE / 8);
}
// sevenfm: don't help if seen enemy recently or under fire
@@ -4055,7 +4055,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
//}
BOOLEAN fOvercrowded = FALSE;
if( CountNearbyFriends(pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE/4) > 2 )
if( CountNearbyFriends(pSoldier, pSoldier->sGridNo, TACTICAL_RANGE / 4) > 2 )
{
fOvercrowded = TRUE;
}
@@ -4465,8 +4465,8 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
if (fCivilian &&
//pSoldier->CheckInitialAP() &&
(pSoldier->aiData.bUnderFire ||
!TileIsOutOfBounds(sClosestOpponent) && PythSpacesAway(pSoldier->sGridNo, sClosestOpponent) < DAY_VISION_RANGE / 2))
//!TileIsOutOfBounds( sClosestNoise ) && PythSpacesAway(pSoldier->sGridNo, sClosestNoise) < DAY_VISION_RANGE / 2) )
!TileIsOutOfBounds(sClosestOpponent) && PythSpacesAway(pSoldier->sGridNo, sClosestOpponent) < TACTICAL_RANGE / 2))
//!TileIsOutOfBounds( sClosestNoise ) && PythSpacesAway(pSoldier->sGridNo, sClosestNoise) < TACTICAL_RANGE / 2) )
//CorpseWarning(pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel)
{
DebugAI(AI_MSG_TOPIC, pSoldier, String("[civilians run away]"));
@@ -5287,7 +5287,7 @@ INT16 ubMinAPCost;
RangeChangeDesire(pSoldier) <= 2 &&
(!NightLight() || InLightAtNight(pSoldier->sGridNo, pSoldier->pathing.bLevel)) &&
!TileIsOutOfBounds(sClosestOpponent) &&
PythSpacesAway(pSoldier->sGridNo, sClosestOpponent) > DAY_VISION_RANGE / 4 &&
PythSpacesAway(pSoldier->sGridNo, sClosestOpponent) > TACTICAL_RANGE / 4 &&
(!ProneSightCoverAtSpot(pSoldier, pSoldier->sGridNo, FALSE) && !AnyCoverAtSpot(pSoldier, pSoldier->sGridNo) || pSoldier->TakenLargeHit()) &&
(pSoldier->TakenLargeHit() || pSoldier->ShockLevelPercent() > 20 + Random(80)))
{
@@ -5953,6 +5953,163 @@ INT16 ubMinAPCost;
}
}
DebugAI(AI_MSG_TOPIC, pSoldier, String("[Black cover advance]"));
// Black cover advance
if (SoldierAI(pSoldier) &&
gfTurnBasedAI &&
!pSoldier->bActionPoints == pSoldier->bInitialActionPoints &&
pSoldier->bInitialActionPoints > APBPConstants[AP_MINIMUM] &&
!gfHiddenInterrupt &&
!gTacticalStatus.fInterruptOccurred &&
!InARoom(pSoldier->sGridNo, NULL) &&
!TileIsOutOfBounds(sClosestOpponent) &&
//!InARoom(pSoldier->sGridNo, NULL) &&
pSoldier->aiData.bOrders != STATIONARY &&
pSoldier->aiData.bOrders != ONGUARD &&
!AICheckSpecialRole(pSoldier) &&
(ubBestAttackAction == AI_ACTION_NONE || ubBestAttackAction == AI_ACTION_FIRE_GUN && BestAttack.ubChanceToReallyHit < 5 * RangeChangeDesire(pSoldier)) &&
AIGunRange(pSoldier) < DAY_VISION_RANGE &&
pSoldier->aiData.bAIMorale >= MORALE_CONFIDENT &&
(!AnyCoverAtSpot(pSoldier, pSoldier->sGridNo) || !ProneSightCoverAtSpot(pSoldier, pSoldier->sGridNo, FALSE) || AIGunRange(pSoldier) < PythSpacesAway(pSoldier->sGridNo, sClosestOpponent)) &&
PythSpacesAway(pSoldier->sGridNo, sClosestOpponent) < MAX_VISION_RANGE &&
DetermineMovementMode(pSoldier, AI_ACTION_GET_CLOSER) != CRAWLING &&
pSoldier->aiData.bShock < RangeChangeDesire(pSoldier) * 2 &&
(AIGunRange(pSoldier) < PythSpacesAway(pSoldier->sGridNo, sClosestOpponent) ||
pSoldier->aiData.bLastAttackHit && pSoldier->sLastTarget != NOWHERE ||
pSoldier->aiData.bAIMorale == MORALE_FEARLESS ||
ubBestAttackAction == AI_ACTION_NONE ||
ubBestAttackAction == AI_ACTION_FIRE_GUN && BestAttack.ubChanceToReallyHit == 1 ||
!AnyCoverAtSpot(pSoldier, pSoldier->sGridNo)))
{
DebugAI(AI_MSG_INFO, pSoldier, String("find cover advance spot"));
INT32 sClosestDisturbance = ClosestReachableDisturbance(pSoldier, &fClimb);
if (!TileIsOutOfBounds(sClosestDisturbance))
{
DebugAI(AI_MSG_INFO, pSoldier, String("closest reachable disturbance %d", sClosestDisturbance));
INT32 sAdvanceSpot = NOWHERE;
DebugAI(AI_MSG_INFO, pSoldier, String("search for any cover advance spot"));
sAdvanceSpot = FindAdvanceSpot(pSoldier, sClosestDisturbance, AI_ACTION_GET_CLOSER, ADVANCE_SPOT_ANY_COVER, FALSE);
if (!TileIsOutOfBounds(sAdvanceSpot))
{
DebugAI(AI_MSG_INFO, pSoldier, String("found cover advance spot %d", sAdvanceSpot));
// check that we can reach desired location
pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, sAdvanceSpot, 0, AI_ACTION_GET_CLOSER, 0);
if (pSoldier->aiData.usActionData == sAdvanceSpot)
{
DebugAI(AI_MSG_INFO, pSoldier, String("cover advance spot ok"));
pSoldier->aiData.usActionData = sAdvanceSpot;
//ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"[%d] found cover advance spot %d", pSoldier->ubID, sAdvanceSpot);
//BeginMultiPurposeLocator(sAdvanceSpot, pSoldier->pathing.bLevel, FALSE);
return AI_ACTION_GET_CLOSER;
}
else
{
DebugAI(AI_MSG_INFO, pSoldier, String("cannot reach cover advance spot!"));
}
}
else
{
DebugAI(AI_MSG_INFO, pSoldier, String("cannot find cover advance spot"));
// try to use smoke to cover advance movement
//gubNPCAPBudget = pSoldier->bActionPoints;
gubNPCAPBudget = 0;
gubNPCDistLimit = 0;
// check path to closest disturbance
if (gfTurnBasedAI &&
pSoldier->bActionPoints >= APBPConstants[AP_MINIMUM] &&
pSoldier->bActionPoints == pSoldier->bInitialActionPoints &&
!TileIsOutOfBounds(sClosestDisturbance) &&
RangeChangeDesire(pSoldier) > 3 &&
!AICheckIsSniper(pSoldier) &&
!AICheckIsMachinegunner(pSoldier) &&
pSoldier->aiData.bOrders != STATIONARY &&
(pSoldier->aiData.bUnderFire ||
pSoldier->aiData.bShock > 0 ||
pSoldier->stats.bLife < pSoldier->stats.bLifeMax * 3 / 4 ||
CountTeamUnderAttack(pSoldier->bTeam, pSoldier->sGridNo, DAY_VISION_RANGE / 2) > CountNearbyFriends(pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE / 2) / 2 ||
CountSeenEnemiesLastTurn(pSoldier) > CountNearbyFriends(pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE / 2)) &&
(Chance(SoldierDifficultyLevel(pSoldier) * 10) || Chance(TeamPercentKilled(pSoldier->bTeam)) || Chance(CountTeamUnderAttack(pSoldier->bTeam, pSoldier->sGridNo, DAY_VISION_RANGE / 2))) &&
FindBestPath(pSoldier, sClosestDisturbance, pSoldier->pathing.bLevel, RUNNING, COPYROUTE, 0))
{
INT16 sLoop;
INT32 sCoverSpot = NOWHERE;
DebugAI(AI_MSG_INFO, pSoldier, String("found path to %d, path size %d ", sClosestDisturbance, pSoldier->pathing.usPathDataSize));
sCheckGridNo = pSoldier->sGridNo;
for (sLoop = pSoldier->pathing.usPathIndex; sLoop < pSoldier->pathing.usPathDataSize; sLoop++)
{
sCheckGridNo = NewGridNo(sCheckGridNo, DirectionInc((UINT8)(pSoldier->pathing.usPathingData[sLoop])));
if (!TileIsOutOfBounds(sCheckGridNo) &&
PythSpacesAway(pSoldier->sGridNo, sCheckGridNo) < TACTICAL_RANGE / 2 &&
PythSpacesAway(pSoldier->sGridNo, sCheckGridNo) > TACTICAL_RANGE / 4 &&
!Water(sCheckGridNo, pSoldier->pathing.bLevel) &&
!InSmokeNearby(sCheckGridNo, pSoldier->pathing.bLevel) &&
!InSmoke(sCheckGridNo, pSoldier->pathing.bLevel) &&
(CorpseWarning(pSoldier, sCheckGridNo, pSoldier->pathing.bLevel) || InLightAtNight(sCheckGridNo, pSoldier->pathing.bLevel)) &&
SightCoverAtSpot(pSoldier, sCheckGridNo, FALSE))
{
CheckTossGrenadeAt(pSoldier, &BestThrow, sCheckGridNo, pSoldier->pathing.bLevel, EXPLOSV_SMOKE);
if (BestThrow.ubPossible)
{
sCoverSpot = sCheckGridNo;
}
}
}
if (!TileIsOutOfBounds(sCoverSpot))
{
CheckTossGrenadeAt(pSoldier, &BestThrow, sCoverSpot, pSoldier->pathing.bLevel, EXPLOSV_SMOKE);
if (BestThrow.ubPossible)
{
DebugAI(AI_MSG_INFO, pSoldier, String("prepare throw at spot %d level %d aimtime %d", BestThrow.sTarget, BestThrow.bTargetLevel, BestThrow.ubAimTime));
// if necessary, swap the usItem from holster into the hand position
if (BestThrow.bWeaponIn != HANDPOS)
{
DebugAI(AI_MSG_INFO, pSoldier, String("rearrange pocket"));
RearrangePocket(pSoldier, HANDPOS, BestThrow.bWeaponIn, FOREVER);
}
// stand up before throwing if needed
if (gAnimControl[pSoldier->usAnimState].ubEndHeight < BestThrow.ubStance &&
pSoldier->InternalIsValidStance(AIDirection(pSoldier->sGridNo, BestThrow.sTarget), BestThrow.ubStance))
{
pSoldier->aiData.usActionData = BestThrow.ubStance;
pSoldier->aiData.bNextAction = AI_ACTION_TOSS_PROJECTILE;
pSoldier->aiData.usNextActionData = BestThrow.sTarget;
pSoldier->aiData.bNextTargetLevel = BestThrow.bTargetLevel;
pSoldier->aiData.bAimTime = BestThrow.ubAimTime;
return AI_ACTION_CHANGE_STANCE;
}
pSoldier->aiData.usActionData = BestThrow.sTarget;
pSoldier->bTargetLevel = BestThrow.bTargetLevel;
pSoldier->aiData.bAimTime = BestThrow.ubAimTime;
return(AI_ACTION_TOSS_PROJECTILE);
}
}
}
gubNPCAPBudget = 0;
}
}
}
if ( (pSoldier->bActionPoints == pSoldier->bInitialActionPoints) &&
(ubBestAttackAction == AI_ACTION_FIRE_GUN) &&
(pSoldier->aiData.bShock == 0) &&
@@ -5984,7 +6141,6 @@ INT16 ubMinAPCost;
}
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"LOOK FOR SOME KIND OF COVER BETTER THAN WHAT WE HAVE NOW");
////////////////////////////////////////////////////////////////////////////
// LOOK FOR SOME KIND OF COVER BETTER THAN WHAT WE HAVE NOW
@@ -8736,7 +8892,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
// sevenfm: don't watch when overcrowded and not in a building
if ( !InARoom( pSoldier->sGridNo, NULL ) )
{
bWatchPts -= CountNearbyFriends( pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE / 8 );
bWatchPts -= CountNearbyFriends( pSoldier, pSoldier->sGridNo, TACTICAL_RANGE / 8 );
}
// sevenfm: don't help if seen enemy recently or under fire
@@ -8806,7 +8962,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
#endif
BOOLEAN fOvercrowded = FALSE;
if ( CountNearbyFriends( pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE / 4 ) > 2 )
if ( CountNearbyFriends( pSoldier, pSoldier->sGridNo, TACTICAL_RANGE / 4 ) > 2 )
{
fOvercrowded = TRUE;
}
+14 -14
View File
@@ -442,28 +442,28 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT32 sMyGridNo, INT32 iMyThreat, INT32 i
// sevenfm: special calculations for zombies: zombie is very dangerous at close range
if (pHim->IsZombie() || !AICheckHasGun(pHim))
{
if (sDist < (INT32)(DAY_VISION_RANGE / 2))
if (sDist < (INT32)(TACTICAL_RANGE / 2))
{
// 100 - 25
bHisCTGT = 100 - 150 * sDist / DAY_VISION_RANGE;
bHisCTGT = 100 - 150 * sDist / TACTICAL_RANGE;
}
else
{
// 25 - 0
bHisCTGT = 100 * DAY_VISION_RANGE * DAY_VISION_RANGE / (16 * sDist * sDist);
bHisCTGT = 100 * TACTICAL_RANGE * TACTICAL_RANGE / (16 * sDist * sDist);
}
}
// sevenfm: if soldier has no gun, use different calculation
if (pMe->IsZombie() || !AICheckHasGun(pMe))
{
if (sDist < (INT32)(DAY_VISION_RANGE / 2))
if (sDist < (INT32)(TACTICAL_RANGE / 2))
{
bMyCTGT = 100 - 150 * sDist / DAY_VISION_RANGE;
bMyCTGT = 100 - 150 * sDist / TACTICAL_RANGE;
}
else
{
bMyCTGT = 100 * DAY_VISION_RANGE * DAY_VISION_RANGE / (16 * sDist * sDist);
bMyCTGT = 100 * TACTICAL_RANGE * TACTICAL_RANGE / (16 * sDist * sDist);
}
}
}
@@ -473,13 +473,13 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT32 sMyGridNo, INT32 iMyThreat, INT32 i
iMyPosValue = bMyCTGT * iMyThreat * iMyAPsLeft;
// add penalty to enemy position, bonus to my position if soldier has cover at spot
// max 25% at DAY_VISION_RANGE/2, 0 at zero range
// max 25% at TACTICAL_RANGE / 2, 0 at zero range
if( gGameExternalOptions.fAIBetterCover )
{
UINT8 ubCoverBonus = 25;
if (sDist < (INT32)(DAY_VISION_RANGE / 2))
if (sDist < (INT32)(TACTICAL_RANGE / 2))
{
ubCoverBonus = ubCoverBonus * 2 * sDist / DAY_VISION_RANGE;
ubCoverBonus = ubCoverBonus * 2 * sDist / TACTICAL_RANGE;
}
if (!pHim->IsZombie() && AICheckHasGun(pHim) && AnyCoverFromSpot(sMyGridNo, bMyLevel, sHisGridNo, bHisLevel))
{
@@ -536,7 +536,7 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT32 sMyGridNo, INT32 iMyThreat, INT32 i
if (gGameExternalOptions.fAIBetterCover)
{
if (!AnyCoverFromSpot(sMyGridNo, bMyLevel, sHisGridNo, bHisLevel) &&
CountSeenEnemiesLastTurn(pMe) > CountNearbyFriends(pMe, sMyGridNo, DAY_VISION_RANGE / 2))
CountSeenEnemiesLastTurn(pMe) > CountNearbyFriends(pMe, sMyGridNo, TACTICAL_RANGE / 2))
{
iRangeFactor = iRangeFactor * (100 - bHisCTGT * __min(Threat[uiThreatIndex].iAPs, APBPConstants[AP_MAXIMUM]) / APBPConstants[AP_MAXIMUM]) / 100;
}
@@ -787,7 +787,7 @@ INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
// sevenfm: sight test
if( gGameExternalOptions.fAIBetterCover )
{
if ( LocationToLocationLineOfSightTest( Threat[uiLoop].sGridNo, Threat[uiLoop].pOpponent->pathing.bLevel, pSoldier->sGridNo, pSoldier->pathing.bLevel, TRUE, DAY_VISION_RANGE * 2, STANDING_LOS_POS, PRONE_LOS_POS ) )
if ( LocationToLocationLineOfSightTest( Threat[uiLoop].sGridNo, Threat[uiLoop].pOpponent->pathing.bLevel, pSoldier->sGridNo, pSoldier->pathing.bLevel, TRUE, MAX_VISION_RANGE, STANDING_LOS_POS, PRONE_LOS_POS ) )
//if ( SoldierToVirtualSoldierLineOfSightTest( Threat[uiLoop].pOpponent, pSoldier->sGridNo, pSoldier->pathing.bLevel, ANIM_PRONE, TRUE, NO_DISTANCE_LIMIT ) )
{
fProneCover = FALSE;
@@ -1053,7 +1053,7 @@ INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
// sevenfm: sight test
if( gGameExternalOptions.fAIBetterCover )
{
if ( LocationToLocationLineOfSightTest( Threat[uiLoop].sGridNo, Threat[uiLoop].pOpponent->pathing.bLevel, sGridNo, pSoldier->pathing.bLevel, TRUE, DAY_VISION_RANGE * 2, STANDING_LOS_POS, PRONE_LOS_POS ) )
if ( LocationToLocationLineOfSightTest( Threat[uiLoop].sGridNo, Threat[uiLoop].pOpponent->pathing.bLevel, sGridNo, pSoldier->pathing.bLevel, TRUE, MAX_VISION_RANGE, STANDING_LOS_POS, PRONE_LOS_POS ) )
//if ( SoldierToVirtualSoldierLineOfSightTest( Threat[uiLoop].pOpponent, sGridNo, pSoldier->pathing.bLevel, ANIM_PRONE, TRUE, -1 ) != 0 )
{
fProneCover = FALSE;
@@ -3329,7 +3329,7 @@ INT32 FindAdvanceSpot(SOLDIERTYPE *pSoldier, INT32 sTargetSpot, INT8 bAction, UI
}
// skip locations too close to target spot
if (PythSpacesAway(sGridNo, sTargetSpot) < (INT16)(DAY_VISION_RANGE / 4))
if (PythSpacesAway(sGridNo, sTargetSpot) < (INT16)(TACTICAL_RANGE / 4))
{
continue;
}
@@ -3613,7 +3613,7 @@ INT32 FindRetreatSpot(SOLDIERTYPE *pSoldier)
// skip if too close to enemy
//sClosestOpponent = ClosestKnownOpponent(pSoldier, NULL, NULL);
sDistance = PythSpacesAway(sGridNo, sClosestOpponent);
if (sDistance < (INT16)(DAY_VISION_RANGE / 2))
if (sDistance < (INT16)(TACTICAL_RANGE / 2))
{
continue;
}
+4 -4
View File
@@ -691,8 +691,8 @@ INT8 ZombieDecideActionRed(SOLDIERTYPE *pSoldier)
// sevenfm: try to advance using sight cover
if( gfTurnBasedAI &&
PythSpacesAway(pSoldier->sGridNo, sClosestDisturbance) < DAY_VISION_RANGE * 2 &&
PythSpacesAway(pSoldier->sGridNo, sClosestDisturbance) > DAY_VISION_RANGE / 4 &&
PythSpacesAway(pSoldier->sGridNo, sClosestDisturbance) < TACTICAL_RANGE * 2 &&
PythSpacesAway(pSoldier->sGridNo, sClosestDisturbance) > TACTICAL_RANGE / 4 &&
!SightCoverAtSpot(pSoldier, pSoldier->aiData.usActionData, TRUE))
{
INT32 sAdvanceSpot = FindAdvanceSpot(pSoldier, sClosestDisturbance, AI_ACTION_SEEK_OPPONENT, ADVANCE_SPOT_SIGHT_COVER, TRUE);
@@ -1169,8 +1169,8 @@ INT8 ZombieDecideActionBlack(SOLDIERTYPE *pSoldier)
{
// sevenfm: try to advance using sight cover
if( gfTurnBasedAI &&
PythSpacesAway(pSoldier->sGridNo, sClosestDisturbance) < DAY_VISION_RANGE * 2 &&
PythSpacesAway(pSoldier->sGridNo, sClosestDisturbance) > DAY_VISION_RANGE / 4 &&
PythSpacesAway(pSoldier->sGridNo, sClosestDisturbance) < TACTICAL_RANGE * 2 &&
PythSpacesAway(pSoldier->sGridNo, sClosestDisturbance) > TACTICAL_RANGE / 4 &&
!SightCoverAtSpot(pSoldier, pSoldier->aiData.usActionData, TRUE))
{
DebugAI( AI_MSG_INFO, pSoldier, String("[advance spot]"));