Fix: during strategic AI evaluation, player strength isn't properly evaluated and possibly given bogus values. As a result, the AI is stopped from attacking sectors it should normally attack.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7822 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-04-19 09:33:34 +00:00
parent d464d493e9
commit 1bed3bcfad
+56 -35
View File
@@ -667,12 +667,12 @@ void RequestAttackOnSector( UINT8 ubSectorID, UINT16 usDefencePoints )
{
if( gGarrisonGroup[ i ].ubSectorID == ubSectorID && !gGarrisonGroup[ i ].ubPendingGroupID )
{
#ifdef JA2BETAVERSION
LogStrategicEvent( "An attack has been requested in sector %c%d.",
SECTORY( ubSectorID ) + 'A' - 1, SECTORX( ubSectorID ) );
#endif
#ifdef JA2BETAVERSION
LogStrategicEvent( "An attack has been requested in sector %c%d.",
SECTORY( ubSectorID ) + 'A' - 1, SECTORX( ubSectorID ) );
#endif
SendReinforcementsForGarrison( i, usDefencePoints, NULL );
return;
return;
}
}
}
@@ -2163,9 +2163,13 @@ BOOLEAN ReinforcementsApproved( INT32 iGarrisonID, UINT16 *pusDefencePoints )
if ( PlayerForceTooStrong( gGarrisonGroup[iGarrisonID].ubSectorID, usOffensePoints, &usDefencePoints ) )
{
*pusDefencePoints = usDefencePoints;
return TRUE;
}
*pusDefencePoints = usDefencePoints;
//Before returning false, determine if reinforcements have been denied repeatedly. If so, then
//we might send an augmented force to take it back.
if ( gubGarrisonReinforcementsDenied[iGarrisonID] + usOffensePoints > usDefencePoints )
@@ -3056,7 +3060,8 @@ void SendReinforcementsForGarrison( INT32 iDstGarrisonID, UINT16 usDefencePoints
ubDstSectorY = (UINT8)SECTORY( gGarrisonGroup[ iDstGarrisonID ].ubSectorID );
if( pOptionalGroup && *pOptionalGroup )
{ //This group will provide the reinforcements
{
//This group will provide the reinforcements
pGroup = *pOptionalGroup;
#ifdef JA2BETAVERSION
@@ -3087,16 +3092,17 @@ void SendReinforcementsForGarrison( INT32 iDstGarrisonID, UINT16 usDefencePoints
return;
}
if( !giReinforcementPool )
{
ValidateWeights( 11 );
return;
}
iReinforcementsApproved = min( iReinforcementsRequested, giReinforcementPool );
if( iReinforcementsApproved * 3 < usDefencePoints )
{ //The enemy force that would be sent would likely be decimated by the player forces.
{
//The enemy force that would be sent would likely be decimated by the player forces.
gubGarrisonReinforcementsDenied[ iDstGarrisonID ] += (UINT8)(gArmyComp[ gGarrisonGroup[ iDstGarrisonID ].ubComposition ].bPriority / 2);
ValidateWeights( 12 );
return;
@@ -3118,7 +3124,7 @@ void SendReinforcementsForGarrison( INT32 iDstGarrisonID, UINT16 usDefencePoints
return;
}
}
pGroup = CreateNewEnemyGroupDepartingFromSector( SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ), 0, (UINT8)iReinforcementsApproved, 0, 0 );
ConvertGroupTroopsToComposition( pGroup, gGarrisonGroup[ iDstGarrisonID ].ubComposition );
@@ -3150,6 +3156,7 @@ void SendReinforcementsForGarrison( INT32 iDstGarrisonID, UINT16 usDefencePoints
MoveSAIGroupToSector( &pGroup, gGarrisonGroup[ iDstGarrisonID ].ubSectorID, STAGE, REINFORCEMENTS );
}
ValidateWeights( 14 );
return;
}
@@ -3167,7 +3174,8 @@ void SendReinforcementsForGarrison( INT32 iDstGarrisonID, UINT16 usDefencePoints
ubSrcSectorX = (gGarrisonGroup[ iSrcGarrisonID ].ubSectorID % 16) + 1;
ubSrcSectorY = (gGarrisonGroup[ iSrcGarrisonID ].ubSectorID / 16) + 1;
if( ubSrcSectorX != gWorldSectorX || ubSrcSectorY != gWorldSectorY || gbWorldSectorZ > 0 )
{ //The reinforcements aren't coming from the currently loaded sector!
{
//The reinforcements aren't coming from the currently loaded sector!
iReinforcementsAvailable = ReinforcementsAvailable( iSrcGarrisonID );
if( iReinforcementsAvailable <= 0)
{
@@ -3183,7 +3191,8 @@ void SendReinforcementsForGarrison( INT32 iDstGarrisonID, UINT16 usDefencePoints
iReinforcementsApproved = iMaxReinforcementsAllowed - ubNumExtraReinforcements;
}
else if( (iReinforcementsApproved + ubNumExtraReinforcements) * 3 < usDefencePoints )
{ //The enemy force that would be sent would likely be decimated by the player forces.
{
//The enemy force that would be sent would likely be decimated by the player forces.
gubGarrisonReinforcementsDenied[ iDstGarrisonID ] += (UINT8)(gArmyComp[ gGarrisonGroup[ iDstGarrisonID ].ubComposition ].bPriority / 2);
ValidateWeights( 17 );
return;
@@ -3244,6 +3253,7 @@ void SendReinforcementsForGarrison( INT32 iDstGarrisonID, UINT16 usDefencePoints
return;
}
}
ValidateWeights( 20 );
}
@@ -3254,7 +3264,7 @@ void SendReinforcementsForPatrol( INT32 iPatrolID, GROUP **pOptionalGroup )
INT32 iReinforcementsAvailable, iReinforcementsRequested, iReinforcementsApproved;
UINT8 ubSrcSectorX, ubSrcSectorY, ubDstSectorX, ubDstSectorY;
Ensure_RepairedGarrisonGroup( &gGarrisonGroup, &giGarrisonArraySize ); /* added NULL fix, 2007-03-03, Sgt. Kolja */
Ensure_RepairedGarrisonGroup( &gGarrisonGroup, &giGarrisonArraySize ); /* added NULL fix, 2007-03-03, Sgt. Kolja */
ValidateWeights( 21 );
//Determine how many units the patrol group needs.
@@ -3267,26 +3277,30 @@ void SendReinforcementsForPatrol( INT32 iPatrolID, GROUP **pOptionalGroup )
ubDstSectorY = (gPatrolGroup[ iPatrolID ].ubSectorID[1] / 16) + 1;
if( pOptionalGroup && *pOptionalGroup )
{ //This group will provide the reinforcements
{
//This group will provide the reinforcements
pGroup = *pOptionalGroup;
gPatrolGroup[ iPatrolID ].ubPendingGroupID = pGroup->ubGroupID;
#ifdef JA2BETAVERSION
LogStrategicEvent( "%d troops have been reassigned from %c%d to reinforce patrol group covering sector %c%d",
pGroup->pEnemyGroup->ubNumTroops + pGroup->pEnemyGroup->ubNumElites + pGroup->pEnemyGroup->ubNumAdmins + pGroup->pEnemyGroup->ubNumTanks,
pGroup->ubSectorY + 'A' - 1, pGroup->ubSectorX,
ubDstSectorY + 'A' - 1, ubDstSectorX );
#endif
#ifdef JA2BETAVERSION
LogStrategicEvent( "%d troops have been reassigned from %c%d to reinforce patrol group covering sector %c%d",
pGroup->pEnemyGroup->ubNumTroops + pGroup->pEnemyGroup->ubNumElites + pGroup->pEnemyGroup->ubNumAdmins + pGroup->pEnemyGroup->ubNumTanks,
pGroup->ubSectorY + 'A' - 1, pGroup->ubSectorX,
ubDstSectorY + 'A' - 1, ubDstSectorX );
#endif
MoveSAIGroupToSector( pOptionalGroup, gPatrolGroup[ iPatrolID ].ubSectorID[1], EVASIVE, REINFORCEMENTS );
ValidateWeights( 22 );
return;
}
iRandom = Random( giReinforcementPoints + giReinforcementPool );
if( iRandom < giReinforcementPool )
{ //use the pool and send the requested amount from SECTOR P3 (queen's palace)
{
//use the pool and send the requested amount from SECTOR P3 (queen's palace)
iReinforcementsApproved = min( iReinforcementsRequested, giReinforcementPool );
pGroup = CreateNewEnemyGroupDepartingFromSector( SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ), 0, (UINT8)iReinforcementsApproved, 0, 0 );
pGroup->ubOriginalSector = (UINT8)SECTOR( ubDstSectorX, ubDstSectorY );
@@ -3350,6 +3364,7 @@ void SendReinforcementsForPatrol( INT32 iPatrolID, GROUP **pOptionalGroup )
}
}
}
ValidateWeights( 25 );
}
@@ -3360,7 +3375,7 @@ void EvaluateQueenSituation()
INT32 i, iRandom;
INT32 iWeight;
UINT32 uiOffset;
UINT16 usDefencePoints;
UINT16 usDefencePoints = 0;
INT32 iOrigRequestPoints;
INT32 iSumOfAllWeights = 0;
@@ -3479,7 +3494,7 @@ void EvaluateQueenSituation()
if( iRandom < iWeight )
{ //This is the group that gets the reinforcements!
SendReinforcementsForGarrison( iApplicableGarrisonIds[i] , usDefencePoints, NULL );
return;
return;
}
iRandom -= iWeight;
}
@@ -3492,7 +3507,7 @@ void EvaluateQueenSituation()
if( iRandom < iWeight )
{ //This is the group that gets the reinforcements!
SendReinforcementsForPatrol( iApplicablePatrolIds[i], NULL );
return;
return;
}
iRandom -= iWeight;
}
@@ -6459,7 +6474,7 @@ void ReassignAIGroup( GROUP **pGroup )
{
INT32 i, iRandom;
INT32 iWeight;
UINT16 usDefencePoints;
UINT16 usDefencePoints = 0;
INT32 iReloopLastIndex = -1;
UINT8 ubSectorID;
@@ -6498,13 +6513,15 @@ void ReassignAIGroup( GROUP **pGroup )
if( !gGarrisonGroup[ i ].ubPendingGroupID &&
EnemyPermittedToAttackSector( NULL, gGarrisonGroup[ i ].ubSectorID ) &&
GarrisonRequestingMinimumReinforcements( i ) )
{ //This is the group that gets the reinforcements!
{
//This is the group that gets the reinforcements!
if( ReinforcementsApproved( i, &usDefencePoints ) )
{
SendReinforcementsForGarrison( i, usDefencePoints, pGroup );
return;
return;
}
}
if( iReloopLastIndex == -1 )
{ //go to the next garrison and clear the iRandom value so it attempts to use all subsequent groups.
iReloopLastIndex = i - 1;
@@ -6517,31 +6534,35 @@ void ReassignAIGroup( GROUP **pGroup )
}
}
if( iReloopLastIndex >= 0 )
{ //Process the loop again to the point where the original random slot started considering, and consider
{
//Process the loop again to the point where the original random slot started considering, and consider
//all of the garrisons. If this fails, all patrol groups will be considered next.
for( i = 0; i <= iReloopLastIndex; i++ )
for( i = 0; i <= iReloopLastIndex; ++i )
{
RecalculateGarrisonWeight( i );
iWeight = gGarrisonGroup[ i ].bWeight;
if( iWeight > 0 )
{ //if group is requesting reinforcements.
{
//if group is requesting reinforcements.
if( !gGarrisonGroup[ i ].ubPendingGroupID &&
EnemyPermittedToAttackSector( NULL, gGarrisonGroup[ i ].ubSectorID ) &&
GarrisonRequestingMinimumReinforcements( i ) )
{ //This is the group that gets the reinforcements!
{
//This is the group that gets the reinforcements!
if( ReinforcementsApproved( i, &usDefencePoints ) )
{
SendReinforcementsForGarrison( i, usDefencePoints, pGroup );
return;
return;
}
}
}
}
}
if( iReloopLastIndex == -1 )
{
//go through the patrol groups
for( i = 0; i < giPatrolArraySize; i++ )
for( i = 0; i < giPatrolArraySize; ++i )
{
RecalculatePatrolWeight( i );
iWeight = gPatrolGroup[ i ].bWeight;
@@ -6552,7 +6573,7 @@ void ReassignAIGroup( GROUP **pGroup )
if( !gPatrolGroup[ i ].ubPendingGroupID && PatrolRequestingMinimumReinforcements( i ) )
{ //This is the group that gets the reinforcements!
SendReinforcementsForPatrol( i, pGroup );
return;
return;
}
}
if( iReloopLastIndex == -1 )
@@ -6569,7 +6590,7 @@ void ReassignAIGroup( GROUP **pGroup )
iReloopLastIndex = giPatrolArraySize - 1;
}
for( i = 0; i <= iReloopLastIndex; i++ )
for( i = 0; i <= iReloopLastIndex; ++i )
{
RecalculatePatrolWeight( i );
iWeight = gPatrolGroup[ i ].bWeight;
@@ -6578,7 +6599,7 @@ void ReassignAIGroup( GROUP **pGroup )
if( !gPatrolGroup[ i ].ubPendingGroupID && PatrolRequestingMinimumReinforcements( i ) )
{ //This is the group that gets the reinforcements!
SendReinforcementsForPatrol( i, pGroup );
return;
return;
}
}
}