AI and tactics improvements (by Sevenfm):

New options:
 AI_YELLOW_FLANKING - yellow flanking is disabled by default
 IMPROVED_TACTICAL_UI - use name color to show soldier's status (disguised, drunk)

Removed obsolete options:
 SHOW_COVER_INDICATOR
 SHOW_ENEMY_RANK_ICON
 SHOW_ENEMY_AWARENESS

Fixes and improvements:
 - collapsed enemies should not taunt
 - if soldier is unconscious, he can't see anything or anybody
 - ClosestReachableDisturbance - performance improvement
 - allow InternalGoAsFarAsPossibleTowards to jump over fences

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8226 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2016-05-20 18:25:33 +00:00
parent e86b24821c
commit 196a1eb84d
9 changed files with 88 additions and 399 deletions
+11
View File
@@ -1222,6 +1222,12 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
return( 0 );
}
// sevenfm: if soldier is unconscious, he can't see anything
if ( pSoldier->bCollapsed && pSoldier->bBreath == 0 )
{
return( 0 );
}
// anv: some places in vehicle don't give passenger any view outside
INT8 bSeatIndex = GetSeatIndexFromSoldier( pSoldier );
if( bSeatIndex != (-1) )
@@ -2190,6 +2196,11 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
if ( pOpponent->bTeam == ENEMY_TEAM && pSoldier->bTeam == OUR_TEAM )
pOpponent->usSoldierFlagMask |= SOLDIER_ENEMY_OBSERVEDTHISTURN;
}
// sevenfm: if soldier is unconscious, he can't see anybody
if ( pSoldier->bCollapsed && pSoldier->bBreath == 0 )
{
return;
}
// if we're seeing a guy we didn't see on our last chance to look for him
if (pSoldier->aiData.bOppList[pOpponent->ubID] != SEEN_CURRENTLY)