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synced 2026-07-29 13:52:17 +02:00
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:
+169
-13
@@ -2861,7 +2861,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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!AICheckIsSniper(pSoldier) &&
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!AICheckIsMachinegunner(pSoldier) &&
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!AICheckIsMortarOperator(pSoldier) &&
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Chance(100 - min(100, 10 * CountPublicKnownEnemies(pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE))) &&
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Chance(100 - min(100, 10 * CountPublicKnownEnemies(pSoldier, pSoldier->sGridNo, TACTICAL_RANGE))) &&
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!GuySawEnemy(pSoldier, SEEN_LAST_TURN))
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("check if we can cover friend with smoke"));
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@@ -3079,11 +3079,11 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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}
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// reserve APs to hide if no cover or enemy is close
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if (!AnyCoverAtSpot(pSoldier, pSoldier->sGridNo) || PythSpacesAway(pSoldier->sGridNo, BestShot.sTarget) < DAY_VISION_RANGE / 2)
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if (!AnyCoverAtSpot(pSoldier, pSoldier->sGridNo) || PythSpacesAway(pSoldier->sGridNo, BestShot.sTarget) < TACTICAL_RANGE / 2)
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{
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sReserveAP = APBPConstants[AP_MINIMUM] / 2;
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}
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if (PythSpacesAway(pSoldier->sGridNo, BestShot.sTarget) > DAY_VISION_RANGE || AnyCoverAtSpot(pSoldier, pSoldier->sGridNo) || pSoldier->aiData.bUnderFire)
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if (PythSpacesAway(pSoldier->sGridNo, BestShot.sTarget) > TACTICAL_RANGE || AnyCoverAtSpot(pSoldier, pSoldier->sGridNo) || pSoldier->aiData.bUnderFire)
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{
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ubMinAuto *= 2;
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}
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@@ -3606,7 +3606,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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RangeChangeDesire(pSoldier) <= 2 &&
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(!NightLight() || InLightAtNight(pSoldier->sGridNo, pSoldier->pathing.bLevel)) &&
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!TileIsOutOfBounds(sClosestOpponent) &&
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PythSpacesAway(pSoldier->sGridNo, sClosestOpponent) > DAY_VISION_RANGE / 4 &&
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PythSpacesAway(pSoldier->sGridNo, sClosestOpponent) > TACTICAL_RANGE / 4 &&
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(!fProneSightCover && !AnyCoverAtSpot(pSoldier, pSoldier->sGridNo) || pSoldier->TakenLargeHit()) &&
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(pSoldier->TakenLargeHit() || pSoldier->ShockLevelPercent() > 20 + Random(80)))
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{
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@@ -3817,7 +3817,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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!GuySawEnemy(pSoldier) &&
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!TileIsOutOfBounds(sClosestDisturbance) &&
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//!fSeekClimb &&
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PythSpacesAway(pSoldier->sGridNo, sClosestDisturbance) < DAY_VISION_RANGE &&
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PythSpacesAway(pSoldier->sGridNo, sClosestDisturbance) < TACTICAL_RANGE &&
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(pSoldier->aiData.bOrders == STATIONARY || pSoldier->aiData.bOrders == SNIPER || RangeChangeDesire(pSoldier) < 4) &&
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!SoldierToVirtualSoldierLineOfSightTest(pSoldier, sClosestDisturbance, pSoldier->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS) &&
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CountFriendsBlack(pSoldier, sClosestDisturbance) == 0)
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@@ -3930,7 +3930,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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// sevenfm: don't watch when overcrowded and not in a building
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if (!InARoom(pSoldier->sGridNo, NULL))
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{
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bWatchPts -= CountNearbyFriends(pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE / 8);
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bWatchPts -= CountNearbyFriends(pSoldier, pSoldier->sGridNo, TACTICAL_RANGE / 8);
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}
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// sevenfm: don't help if seen enemy recently or under fire
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@@ -4055,7 +4055,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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//}
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BOOLEAN fOvercrowded = FALSE;
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if( CountNearbyFriends(pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE/4) > 2 )
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if( CountNearbyFriends(pSoldier, pSoldier->sGridNo, TACTICAL_RANGE / 4) > 2 )
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{
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fOvercrowded = TRUE;
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}
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@@ -4465,8 +4465,8 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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if (fCivilian &&
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//pSoldier->CheckInitialAP() &&
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(pSoldier->aiData.bUnderFire ||
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!TileIsOutOfBounds(sClosestOpponent) && PythSpacesAway(pSoldier->sGridNo, sClosestOpponent) < DAY_VISION_RANGE / 2))
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//!TileIsOutOfBounds( sClosestNoise ) && PythSpacesAway(pSoldier->sGridNo, sClosestNoise) < DAY_VISION_RANGE / 2) )
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!TileIsOutOfBounds(sClosestOpponent) && PythSpacesAway(pSoldier->sGridNo, sClosestOpponent) < TACTICAL_RANGE / 2))
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//!TileIsOutOfBounds( sClosestNoise ) && PythSpacesAway(pSoldier->sGridNo, sClosestNoise) < TACTICAL_RANGE / 2) )
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//CorpseWarning(pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel)
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{
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DebugAI(AI_MSG_TOPIC, pSoldier, String("[civilians run away]"));
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@@ -5287,7 +5287,7 @@ INT16 ubMinAPCost;
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RangeChangeDesire(pSoldier) <= 2 &&
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(!NightLight() || InLightAtNight(pSoldier->sGridNo, pSoldier->pathing.bLevel)) &&
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!TileIsOutOfBounds(sClosestOpponent) &&
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PythSpacesAway(pSoldier->sGridNo, sClosestOpponent) > DAY_VISION_RANGE / 4 &&
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PythSpacesAway(pSoldier->sGridNo, sClosestOpponent) > TACTICAL_RANGE / 4 &&
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(!ProneSightCoverAtSpot(pSoldier, pSoldier->sGridNo, FALSE) && !AnyCoverAtSpot(pSoldier, pSoldier->sGridNo) || pSoldier->TakenLargeHit()) &&
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(pSoldier->TakenLargeHit() || pSoldier->ShockLevelPercent() > 20 + Random(80)))
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{
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@@ -5953,6 +5953,163 @@ INT16 ubMinAPCost;
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}
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}
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DebugAI(AI_MSG_TOPIC, pSoldier, String("[Black cover advance]"));
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// Black cover advance
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if (SoldierAI(pSoldier) &&
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gfTurnBasedAI &&
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!pSoldier->bActionPoints == pSoldier->bInitialActionPoints &&
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pSoldier->bInitialActionPoints > APBPConstants[AP_MINIMUM] &&
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!gfHiddenInterrupt &&
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!gTacticalStatus.fInterruptOccurred &&
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!InARoom(pSoldier->sGridNo, NULL) &&
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!TileIsOutOfBounds(sClosestOpponent) &&
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//!InARoom(pSoldier->sGridNo, NULL) &&
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pSoldier->aiData.bOrders != STATIONARY &&
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pSoldier->aiData.bOrders != ONGUARD &&
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!AICheckSpecialRole(pSoldier) &&
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(ubBestAttackAction == AI_ACTION_NONE || ubBestAttackAction == AI_ACTION_FIRE_GUN && BestAttack.ubChanceToReallyHit < 5 * RangeChangeDesire(pSoldier)) &&
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AIGunRange(pSoldier) < DAY_VISION_RANGE &&
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pSoldier->aiData.bAIMorale >= MORALE_CONFIDENT &&
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(!AnyCoverAtSpot(pSoldier, pSoldier->sGridNo) || !ProneSightCoverAtSpot(pSoldier, pSoldier->sGridNo, FALSE) || AIGunRange(pSoldier) < PythSpacesAway(pSoldier->sGridNo, sClosestOpponent)) &&
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PythSpacesAway(pSoldier->sGridNo, sClosestOpponent) < MAX_VISION_RANGE &&
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DetermineMovementMode(pSoldier, AI_ACTION_GET_CLOSER) != CRAWLING &&
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pSoldier->aiData.bShock < RangeChangeDesire(pSoldier) * 2 &&
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(AIGunRange(pSoldier) < PythSpacesAway(pSoldier->sGridNo, sClosestOpponent) ||
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pSoldier->aiData.bLastAttackHit && pSoldier->sLastTarget != NOWHERE ||
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pSoldier->aiData.bAIMorale == MORALE_FEARLESS ||
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ubBestAttackAction == AI_ACTION_NONE ||
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ubBestAttackAction == AI_ACTION_FIRE_GUN && BestAttack.ubChanceToReallyHit == 1 ||
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!AnyCoverAtSpot(pSoldier, pSoldier->sGridNo)))
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("find cover advance spot"));
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INT32 sClosestDisturbance = ClosestReachableDisturbance(pSoldier, &fClimb);
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if (!TileIsOutOfBounds(sClosestDisturbance))
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("closest reachable disturbance %d", sClosestDisturbance));
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INT32 sAdvanceSpot = NOWHERE;
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DebugAI(AI_MSG_INFO, pSoldier, String("search for any cover advance spot"));
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sAdvanceSpot = FindAdvanceSpot(pSoldier, sClosestDisturbance, AI_ACTION_GET_CLOSER, ADVANCE_SPOT_ANY_COVER, FALSE);
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if (!TileIsOutOfBounds(sAdvanceSpot))
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("found cover advance spot %d", sAdvanceSpot));
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// check that we can reach desired location
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pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, sAdvanceSpot, 0, AI_ACTION_GET_CLOSER, 0);
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if (pSoldier->aiData.usActionData == sAdvanceSpot)
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("cover advance spot ok"));
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pSoldier->aiData.usActionData = sAdvanceSpot;
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//ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"[%d] found cover advance spot %d", pSoldier->ubID, sAdvanceSpot);
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//BeginMultiPurposeLocator(sAdvanceSpot, pSoldier->pathing.bLevel, FALSE);
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return AI_ACTION_GET_CLOSER;
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}
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else
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("cannot reach cover advance spot!"));
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}
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}
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else
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("cannot find cover advance spot"));
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// try to use smoke to cover advance movement
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//gubNPCAPBudget = pSoldier->bActionPoints;
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gubNPCAPBudget = 0;
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gubNPCDistLimit = 0;
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// check path to closest disturbance
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if (gfTurnBasedAI &&
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pSoldier->bActionPoints >= APBPConstants[AP_MINIMUM] &&
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pSoldier->bActionPoints == pSoldier->bInitialActionPoints &&
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!TileIsOutOfBounds(sClosestDisturbance) &&
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RangeChangeDesire(pSoldier) > 3 &&
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!AICheckIsSniper(pSoldier) &&
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!AICheckIsMachinegunner(pSoldier) &&
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pSoldier->aiData.bOrders != STATIONARY &&
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(pSoldier->aiData.bUnderFire ||
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pSoldier->aiData.bShock > 0 ||
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pSoldier->stats.bLife < pSoldier->stats.bLifeMax * 3 / 4 ||
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CountTeamUnderAttack(pSoldier->bTeam, pSoldier->sGridNo, DAY_VISION_RANGE / 2) > CountNearbyFriends(pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE / 2) / 2 ||
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CountSeenEnemiesLastTurn(pSoldier) > CountNearbyFriends(pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE / 2)) &&
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(Chance(SoldierDifficultyLevel(pSoldier) * 10) || Chance(TeamPercentKilled(pSoldier->bTeam)) || Chance(CountTeamUnderAttack(pSoldier->bTeam, pSoldier->sGridNo, DAY_VISION_RANGE / 2))) &&
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FindBestPath(pSoldier, sClosestDisturbance, pSoldier->pathing.bLevel, RUNNING, COPYROUTE, 0))
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{
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INT16 sLoop;
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INT32 sCoverSpot = NOWHERE;
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DebugAI(AI_MSG_INFO, pSoldier, String("found path to %d, path size %d ", sClosestDisturbance, pSoldier->pathing.usPathDataSize));
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sCheckGridNo = pSoldier->sGridNo;
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for (sLoop = pSoldier->pathing.usPathIndex; sLoop < pSoldier->pathing.usPathDataSize; sLoop++)
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{
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sCheckGridNo = NewGridNo(sCheckGridNo, DirectionInc((UINT8)(pSoldier->pathing.usPathingData[sLoop])));
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if (!TileIsOutOfBounds(sCheckGridNo) &&
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PythSpacesAway(pSoldier->sGridNo, sCheckGridNo) < TACTICAL_RANGE / 2 &&
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PythSpacesAway(pSoldier->sGridNo, sCheckGridNo) > TACTICAL_RANGE / 4 &&
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!Water(sCheckGridNo, pSoldier->pathing.bLevel) &&
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!InSmokeNearby(sCheckGridNo, pSoldier->pathing.bLevel) &&
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!InSmoke(sCheckGridNo, pSoldier->pathing.bLevel) &&
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(CorpseWarning(pSoldier, sCheckGridNo, pSoldier->pathing.bLevel) || InLightAtNight(sCheckGridNo, pSoldier->pathing.bLevel)) &&
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SightCoverAtSpot(pSoldier, sCheckGridNo, FALSE))
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{
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CheckTossGrenadeAt(pSoldier, &BestThrow, sCheckGridNo, pSoldier->pathing.bLevel, EXPLOSV_SMOKE);
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if (BestThrow.ubPossible)
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{
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sCoverSpot = sCheckGridNo;
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}
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}
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}
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if (!TileIsOutOfBounds(sCoverSpot))
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{
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CheckTossGrenadeAt(pSoldier, &BestThrow, sCoverSpot, pSoldier->pathing.bLevel, EXPLOSV_SMOKE);
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if (BestThrow.ubPossible)
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("prepare throw at spot %d level %d aimtime %d", BestThrow.sTarget, BestThrow.bTargetLevel, BestThrow.ubAimTime));
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// if necessary, swap the usItem from holster into the hand position
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if (BestThrow.bWeaponIn != HANDPOS)
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("rearrange pocket"));
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RearrangePocket(pSoldier, HANDPOS, BestThrow.bWeaponIn, FOREVER);
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}
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// stand up before throwing if needed
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if (gAnimControl[pSoldier->usAnimState].ubEndHeight < BestThrow.ubStance &&
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pSoldier->InternalIsValidStance(AIDirection(pSoldier->sGridNo, BestThrow.sTarget), BestThrow.ubStance))
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{
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pSoldier->aiData.usActionData = BestThrow.ubStance;
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pSoldier->aiData.bNextAction = AI_ACTION_TOSS_PROJECTILE;
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pSoldier->aiData.usNextActionData = BestThrow.sTarget;
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pSoldier->aiData.bNextTargetLevel = BestThrow.bTargetLevel;
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pSoldier->aiData.bAimTime = BestThrow.ubAimTime;
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return AI_ACTION_CHANGE_STANCE;
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}
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pSoldier->aiData.usActionData = BestThrow.sTarget;
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pSoldier->bTargetLevel = BestThrow.bTargetLevel;
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pSoldier->aiData.bAimTime = BestThrow.ubAimTime;
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return(AI_ACTION_TOSS_PROJECTILE);
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}
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}
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}
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gubNPCAPBudget = 0;
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}
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}
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}
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if ( (pSoldier->bActionPoints == pSoldier->bInitialActionPoints) &&
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(ubBestAttackAction == AI_ACTION_FIRE_GUN) &&
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(pSoldier->aiData.bShock == 0) &&
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@@ -5984,7 +6141,6 @@ INT16 ubMinAPCost;
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}
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"LOOK FOR SOME KIND OF COVER BETTER THAN WHAT WE HAVE NOW");
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////////////////////////////////////////////////////////////////////////////
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// LOOK FOR SOME KIND OF COVER BETTER THAN WHAT WE HAVE NOW
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@@ -8736,7 +8892,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
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// sevenfm: don't watch when overcrowded and not in a building
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if ( !InARoom( pSoldier->sGridNo, NULL ) )
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{
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bWatchPts -= CountNearbyFriends( pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE / 8 );
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bWatchPts -= CountNearbyFriends( pSoldier, pSoldier->sGridNo, TACTICAL_RANGE / 8 );
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}
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// sevenfm: don't help if seen enemy recently or under fire
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@@ -8806,7 +8962,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
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#endif
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BOOLEAN fOvercrowded = FALSE;
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if ( CountNearbyFriends( pSoldier, pSoldier->sGridNo, DAY_VISION_RANGE / 4 ) > 2 )
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if ( CountNearbyFriends( pSoldier, pSoldier->sGridNo, TACTICAL_RANGE / 4 ) > 2 )
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{
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fOvercrowded = TRUE;
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}
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