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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
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@@ -16522,6 +16522,16 @@ BOOLEAN SOLDIERTYPE::IsAssassin( )
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return FALSE;
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}
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BOOLEAN SOLDIERTYPE::CheckInitialAP(void)
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{
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if (this->bActionPoints < this->bInitialActionPoints || this->usSoldierFlagMask2 & SOLDIER_SPENT_AP)
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{
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return FALSE;
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}
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return TRUE;
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}
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UINT8 SOLDIERTYPE::GetMultiTurnAction( )
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{
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return usMultiTurnAction;
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@@ -17679,7 +17689,7 @@ void SOLDIERTYPE::SoldierPropertyUpkeep( )
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{
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// these effects last only one turn
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this->usSoldierFlagMask &= ~(SOLDIER_AIRDROP_TURN | SOLDIER_ASSAULT_BONUS | SOLDIER_RAISED_REDALERT);
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this->usSoldierFlagMask2 &= ~SOLDIER_CONCEALINSERTION;
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this->usSoldierFlagMask2 &= ~(SOLDIER_CONCEALINSERTION | SOLDIER_SPENT_AP);
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// this looks bizarre, but is required
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if ( this->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION_DISCOVERED )
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