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AI flanking improvement by Sevenfm:
Improved AI RED/YELLOW flanking: - better direction calculation (use direction arrays) - increased search range 4->8 - removed incorrectly calculated AP limit (use CalcActionPoints instead) - additional direction for flank spot searching - prefer desired direction - penalize tiles with no cover from noise location - penalize tiles too far from noise location - don't go into deep water for flanking - skip water tiles (can flank over water tiles only if can cross them in one turn) - min/max flanking range depends on time of day and base sight range - skip buildings when searching for flank spot if not in building already, because soldiers often run into buildings and stop flanking - use RUNNING movement mode for flanking instead of default SWATTING - only CUNNINGSOLO and CUNNINGAID soldiers flank - don't start flanking when no friends between soldier and noise gridno (in 3 directions) - stop flanking when no friends between soldier and noise gridno (in 3 directions) - stop flanking and reset flank counter in BLACK state - avoid map edges when flanking - disable flanking for soldiers with limited roaming range (STATIONARY/ONGUARD/CLOSEPATROL/SNIPER) In general, AI flanking is much more effective now (it never fully worked previously, especially in turnbased). git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8003 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+45
-2
@@ -24,6 +24,7 @@
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#include "Soldier Create.h"
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#include "SkillCheck.h" // added by SANDRO
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#include "Vehicles.h" // added by silversurfer
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#include "Game Clock.h" // added by sevenfm
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#endif
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#include "GameInitOptionsScreen.h"
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@@ -76,8 +77,8 @@ UINT16 MovementMode[LAST_MOVEMENT_ACTION + 1][NUM_URGENCY_STATES] =
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{WALKING, WALKING, WALKING}, // AI_ACTION_SCHEDULE_MOVE
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{WALKING, WALKING, WALKING}, // AI_ACTION_WALK
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{WALKING, RUNNING, RUNNING}, // withdraw
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{WALKING, SWATTING, SWATTING}, // flank left
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{WALKING, SWATTING, SWATTING}, // flank right
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{RUNNING, RUNNING, SWATTING}, // flank left
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{RUNNING, RUNNING, SWATTING}, // flank right
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{RUNNING, RUNNING, RUNNING}, // AI_ACTION_MOVE_TO_CLIMB
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};
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@@ -3230,4 +3231,46 @@ UINT8 GetClosestMedicSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTe
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}
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return id;
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}
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// sevenfm: define normal vision limits for day/night
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INT16 MaxNormalVisionDistance( void )
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{
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if( NightTime() )
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{
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return gGameExternalOptions.ubStraightSightRange * STRAIGHT_RATIO;
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}
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return gGameExternalOptions.ubStraightSightRange * 2 * STRAIGHT_RATIO;
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}
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// sevenfm: check friendly soldiers between me and noise gridno
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// count only friends that are active and not stationary/onguard/sniper
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UINT8 CountFriendsInDirection( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
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{
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SOLDIERTYPE * pFriend;
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UINT8 ubFriendDir, ubMyDir;
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UINT8 ubFriends = 0;
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ubMyDir = atan8(CenterX(sTargetGridNo),CenterY(sTargetGridNo),CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo));
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// Run through each friendly.
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for ( UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
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{
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pFriend = MercPtrs[ iCounter ];
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ubFriendDir = atan8(CenterX(sTargetGridNo),CenterY(sTargetGridNo),CenterX(pFriend->sGridNo),CenterY(pFriend->sGridNo));
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if (pFriend != pSoldier &&
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pFriend->bActive &&
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pFriend->stats.bLife >= OKLIFE &&
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pFriend->stats.bLife >= pFriend->stats.bLifeMax/2 &&
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pFriend->aiData.bOrders > ONGUARD &&
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pFriend->aiData.bOrders != SNIPER &&
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(ubFriendDir == ubMyDir || ubFriendDir == gOneCDirection[ubMyDir] || ubFriendDir == gOneCCDirection[ubMyDir]) &&
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PythSpacesAway( sTargetGridNo, pFriend->sGridNo) < PythSpacesAway(sTargetGridNo, pSoldier->sGridNo) )
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{
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ubFriends++;
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}
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}
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return ubFriends;
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}
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+42
-14
@@ -57,14 +57,15 @@ UINT32 guiRedSeekCounter = 0, guiRedHelpCounter = 0; guiRedHideCounter = 0;
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#define CENTER_OF_RING 11237//dnl!!!
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#define MAX_FLANKS_RED 15
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// sevenfm: moved to ai.h
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/*#define MAX_FLANKS_RED 15
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#define MAX_FLANKS_YELLOW 25
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#define MIN_FLANK_DIST_YELLOW 10 * STRAIGHT_RATIO
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#define MAX_FLANK_DIST_YELLOW 50 * STRAIGHT_RATIO
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#define MIN_FLANK_DIST_RED 10 * STRAIGHT_RATIO
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#define MAX_FLANK_DIST_RED 40 * STRAIGHT_RATIO
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#define MAX_FLANK_DIST_RED 40 * STRAIGHT_RATIO*/
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#ifdef ENABLE_ZOMBIES
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INT8 ZombieDecideActionGreen(SOLDIERTYPE *pSoldier);
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@@ -1928,7 +1929,9 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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if ( origDir > currDir )
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origDir -= NUM_WORLD_DIRECTIONS;
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if ( (currDir - origDir) >= 4 )
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// sevenfm: stop flanking if no friends between me and noise gridno
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if ( (currDir - origDir) >= 4 ||
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CountFriendsInDirection( pSoldier, tempGridNo ) == 0 )
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{
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pSoldier->numFlanks = MAX_FLANKS_YELLOW;
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}
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@@ -1946,7 +1949,9 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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if ( origDir < currDir )
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origDir += NUM_WORLD_DIRECTIONS;
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if ( (origDir - currDir) >= 4 )
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// sevenfm: stop flanking if no friends between me and noise gridno
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if ( (origDir - currDir) >= 4 ||
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CountFriendsInDirection( pSoldier, tempGridNo ) == 0 )
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{
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pSoldier->numFlanks = MAX_FLANKS_YELLOW;
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}
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@@ -2090,7 +2095,14 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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}
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}
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if ( ( pSoldier->aiData.bAttitude == CUNNINGAID || pSoldier->aiData.bAttitude == CUNNINGSOLO || pSoldier->aiData.bAttitude == BRAVESOLO ) )
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// possibly start YELLOW flanking
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// sevenfm: only CUNNINGAID and CUNNINGSOLO should flank
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// check that there are some friends between me and noise gridno
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// STATIONARY/ONGUARD/CLOSEPATROL/SNIPER should not flank
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if ( ( pSoldier->aiData.bAttitude == CUNNINGAID || pSoldier->aiData.bAttitude == CUNNINGSOLO ) &&
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CountFriendsInDirection( pSoldier, sNoiseGridNo ) > 0 &&
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pSoldier->aiData.bOrders > CLOSEPATROL &&
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pSoldier->aiData.bOrders != SNIPER )
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{
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INT8 action = AI_ACTION_SEEK_NOISE;
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INT16 dist = PythSpacesAway ( pSoldier->sGridNo, sNoiseGridNo );
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@@ -3345,7 +3357,12 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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else
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tempGridNo = sClosestDisturbance;
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if ( pSoldier->numFlanks > 0 && pSoldier->numFlanks < MAX_FLANKS_RED && gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE )
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// continue flanking
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// sevenfm: dont' flank when under fire
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if ( pSoldier->numFlanks > 0 &&
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pSoldier->numFlanks < MAX_FLANKS_RED &&
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gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE &&
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!pSoldier->aiData.bUnderFire )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: continue flanking");
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INT16 currDir = GetDirectionFromGridNo ( tempGridNo, pSoldier );
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@@ -3356,7 +3373,9 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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if ( origDir > currDir )
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origDir -= NUM_WORLD_DIRECTIONS;
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if ( (currDir - origDir) >= 4 )
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// sevenfm: stop flanking if no friend between me and noise gridno
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if ( (currDir - origDir) >= 4 ||
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CountFriendsInDirection( pSoldier, tempGridNo ) == 0 )
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{
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pSoldier->numFlanks = MAX_FLANKS_RED;
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}
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@@ -3375,7 +3394,9 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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if ( origDir < currDir )
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origDir += NUM_WORLD_DIRECTIONS;
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if ( (origDir - currDir) >= 4 )
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// sevenfm: stop flanking if no friend between me and noise gridno
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if ( (origDir - currDir) >= 4 ||
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CountFriendsInDirection( pSoldier, tempGridNo ) == 0 )
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{
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pSoldier->numFlanks = MAX_FLANKS_RED;
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}
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@@ -3592,8 +3613,15 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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// return( AI_ACTION_CLIMB_ROOF );
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//}
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if ( ( pSoldier->aiData.bAttitude == CUNNINGAID || pSoldier->aiData.bAttitude == CUNNINGSOLO || pSoldier->aiData.bAttitude == BRAVESOLO ) && gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE )
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// possibly start RED flanking
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// sevenfm: only CUNNINGAID and CUNNINGSOLO should flank
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// check that there are friends between me and noise gridno
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// STATIONARY\ONGUARD\CLOSEPATROL\SNIPER should not flank
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if ( ( pSoldier->aiData.bAttitude == CUNNINGAID || pSoldier->aiData.bAttitude == CUNNINGSOLO ) &&
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gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE &&
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CountFriendsInDirection( pSoldier, sClosestDisturbance ) > 0 &&
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pSoldier->aiData.bOrders > CLOSEPATROL &&
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pSoldier->aiData.bOrders != SNIPER )
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{
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INT8 action = AI_ACTION_SEEK_OPPONENT;
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INT16 dist = PythSpacesAway ( pSoldier->sGridNo, sClosestDisturbance );
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@@ -4363,10 +4391,10 @@ INT16 ubMinAPCost;
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack");
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// once we hit status black, reset flanking status
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//pSoldier->numFlanks = 0;
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// sevenfm: stop flanking when we see enemy
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if( pSoldier->numFlanks < MAX_FLANKS_RED )
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pSoldier->numFlanks = 0;
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// if we have absolutely no action points, we can't do a thing under BLACK!
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if (!pSoldier->bActionPoints)
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{
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@@ -2417,19 +2417,13 @@ INT32 FindNearestOpenableNonDoor( INT32 sStartGridNo )
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}
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INT32 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT32 sPos, INT8 bAction )
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{
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INT32 sGridNo;
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INT32 sBestSpot = NOWHERE;
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INT32 iSearchRange = 4;
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INT32 iSearchRange = 8; // sevenfm: increase search range
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INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
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INT16 sDistanceVisible = MaxNormalVisionDistance();
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DebugMsg ( TOPIC_JA2AI , DBG_LEVEL_3 , String("FindFlankingSpot: orig loc = %d, loc to flank = %d", pSoldier->sGridNo , sPos));
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@@ -2437,49 +2431,9 @@ INT32 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT32 sPos, INT8 bAction )
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if ( FindNearestEdgePoint ( pSoldier->sGridNo ) == pSoldier->sGridNo )
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return NOWHERE;
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if ( gfTurnBasedAI )
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{
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//if (pSoldier->aiData.bAlertStatus == STATUS_BLACK) // if already in battle
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//{
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// iSearchRange = pSoldier->bActionPoints - ( MinAPsToAttack( pSoldier, sPos, ADDTURNCOST));
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// // to speed this up, tell PathAI to cancel any paths beyond our AP reach!
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// gubNPCAPBudget = iSearchRange; //pSoldier->bActionPoints;
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//}
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//else
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//{
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// // even if not under pressure, limit to 1 turn's travelling distance
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// iSearchRange = pSoldier->bActionPoints - ( MinAPsToAttack( pSoldier, sPos, ADDTURNCOST));
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// gubNPCAPBudget = iSearchRange; //__min( pSoldier->bActionPoints / 2, pSoldier->CalcActionPoints( ) );
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//iSearchRange = gubNPCAPBudget;
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//}
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}
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//if (!gfTurnBasedAI)
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//{
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// // search only half as far in realtime
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// // but always allow a certain minimum!
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// if ( iSearchRange > 20 )
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// {
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// iSearchRange /= 2;
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// gubNPCAPBudget /= 2;
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// }
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//}
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gubNPCAPBudget=(UINT8) (iSearchRange*3);
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// assume we have to stand up and turn
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// use the min macro here to make sure we don't wrap the UINT8 to 255...
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//gubNPCAPBudget = gubNPCAPBudget = __min( gubNPCAPBudget, gubNPCAPBudget - GetAPsToChangeStance( pSoldier, ANIM_STAND ) -1 ); //-1 for turning cost while standing
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//NumMessage("Search Range = ",iSearchRange);
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//NumMessage("gubNPCAPBudget = ",gubNPCAPBudget);
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// stay away from the edges
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// sevenfm: use max AP at the start of new turn
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//gubNPCAPBudget=(UINT8) (iSearchRange*3);
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gubNPCAPBudget= pSoldier->CalcActionPoints();
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// determine maximum horizontal limits
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sMaxLeft = min( iSearchRange, (pSoldier->sGridNo % MAXCOL));
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@@ -2520,39 +2474,33 @@ INT32 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT32 sPos, INT8 bAction )
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// so we don't consider it
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gpWorldLevelData[pSoldier->sGridNo].uiFlags &= ~(MAPELEMENT_REACHABLE);
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// get direction of position to flank from soldier's position
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INT16 sDir = GetDirectionFromGridNo ( sPos, pSoldier) ;
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INT16 sDesiredDir;
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INT16 sTempDir;
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INT16 sTempDist, sBestDist=0;
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// sevenfm: better direction calculation (use arrays)
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switch ( bAction )
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{
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case AI_ACTION_FLANK_LEFT:
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sDesiredDir = sDir - 2;
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break;
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case AI_ACTION_FLANK_RIGHT:
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sDesiredDir = sDir + 2;
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break;
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case AI_ACTION_WITHDRAW:
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sDesiredDir = sDir + 4;
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break;
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default:
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sDesiredDir = sDir;
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case AI_ACTION_FLANK_LEFT:
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sDesiredDir = gTwoCCDirection[ sDir ];
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break;
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case AI_ACTION_FLANK_RIGHT:
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sDesiredDir = gTwoCDirection[ sDir ];
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break;
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case AI_ACTION_WITHDRAW:
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sDesiredDir = gOppositeDirection[ sDir ];
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break;
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default:
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sDesiredDir = sDir;
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}
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if ( sDesiredDir < 0 )
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sDesiredDir += NUM_WORLD_DIRECTIONS;
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if ( sDesiredDir > NUM_WORLD_DIRECTIONS )
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sDesiredDir -= NUM_WORLD_DIRECTIONS;
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DebugMsg ( TOPIC_JA2AI , DBG_LEVEL_3 , String("FindFlankingSpot: direction to loc = %d, dir to flank = %d", sDir , sDesiredDir ));
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for (sYOffset = -sMaxUp + 1; sYOffset <= sMaxDown - 1; ++sYOffset)
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for (sYOffset = -sMaxUp + 1; sYOffset <= sMaxDown - 1; sYOffset++)
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{
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for (sXOffset = -sMaxLeft + 1; sXOffset <= sMaxRight - 1; ++sXOffset)
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for (sXOffset = -sMaxLeft + 1; sXOffset <= sMaxRight - 1; sXOffset++)
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{
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// calculate the next potential gridno
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sGridNo = pSoldier->sGridNo + sXOffset + (MAXCOL * sYOffset);
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@@ -2585,20 +2533,66 @@ INT32 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT32 sPos, INT8 bAction )
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if ( InLightAtNight( sGridNo, pSoldier->pathing.bLevel ) )
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continue;
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// allow an extra direction for flanking
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// sevenfm: skip tiles too close to edge
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if ( PythSpacesAway( FindNearestEdgePoint ( sGridNo ), sGridNo ) <= 2 )
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{
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continue;
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}
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// sevenfm: don't go into deep water for flanking
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if( DeepWater( sGridNo ) )
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{
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continue;
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}
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// sevenfm: skip water tiles
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if( Water( sGridNo ) )
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{
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continue;
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//sTempDist = sTempDist/2;
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}
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// sevenfm: skip buildings if not in building already, because soldiers often run into buildings and stop flanking
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if( InARoom( sGridNo, NULL ) && !InARoom(pSoldier->sGridNo, NULL) )
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{
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continue;
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}
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// sevenfm: penalize locations with no sight cover from noise gridno (supposed that we are sneaking)
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if( PythSpacesAway( sGridNo, sPos) < sDistanceVisible &&
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LocationToLocationLineOfSightTest( sGridNo, pSoldier->pathing.bLevel, sPos, pSoldier->pathing.bLevel, TRUE) )
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{
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//continue;
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sTempDist = sTempDist / 2;
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}
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// sevenfm: penalize locations too far from noise gridno
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if( PythSpacesAway( sGridNo, sPos) > MAX_FLANK_DIST_RED )
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{
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sTempDist = sTempDist / 2;
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}
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if ( bAction == AI_ACTION_FLANK_LEFT )
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{
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if ( sTempDir != sDesiredDir && sTempDir != ( sDesiredDir + 1 ) )
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// sevenfm: allow two extra directions
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if ( sTempDir != sDesiredDir && sTempDir != gOneCDirection[sDesiredDir] && sTempDir != gOneCCDirection[sDesiredDir])
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continue;
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// prefer desired dir x1.5
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if( sTempDir == sDesiredDir )
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sTempDist = 3*sTempDist/2;
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}
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else if ( bAction == AI_ACTION_FLANK_RIGHT )
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{
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if ( sTempDir != sDesiredDir && sTempDir != ( sDesiredDir - 1 ) )
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// sevenfm: allow two extra directions
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if ( sTempDir != sDesiredDir && sTempDir != gOneCDirection[sDesiredDir] && sTempDir != gOneCCDirection[sDesiredDir])
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continue;
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// prefer desired dir x1.5
|
||||
if( sTempDir == sDesiredDir )
|
||||
sTempDist = 3*sTempDist/2;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( sTempDir != sDesiredDir ) //&& sTempDir != ( sDesiredDir + 1 ) && sTempDir != ( sDesiredDir - 1 ))
|
||||
if ( sTempDir != sDesiredDir )
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -2621,8 +2615,6 @@ INT32 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT32 sPos, INT8 bAction )
|
||||
return( sBestSpot );
|
||||
}
|
||||
|
||||
|
||||
|
||||
INT32 FindClosestClimbPoint (SOLDIERTYPE *pSoldier, BOOLEAN fClimbUp )
|
||||
{
|
||||
INT32 sBestSpot = NOWHERE;
|
||||
|
||||
@@ -271,4 +271,27 @@ UINT8 GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 au
|
||||
// get the id of the closest medic (closer than x tiles) of a specific team
|
||||
UINT8 GetClosestMedicSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam );
|
||||
|
||||
// sevenfm:
|
||||
|
||||
INT16 MaxNormalVisionDistance( void );
|
||||
UINT8 CountFriendsInDirection( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
|
||||
BOOLEAN GuySawEnemyThisTurnOrBefore( SOLDIERTYPE * pSoldier );
|
||||
|
||||
// moved from DecideAction.cpp
|
||||
// sevenfm: set MAX_FLANKS_RED and MAX_FLANKS_YELLOW to equal values to avoid problems when soldier's alert state changes
|
||||
#define MAX_FLANKS_RED 25
|
||||
#define MAX_FLANKS_YELLOW 25
|
||||
|
||||
// limit min/max flank distance depending on sight range and time of day
|
||||
//#define MIN_FLANK_DIST_YELLOW 10 * STRAIGHT_RATIO
|
||||
//#define MAX_FLANK_DIST_YELLOW 50 * STRAIGHT_RATIO
|
||||
#define MIN_FLANK_DIST_YELLOW (2*MaxNormalVisionDistance()/3)
|
||||
#define MAX_FLANK_DIST_YELLOW (MaxNormalVisionDistance() + 20)
|
||||
|
||||
// limit min/max flank distance depending on sight range and time of day
|
||||
//#define MIN_FLANK_DIST_RED 10 * STRAIGHT_RATIO
|
||||
//#define MAX_FLANK_DIST_RED 40 * STRAIGHT_RATIO
|
||||
#define MIN_FLANK_DIST_RED (2*MaxNormalVisionDistance()/3)
|
||||
#define MAX_FLANK_DIST_RED (MaxNormalVisionDistance() + 20)
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user