New option AI_DECISION_INFO enables extended logging for AI decisions.

Moved zombie AI into separate file ZombieDecideAction.cpp
New zombie AI:
- simplified code
- advancing using cover
- if zombie cannot reach any opponent, he tries to hide
- if zombie cannot reach opponent and cannot hide and he is under fire, he will retreat, seeking cover away from known opponents
- if zombie doesn't know enemy location, he will try to run to closest friend who knows enemy location
- new zombie AI has extended AI logging
More water splash sounds (Data\Sounds\Misc\Splash1.ogg .. SplashN.ogg).
CalcCoverValue: 
- allow moving into shallow water if it provides better position
- special calculations for zombies: zombie is very dangerous at close range
- if soldier has no gun, use different calculation based on distance instead of CTGT
FindBestNearbyCover: zombies only choose spots that provide sight cover.
Added functions for extended AI log.
ClosestReachableDisturbance:
- if soldier is zombie and he cannot climb, skip location
- zombies do not attack vehicles
- improved check to avoid choosing dying opponents
EstimatePathCostToLocation: return 0 if checking for zombie which cannot climb and path needs climbing.
RoamingRange: always max roaming range for zombies.
SightCoverAtSpot, ProneSightCoverAtSpot:
- improved max sight range calculation
- added option for unlimited sight range check
New AI functions:
- AIDirection
- AICheckIsSniper
- AICheckIsMarksman
- AICheckIsMedic
- AICheckIsMortarOperator
- AICheckIsGLOperator
- AICheckIsOfficer
- AICheckIsCommander
- AICheckIsMachinegunner
- AIGunInHandScoped
- AIGunScoped
- AIGunRange
- AIGunClass
- AIGunType
- AIGunDeadliness
- AIGunAmmo
- AIGunAutofireCapable
- FindObstacleNearSpot
- InSmoke
- CorpseWarning
- CorpseEnemyTeam
- CorpseMilitiaTeam
- AICheckUnderground
- AnyCoverAtSpot
- AICheckHasWeaponOfType
- AICheckHasGun
- AICheckShortWeaponRange
GetCorpseAtGridNo: additional check for valid gridno.
More zombie raise sounds (Data\Sounds\Misc\ZombieRaise1.ogg .. ZombieRaiseN.ogg).
GetCorpseRotFactor: improved code to return FLOAT value between 0 and 1.
New debug topic id TOPIC_DECISIONS for logging AI decisions.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8760 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2020-02-21 23:33:25 +00:00
parent 73cbc27ea4
commit 32482f20f6
24 changed files with 3296 additions and 310 deletions
+11 -1
View File
@@ -16522,6 +16522,16 @@ BOOLEAN SOLDIERTYPE::IsAssassin( )
return FALSE;
}
BOOLEAN SOLDIERTYPE::CheckInitialAP(void)
{
if (this->bActionPoints < this->bInitialActionPoints || this->usSoldierFlagMask2 & SOLDIER_SPENT_AP)
{
return FALSE;
}
return TRUE;
}
UINT8 SOLDIERTYPE::GetMultiTurnAction( )
{
return usMultiTurnAction;
@@ -17679,7 +17689,7 @@ void SOLDIERTYPE::SoldierPropertyUpkeep( )
{
// these effects last only one turn
this->usSoldierFlagMask &= ~(SOLDIER_AIRDROP_TURN | SOLDIER_ASSAULT_BONUS | SOLDIER_RAISED_REDALERT);
this->usSoldierFlagMask2 &= ~SOLDIER_CONCEALINSERTION;
this->usSoldierFlagMask2 &= ~(SOLDIER_CONCEALINSERTION | SOLDIER_SPENT_AP);
// this looks bizarre, but is required
if ( this->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION_DISCOVERED )