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
+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;
}