Tweak AI screen messages

This commit is contained in:
Asdow
2026-01-22 00:26:18 +02:00
parent 42215e7a51
commit 2448ccb191
+6 -7
View File
@@ -21366,7 +21366,7 @@ INT8 DecideActionBlackSoldier(SOLDIERTYPE* pSoldier)
if (!TileIsOutOfBounds(sRetreatSpot))
{
DebugAI(AI_MSG_TOPIC, pSoldier, String("found retreat spot %d", sRetreatSpot));
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d status black retreat, target grid %d", pSoldier->ubID.i, sRetreatSpot);
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d BLACK retreat, target grid %d", pSoldier->ubID.i, sRetreatSpot);
//BeginMultiPurposeLocator(sRetreatSpot, pSoldier->pathing.bLevel, FALSE);
@@ -21426,11 +21426,10 @@ INT8 DecideActionBlackSoldier(SOLDIERTYPE* pSoldier)
if (pSoldier->aiData.usActionData != NOWHERE)
{
DebugAI(AI_MSG_INFO, pSoldier, String("cover advance spot ok"));
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d status black advance to cover, target grid %d", pSoldier->ubID.i, sAdvanceSpot);
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d BLACK advance to cover, target grid %d", pSoldier->ubID.i, sAdvanceSpot);
pSoldier->aiData.usActionData = sAdvanceSpot;
//ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"[%d] found cover advance spot %d", pSoldier->ubID, sAdvanceSpot);
BeginMultiPurposeLocator(sAdvanceSpot, pSoldier->pathing.bLevel, FALSE);
BeginMultiPurposeLocator(sAdvanceSpot, pSoldier->pathing.bLevel, FALSE); // For AI debugging
return AI_ACTION_GET_CLOSER;
}
@@ -21500,7 +21499,7 @@ INT8 DecideActionBlackSoldier(SOLDIERTYPE* pSoldier)
if (BestThrow.ubPossible)
{
DebugAI(AI_MSG_INFO, pSoldier, String("prepare throw at spot %d level %d aimtime %d", BestThrow.sTarget, BestThrow.bTargetLevel, BestThrow.ubAimTime));
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d status black advance to cover, throw smoke at target grid %d level %d aimtime %d", pSoldier->ubID.i, BestThrow.sTarget, BestThrow.bTargetLevel, BestThrow.ubAimTime);
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d BLACK advance to cover, throw smoke at target grid %d level %d aimtime %d", pSoldier->ubID.i, BestThrow.sTarget, BestThrow.bTargetLevel, BestThrow.ubAimTime);
// if necessary, swap the usItem from holster into the hand position
if (BestThrow.bWeaponIn != HANDPOS)
@@ -21569,7 +21568,7 @@ INT8 DecideActionBlackSoldier(SOLDIERTYPE* pSoldier)
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "DecideActionBlack: can't hit so screw the attack");
DebugAI(AI_MSG_INFO, pSoldier, String("can't hit, screw the attack"));
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d status black can't hit with chance %d, forget attack and allow cover check", pSoldier->ubID.i, BestAttack.ubChanceToReallyHit);
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d BLACK can't hit with chance %d, forget attack and allow cover check", pSoldier->ubID.i, BestAttack.ubChanceToReallyHit);
// screw the attack!
ubBestAttackAction = AI_ACTION_NONE;
}
@@ -21596,7 +21595,7 @@ INT8 DecideActionBlackSoldier(SOLDIERTYPE* pSoldier)
if ( sBestCover != NOWHERE )
{
DebugAI(AI_MSG_INFO, pSoldier, String("Found cover spot %d percent better %d movement mode %d", sBestCover, iCoverPercentBetter, DetermineMovementMode(pSoldier, AI_ACTION_TAKE_COVER)));
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d Found cover spot %d percent better %d movement mode %d", pSoldier->ubID.i, sBestCover, iCoverPercentBetter, DetermineMovementMode(pSoldier, AI_ACTION_TAKE_COVER));
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d Found cover spot %d percent better %d movement mode %d", pSoldier->ubID.i, sBestCover, iCoverPercentBetter, DetermineMovementMode(pSoldier, AI_ACTION_TAKE_COVER));
}
}