- New Feature: enemies roles allows the AI to use medics and officers, and the player can now identify high-value targets among the enemy.

Requires GameDir >= r1987.

- If an enemy is spawned with a radio set, he is more likely to become a radio operator.
- It is now possible to mount a gun on prone allies if you are facing them on the right angle.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7072 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-03-16 18:24:40 +00:00
parent 306fae059c
commit 2e773a029d
27 changed files with 702 additions and 123 deletions
+7
View File
@@ -2305,6 +2305,13 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
}
break;
case AI_ACTION_DOCTOR:
{
pSoldier->AIDoctorFriend();
ActionDone( pSoldier );
}
break;
default:
#ifdef BETAVERSION
NumMessage("ExecuteAction - Illegal action type = ",pSoldier->aiData.bAction);
+68 -15
View File
@@ -594,6 +594,10 @@ BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier)
bMinPointsNeeded = 10; // TODO
break;
case AI_ACTION_DOCTOR:
bMinPointsNeeded = 20; // TODO
break;
default:
#ifdef BETAVERSION
//NumMessage("AffordableAction - Illegal action type = ",pSoldier->aiData.bAction);
@@ -3064,40 +3068,44 @@ INT32 CalcStraightThreatValue( SOLDIERTYPE *pEnemy )
// Flugente: get the id of the closest soldier with a specific flag that we can currently see
UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam, UINT32 aFlag )
{
UINT8 id = NOBODY;
UINT8 id = NOBODY;
UINT32 uiLoop;
BOOLEAN fRangeRestricted = FALSE, fFound = FALSE;
SOLDIERTYPE * pFriend;
INT16 range = aRange;
// go through each soldier, looking for "friends" (soldiers on same side)
for (uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop)
// go through each soldier, looking for "friends" (soldiers on same team)
for (uiLoop = gTacticalStatus.Team[ auTeam ].bFirstID; uiLoop < gTacticalStatus.Team[ auTeam ].bLastID; ++uiLoop)
{
pFriend = MercSlots[ uiLoop ];
pFriend = MercPtrs[ uiLoop ];
// if this merc is inactive, not in sector, or dead
if (!pFriend)
continue;
// skip ourselves
if (pFriend->ubID == pSoldier->ubID)
continue;
// must be on the same level
if ( pFriend->pathing.bLevel != pSoldier->pathing.bLevel )
continue;
if ( auTeam != pFriend->bTeam )
// skip if this guy is dead
if ( pFriend->stats.bLife <= 0 )
continue;
// check for flag
if ( !(pFriend->bSoldierFlagMask & aFlag) )
continue;
// skip ourselves
if (pFriend->ubID == pSoldier->ubID)
continue;
// if we're not already neighbors
if (SpacesAway(pSoldier->sGridNo, pFriend->sGridNo) < range)
// are we close enough?
INT16 friendrange = SpacesAway(pSoldier->sGridNo, pFriend->sGridNo);
if ( friendrange < range)
{
// can we see this guy?
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pFriend->sGridNo, pSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
{
range = SpacesAway(pSoldier->sGridNo,pFriend->sGridNo);
range = friendrange;
id = pFriend->ubID;
}
}
@@ -3105,3 +3113,48 @@ UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 au
return id;
}
// get the id of the closest soldier (closer than x tiles) of a specific team that is wounded that we can currently see
UINT8 GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam )
{
UINT8 id = NOBODY;
UINT32 uiLoop;
SOLDIERTYPE * pFriend;
INT16 range = aRange;
// go through each soldier, looking for "friends" (soldiers on same team)
for (uiLoop = gTacticalStatus.Team[ auTeam ].bFirstID; uiLoop < gTacticalStatus.Team[ auTeam ].bLastID; ++uiLoop)
{
pFriend = MercPtrs[ uiLoop ];
// if this merc is inactive, not in sector, or dead
if (!pFriend)
continue;
// skip ourselves
if (pFriend->ubID == pSoldier->ubID)
continue;
// must be on the same level
if ( pFriend->pathing.bLevel != pSoldier->pathing.bLevel )
continue;
// skip if this guy is dead, not wounded or cannot be healed
if ( pFriend->stats.bLife <= 0 || pFriend->iHealableInjury <= 0 || pFriend->stats.bLife >= pFriend->stats.bLifeMax )
continue;
// are we close enough?
INT16 friendrange = SpacesAway(pSoldier->sGridNo, pFriend->sGridNo);
if ( friendrange < range)
{
// can we see this guy?
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pFriend->sGridNo, pSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
{
range = friendrange;
id = pFriend->ubID;
}
}
}
return id;
}
+126 -1
View File
@@ -930,6 +930,48 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
return( AI_ACTION_RED_ALERT );
}
}
// if we are a doctor with medical gear, we might be able to help a wounded ally
if ( pSoldier->CanMedicAI() )
{
UINT8 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
if ( ubPerson != NOBODY )
{
if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
{
// see if we are facing this person
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
// if not already facing in that direction,
if ( pSoldier->ubDirection != ubDesiredMercDir )
{
pSoldier->aiData.usActionData = ubDesiredMercDir;
return( AI_ACTION_CHANGE_FACING );
}
// if not already crouched, crouch down first
if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_CROUCH && IsValidStance( pSoldier, ANIM_CROUCH ) && GetAPsToChangeStance( pSoldier, ANIM_CROUCH ) <= pSoldier->bActionPoints )
{
pSoldier->aiData.usActionData = ANIM_CROUCH;
return(AI_ACTION_CHANGE_STANCE);
}
return(AI_ACTION_DOCTOR);
}
else
{
pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, MercPtrs[ubPerson]->sGridNo, 20, AI_ACTION_SEEK_FRIEND, 0);
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
{
return(AI_ACTION_SEEK_FRIEND);
}
}
}
}
}
//ddd}
@@ -1528,7 +1570,6 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
// IF YOU SEE CAPTURED FRIENDS, FREE THEM!
////////////////////////////////////////////////////////////////////////////
// Flugente: if we see one of our buddies in handcuffs, its a clear sign of enemy activity!
// Flugente: if we see one of our buddies captured, it is a clear sign of enemy activity!
if ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM )
{
@@ -1572,6 +1613,48 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
}
}
}
// if we are a doctor with medical gear, we might be able to help a wounded ally
if ( pSoldier->CanMedicAI() )
{
UINT8 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
if ( ubPerson != NOBODY )
{
if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
{
// see if we are facing this person
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
// if not already facing in that direction,
if ( pSoldier->ubDirection != ubDesiredMercDir )
{
pSoldier->aiData.usActionData = ubDesiredMercDir;
return( AI_ACTION_CHANGE_FACING );
}
// if not already crouched, crouch down first
if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_CROUCH && IsValidStance( pSoldier, ANIM_CROUCH ) && GetAPsToChangeStance( pSoldier, ANIM_CROUCH ) <= pSoldier->bActionPoints )
{
pSoldier->aiData.usActionData = ANIM_CROUCH;
return(AI_ACTION_CHANGE_STANCE);
}
return(AI_ACTION_DOCTOR);
}
else
{
pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, MercPtrs[ubPerson]->sGridNo, 20, AI_ACTION_SEEK_FRIEND, 0);
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
{
return(AI_ACTION_SEEK_FRIEND);
}
}
}
}
}
////////////////////////////////////////////////////////////////////////////
@@ -2854,6 +2937,48 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
}
}
}
// if we are a doctor with medical gear, we might be able to help a wounded ally
if ( pSoldier->CanMedicAI() )
{
UINT8 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
if ( ubPerson != NOBODY )
{
if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
{
// see if we are facing this person
UINT8 ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(MercPtrs[ubPerson]->sGridNo),CenterY(MercPtrs[ubPerson]->sGridNo));
// if not already facing in that direction,
if ( pSoldier->ubDirection != ubDesiredMercDir )
{
pSoldier->aiData.usActionData = ubDesiredMercDir;
return( AI_ACTION_CHANGE_FACING );
}
// if not already crouched, crouch down first
if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_CROUCH && IsValidStance( pSoldier, ANIM_CROUCH ) && GetAPsToChangeStance( pSoldier, ANIM_CROUCH ) <= pSoldier->bActionPoints )
{
pSoldier->aiData.usActionData = ANIM_CROUCH;
return(AI_ACTION_CHANGE_STANCE);
}
return(AI_ACTION_DOCTOR);
}
else
{
pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, MercPtrs[ubPerson]->sGridNo, 20, AI_ACTION_SEEK_FRIEND, 0);
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
{
return(AI_ACTION_SEEK_FRIEND);
}
}
}
}
}
////////////////////////////////////////////////////////////////////////////
+4
View File
@@ -104,6 +104,7 @@ typedef enum
AI_ACTION_JUMP_WINDOW, // added by Flugente: jump through a window
AI_ACTION_FREE_PRISONER, // added by Flugente: free a prisoner
AI_ACTION_USE_SKILL, // added by Flugente: perform a skill, which one is stored in usAISkillUse
AI_ACTION_DOCTOR, // added by Flugente: AI-ONLY! bandage/surgery on fellow AI. DO NOT USE THIS FOR MERCS!!!
} ActionType;
@@ -262,4 +263,7 @@ UINT8 NumberOfTeamMatesAdjacent( SOLDIERTYPE * pSoldier, INT32 sGridNo );
// Flugente: get the id of the closest soldier (coser than x tiles) of a specific team with a specific flag that we can currently see
UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam, UINT32 aFlag );
// get the id of the closest soldier (closer than x tiles) of a specific team that is wounded that we can currently see
UINT8 GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam );
#endif