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
View File
@@ -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
View File
@@ -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;