EstimatePathCostToLocation: safety checks.

Main Red AI: fixed decision weight calculation.
Player mercs should avoid moving into gas/fire when in autobandage mode or under AI control.
IsLocationSittable, IsLocationSittableExcludingPeople: return FALSE if location on roof does not exist.
NWSS: play room effect for first shot only.
AI inventory choosing: more variety for mortar shells, improved hand/GL grenade choosing code.
Red AI: improved mortar use code: use next action to fire mortar after stepping back.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8920 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2021-01-14 15:45:11 +00:00
parent c6c0b09b70
commit 32e8f9d4ff
6 changed files with 85 additions and 48 deletions
+11 -11
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@@ -1164,12 +1164,16 @@ void ChooseGrenadesForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bGrena
// return here in any case
if (itemMortar > 0 )
{
usItem = PickARandomLaunchable ( itemMortar );
if ( usItem > 0 )
// sevenfm: more variety for mortar shells
for (int i = 0; i < bGrenades; i++)
{
CreateItems( usItem, (INT8) (80 + Random(21)), bGrenades, &gTempObject );
gTempObject.fFlags |= OBJECT_UNDROPPABLE;
PlaceObjectInSoldierCreateStruct( pp, &gTempObject );
usItem = PickARandomLaunchable(itemMortar);
if (usItem > 0)
{
CreateItems(usItem, (INT8)(80 + Random(21)), 1, &gTempObject);
gTempObject.fFlags |= OBJECT_UNDROPPABLE;
PlaceObjectInSoldierCreateStruct(pp, &gTempObject);
}
}
}
@@ -1214,9 +1218,7 @@ void ChooseGrenadesForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bGrena
//do this for every 1-2 grenades so that we can get more variety
while ( bGrenades > 0 )
{
count = Random(3);
if ( count > bGrenades )
count = bGrenades;
count = min(1 + Random(2), bGrenades);
usItem = PickARandomLaunchable ( itemGrenadeLauncher );
if ( usItem > 0 && count > 0 )
@@ -1236,9 +1238,7 @@ void ChooseGrenadesForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bGrena
//do this for every 1-2 grenades so that we can get more variety
while ( bGrenades > 0 )
{
count = Random(3);
if ( count > bGrenades )
count = bGrenades;
count = min(1 + Random(2), bGrenades);
usItem = PickARandomItem ( GRENADE, pp->ubSoldierClass, bGrenadeClass, FALSE );
if ( usItem > 0 && count > 0 )
+12 -4
View File
@@ -5343,12 +5343,17 @@ BOOLEAN IsLocationSittable( INT32 iMapIndex, BOOLEAN fOnRoof )
{
STRUCTURE *pStructure;
INT16 sDesiredLevel;
if( WhoIsThere2( iMapIndex, 0 ) != NOBODY )
return FALSE;
//Locations on roofs without a roof is not possible, so
//we convert the onroof intention to ground.
if( fOnRoof && !FlatRoofAboveGridNo( iMapIndex ) )
fOnRoof = FALSE;
// sevenfm: return FALSE if location on roof does not exist
if (fOnRoof && !FlatRoofAboveGridNo(iMapIndex))
return FALSE;
//fOnRoof = FALSE;
// Check structure database
if( gpWorldLevelData[ iMapIndex ].pStructureHead )
{
@@ -5373,8 +5378,11 @@ BOOLEAN IsLocationSittableExcludingPeople( INT32 iMapIndex, BOOLEAN fOnRoof )
//Locations on roofs without a roof is not possible, so
//we convert the onroof intention to ground.
if( fOnRoof && !FlatRoofAboveGridNo( iMapIndex ) )
fOnRoof = FALSE;
// sevenfm: return FALSE if location on roof does not exist
if (fOnRoof && !FlatRoofAboveGridNo(iMapIndex))
return FALSE;
//fOnRoof = FALSE;
// Check structure database
if( gpWorldLevelData[ iMapIndex ].pStructureHead )
{
+1 -1
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@@ -3159,7 +3159,7 @@ if(!GridNoOnVisibleWorldTile(iDestination))
}
// sevenfm: skip gas if not in gas already
if (!(s->flags.uiStatusFlags & SOLDIER_PC) &&
if ((!(s->flags.uiStatusFlags & SOLDIER_PC) || gTacticalStatus.fAutoBandageMode || s->flags.uiStatusFlags & SOLDIER_PCUNDERAICONTROL) &&
InGasSpot(s, newLoc, bLevel) &&
!InGasSpot(s, s->sGridNo, bLevel))
{
+5 -1
View File
@@ -2027,7 +2027,11 @@ void PlayWeaponSound(SOLDIERTYPE *pSoldier, OBJECTTYPE *pObjHand, OBJECTTYPE *pO
bTerrainType = FLAT_FLOOR;
if (pSector)
ubSectorType = pSector->ubTraversability[THROUGH_STRATEGIC_MOVE];
if (InARoom(pSoldier->sGridNo, NULL) && pSoldier->pathing.bLevel == 0 && bTerrainType == FLAT_FLOOR && CheckRoof(pSoldier->sGridNo))
if (InARoom(pSoldier->sGridNo, NULL) &&
pSoldier->pathing.bLevel == 0 &&
bTerrainType == FLAT_FLOOR &&
CheckRoof(pSoldier->sGridNo) &&
pSoldier->bDoBurst <= 1)
fRoom = TRUE;
if (pSoldier->ubAttackingHand == HANDPOS)
fMainHand = TRUE;
+12 -6
View File
@@ -1913,8 +1913,10 @@ INT16 EstimatePathCostToLocation( SOLDIERTYPE * pSoldier, INT32 sDestGridNo, INT
{
// on ground or same building... normal!
sPathCost = EstimatePlotPath( pSoldier, sDestGridNo, FALSE, FALSE, FALSE, WALKING, FALSE, FALSE, 0);
*pfClimbingNecessary = FALSE;
*psClimbGridNo = NOWHERE;
if (pfClimbingNecessary)
*pfClimbingNecessary = FALSE;
if (psClimbGridNo)
*psClimbGridNo = NOWHERE;
}
else
{
@@ -1945,8 +1947,10 @@ INT16 EstimatePathCostToLocation( SOLDIERTYPE * pSoldier, INT32 sDestGridNo, INT
// add in an estimate of getting there after climbing down, *but not on top of roof*
sPathCost += (APBPConstants[AP_MOVEMENT_FLAT] + APBPConstants[AP_MODIFIER_WALK]) * PythSpacesAway( sClimbGridNo, sDestGridNo ) / 2;
}
*pfClimbingNecessary = TRUE;
*psClimbGridNo = sClimbGridNo;
if (pfClimbingNecessary)
*pfClimbingNecessary = TRUE;
if (psClimbGridNo)
*psClimbGridNo = sClimbGridNo;
}
}
}
@@ -2001,8 +2005,10 @@ INT16 EstimatePathCostToLocation( SOLDIERTYPE * pSoldier, INT32 sDestGridNo, INT
// estimate walk cost
sPathCost += (APBPConstants[AP_MOVEMENT_FLAT] + APBPConstants[AP_MODIFIER_WALK]) * PythSpacesAway( sClimbGridNo, sDestGridNo );
}
*pfClimbingNecessary = TRUE;
*psClimbGridNo = sClimbGridNo;
if (pfClimbingNecessary)
*pfClimbingNecessary = TRUE;
if (psClimbGridNo)
*psClimbGridNo = sClimbGridNo;
}
}
}
+44 -25
View File
@@ -2752,16 +2752,35 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
// try behind us, see if there's room to move back
sCheckGridNo = NewGridNo(pSoldier->sGridNo, DirectionInc(gOppositeDirection[ubOpponentDir]));
if (OKFallDirection(pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, gOppositeDirection[ubOpponentDir], pSoldier->usAnimState))
//FindBestPath(pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, DetermineMovementMode(pSoldier, AI_ACTION_GET_CLOSER), COPYROUTE, 0))
{
// sevenfm: check if we can reach this gridno
INT32 iPathCost = EstimatePlotPath(pSoldier, sCheckGridNo, FALSE, FALSE, FALSE, DetermineMovementMode(pSoldier, AI_ACTION_GET_CLOSER), pSoldier->bStealthMode, FALSE, 0);
if(iPathCost !=0 && iPathCost <= pSoldier->bActionPoints)
if (iPathCost != 0 && iPathCost + BestThrow.ubAPCost + GetAPsToLook(pSoldier) + GetAPsCrouch(pSoldier, FALSE) <= pSoldier->bActionPoints)
{
DebugAI(AI_MSG_INFO, pSoldier, String("moving backwards to have more room to deploy mortar"));
pSoldier->aiData.usActionData = sCheckGridNo;
DebugAI(AI_MSG_INFO, pSoldier, String("prepare next action throw at spot %d level %d aimtime %d", BestThrow.sTarget, BestThrow.bTargetLevel, BestThrow.ubAimTime));
// if necessary, swap the usItem
if (BestThrow.bWeaponIn != HANDPOS)
{
DebugAI(AI_MSG_INFO, pSoldier, String("rearrange pocket"));
RearrangePocket(pSoldier, HANDPOS, BestThrow.bWeaponIn, FOREVER);
}
pSoldier->aiData.usNextActionData = BestThrow.sTarget;
pSoldier->aiData.bNextTargetLevel = BestThrow.bTargetLevel;
pSoldier->aiData.bAimTime = BestThrow.ubAimTime;
pSoldier->aiData.bNextAction = AI_ACTION_TOSS_PROJECTILE;
return AI_ACTION_GET_CLOSER;
}
}
// can't fire!
BestThrow.ubPossible = FALSE;
}
}
@@ -2770,7 +2789,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
{
DebugAI(AI_MSG_INFO, pSoldier, String("prepare throw at spot %d level %d aimtime %d", BestThrow.sTarget, BestThrow.bTargetLevel, BestThrow.ubAimTime));
// if necessary, swap the usItem from holster into the hand position
// if necessary, swap the usItem
if (BestThrow.bWeaponIn != HANDPOS)
{
DebugAI(AI_MSG_INFO, pSoldier, String("rearrange pocket"));
@@ -3856,11 +3875,11 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
// modify RED movement tendencies according to morale
switch (pSoldier->aiData.bAIMorale)
{
case MORALE_HOPELESS: bSeekPts = -99; bHelpPts = -99; bHidePts = +2; bWatchPts = -99; break;
case MORALE_HOPELESS: bSeekPts = -99; bHelpPts = -99; bHidePts += +2; bWatchPts = -99; break;
case MORALE_WORRIED: bSeekPts += -2; bHelpPts += 0; bHidePts += +2; bWatchPts += 1; break;
case MORALE_NORMAL: bSeekPts += 0; bHelpPts += 0; bHidePts += 0; bWatchPts += 0; break;
case MORALE_CONFIDENT: bSeekPts += +1; bHelpPts += 0; bHidePts += -1; bWatchPts += 0; break;
case MORALE_FEARLESS: bSeekPts += +1; bHelpPts += 0; bHidePts = -1; bWatchPts += 0; break;
case MORALE_FEARLESS: bSeekPts += +1; bHelpPts += 0; bHidePts += -1; bWatchPts += 0; break;
}
// modify tendencies according to orders
@@ -5490,15 +5509,15 @@ INT16 ubMinAPCost;
if ( OKFallDirection( pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, gOppositeDirection[ ubOpponentDir ], pSoldier->usAnimState ) )
{
// sevenfm: check if we can reach this gridno
INT32 iPathCost = EstimatePlotPath(pSoldier, sCheckGridNo, FALSE, FALSE, FALSE, DetermineMovementMode(pSoldier, AI_ACTION_GET_CLOSER), pSoldier->bStealthMode, FALSE, 0);
if (iPathCost != 0 && iPathCost <= pSoldier->bActionPoints)
{
INT32 iPathCost = EstimatePlotPath(pSoldier, sCheckGridNo, FALSE, FALSE, FALSE, DetermineMovementMode(pSoldier, AI_ACTION_GET_CLOSER), pSoldier->bStealthMode, FALSE, 0);
if (iPathCost != 0 && iPathCost <= pSoldier->bActionPoints)
{
pSoldier->aiData.usActionData = sCheckGridNo;
return AI_ACTION_GET_CLOSER;
}
}
}
}
}
if ( BestThrow.ubPossible )
{
@@ -6481,23 +6500,23 @@ L_NEWAIM:
if (IsGrenadeLauncherAttached(&pSoldier->inv[HANDPOS])) //dnl ch63 240813
{
DebugAI(AI_MSG_INFO, pSoldier, String("using attached GL"));
pSoldier->bWeaponMode = WM_ATTACHED_GL;
}
pSoldier->bWeaponMode = WM_ATTACHED_GL;
}
// stand up before throwing if needed
if (gAnimControl[pSoldier->usAnimState].ubEndHeight < BestAttack.ubStance &&
pSoldier->InternalIsValidStance(AIDirection(pSoldier->sGridNo, BestAttack.sTarget), BestAttack.ubStance))
{
pSoldier->aiData.usActionData = BestAttack.ubStance;
pSoldier->aiData.bNextAction = AI_ACTION_TOSS_PROJECTILE;
pSoldier->aiData.usNextActionData = BestAttack.sTarget;
pSoldier->aiData.bNextTargetLevel = BestAttack.bTargetLevel;
return AI_ACTION_CHANGE_STANCE;
}
else
{
pSoldier->aiData.usActionData = BestAttack.sTarget;
pSoldier->bTargetLevel = BestAttack.bTargetLevel;
// stand up before throwing if needed
if (gAnimControl[pSoldier->usAnimState].ubEndHeight < BestAttack.ubStance &&
pSoldier->InternalIsValidStance(AIDirection(pSoldier->sGridNo, BestAttack.sTarget), BestAttack.ubStance))
{
pSoldier->aiData.usActionData = BestAttack.ubStance;
pSoldier->aiData.bNextAction = AI_ACTION_TOSS_PROJECTILE;
pSoldier->aiData.usNextActionData = BestAttack.sTarget;
pSoldier->aiData.bNextTargetLevel = BestAttack.bTargetLevel;
return AI_ACTION_CHANGE_STANCE;
}
else
{
pSoldier->aiData.usActionData = BestAttack.sTarget;
pSoldier->bTargetLevel = BestAttack.bTargetLevel;
return(AI_ACTION_TOSS_PROJECTILE);
}
}