From 2448ccb1919201ab5b666cdd2b8ba280d8c1afe5 Mon Sep 17 00:00:00 2001 From: Asdow <20314541+Asdow@users.noreply.github.com> Date: Thu, 22 Jan 2026 00:26:18 +0200 Subject: [PATCH] Tweak AI screen messages --- TacticalAI/DecideAction.cpp | 13 ++++++------- 1 file changed, 6 insertions(+), 7 deletions(-) diff --git a/TacticalAI/DecideAction.cpp b/TacticalAI/DecideAction.cpp index b2b94a4e3..06fa7fc16 100644 --- a/TacticalAI/DecideAction.cpp +++ b/TacticalAI/DecideAction.cpp @@ -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)); } }