Added Headrock's HAM 2.8

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2650 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2009-04-01 12:20:30 +00:00
parent 5f9261273a
commit 335747c3ff
48 changed files with 3439 additions and 406 deletions
+4
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@@ -231,4 +231,8 @@ INT16 FindBestCoverNearTheGridNo(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubS
INT8 FindDirectionForClimbing( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel);
// HEADROCK HAM B2.7: Functions to assist group AI
INT16 AssessTacticalSituation( INT8 bSide );
BOOLEAN TeamSeesOpponent( INT8 bSide, SOLDIERTYPE * pOpponent );
INT32 CalcStraightThreatValue( SOLDIERTYPE *pEnemy );
+233
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@@ -2565,3 +2565,236 @@ void AINameMessage(SOLDIERTYPE * pSoldier,const STR8 str,INT32 num)
DebugAI( tempstr );
}
#endif
/////////////////////////////////////////////////////////////////////////////////////////////////
// HEADROCK:
//
// The following function(s) are part of my half-assed attempt to have the AI analyze the tactical
// situation, by comparing (known) squad sizes, the state of all combatants, and the orders of all
// friendlies. The idea is to return a value called "TacticalSituation" which can tell a combatant
// whether he should try to undertake a smarter course of action.
/////////////////////////////////////////////////////////////////////////////////////////////////
INT16 AssessTacticalSituation( INT8 bTeam )
{
UINT16 ubFriendlyTeamTacticalValue = 0;
UINT16 ubEnemyTeamTacticalValue = 0;
UINT8 ubSoldierTacticalThreat;
INT16 ubTacticalSituation;
UINT16 cnt;
SOLDIERTYPE * pSoldier;
// begin loop through all MERCs.
for ( cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++ )
{
pSoldier = MercPtrs[ cnt ];
ubSoldierTacticalThreat = CalcStraightThreatValue( pSoldier );
// Player-controlled Mercs are 1.5 times more threatening than AIs
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC)
ubSoldierTacticalThreat = (UINT8)((float)ubSoldierTacticalThreat * 1.5);
// Assess Threat
if (bTeam == OUR_TEAM || bTeam == MILITIA_TEAM)
{
// Friendly!
ubFriendlyTeamTacticalValue += ubSoldierTacticalThreat;
}
else
{
// Enemy!
if ( TeamSeesOpponent( ENEMY_TEAM, pSoldier ) )
ubEnemyTeamTacticalValue += ubSoldierTacticalThreat;
}
}
// begin loop through all Militia.
for ( cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++ )
{
pSoldier = MercPtrs[ cnt ];
ubSoldierTacticalThreat = CalcStraightThreatValue( pSoldier );
// Assess Threat
if (bTeam == OUR_TEAM || bTeam == MILITIA_TEAM)
{
// Friendly!
ubFriendlyTeamTacticalValue += ubSoldierTacticalThreat;
}
else
{
// Enemy!
if ( TeamSeesOpponent( ENEMY_TEAM, pSoldier ) )
ubEnemyTeamTacticalValue += ubSoldierTacticalThreat;
}
}
// begin loop through all Enemies.
for ( cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; cnt++ )
{
pSoldier = MercPtrs[ cnt ];
ubSoldierTacticalThreat = CalcStraightThreatValue( pSoldier );
// Assess Threat
if (bTeam == ENEMY_TEAM)
{
// Friendly!
ubFriendlyTeamTacticalValue += ubSoldierTacticalThreat;
}
else
{
// Enemy!
if ( TeamSeesOpponent( OUR_TEAM, pSoldier ) || TeamSeesOpponent ( MILITIA_TEAM, pSoldier) )
ubEnemyTeamTacticalValue += ubSoldierTacticalThreat;
}
}
ubTacticalSituation = ubEnemyTeamTacticalValue - ubFriendlyTeamTacticalValue;
return (ubTacticalSituation);
}
// HEADROCK: Function to check whether a team can see the specified soldier.
BOOLEAN TeamSeesOpponent( INT8 bTeam, SOLDIERTYPE * pOpponent )
{
SOLDIERTYPE * pSoldier;
UINT16 cnt;
// This assertion can be safely removed, assuming the program does what it should. It simply checks
// whether the "opponent" is on the same team being checked. That should be avoided when calling this
// function.
Assert( pOpponent->bTeam != bTeam );
// We're checking Merc/Militia visibility
if (bTeam == OUR_TEAM || bTeam == MILITIA_TEAM )
{
for ( cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++ )
{
pSoldier = MercPtrs[ cnt ];
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE)
{
if (pSoldier->aiData.bOppList[ pOpponent->ubID ] == SEEN_CURRENTLY)
return ( TRUE );
}
}
for ( cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++ )
{
pSoldier = MercPtrs[ cnt ];
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE)
{
// This assertion can be safely removed, assuming the program does what it should. It simply checks
// whether the "opponent" is on the same team being checked. That should be avoided when calling this
// function.
//Assert( pOpponent->bSide != bSide );
if (pSoldier->aiData.bOppList[ pOpponent->ubID ] == SEEN_CURRENTLY)
return ( TRUE );
}
}
return ( FALSE );
}
// Check enemy visibility
else if (bTeam == ENEMY_TEAM)
{
for ( cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; cnt++ )
{
pSoldier = MercPtrs[ cnt ];
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE)
{
// This assertion can be safely removed, assuming the program does what it should. It simply checks
// whether the "opponent" is on the same team being checked. That should be avoided when calling this
// function.
//Assert( pOpponent->bSide != bSide );
if (pSoldier->aiData.bOppList[ pOpponent->ubID ] == SEEN_CURRENTLY)
return ( TRUE );
}
}
return ( FALSE );
}
else
return (FALSE);
}
// HEADROCK: Function to assess an enemy's threat value without "me" argument.
INT32 CalcStraightThreatValue( SOLDIERTYPE *pEnemy )
{
INT32 iThreatValue = 0;
// If man is inactive, at base, on assignment, dead, unconscious
if (!pEnemy->bActive || !pEnemy->bInSector || !pEnemy->stats.bLife )
{
// he's no threat at all, return a negative number
iThreatValue = 0;
return(iThreatValue);
}
else
{
// ADD twice the man's level (2-20)
iThreatValue += pEnemy->stats.bExpLevel;
// ADD man's total action points (10-35)
iThreatValue += pEnemy->CalcActionPoints();
// ADD 1/2 of man's current action points (4-17)
iThreatValue += (pEnemy->bActionPoints / 2);
// ADD 1/10 of man's current health (0-10)
iThreatValue += (pEnemy->stats.bLife / 10);
if (pEnemy->bAssignment < ON_DUTY )
{
// ADD 1/4 of man's protection percentage (0-25)
iThreatValue += ArmourPercent( pEnemy ) / 4;
// ADD 1/5 of man's marksmanship skill (0-20)
iThreatValue += (pEnemy->stats.bMarksmanship / 5);
if ( Item[ pEnemy->inv[HANDPOS].usItem ].usItemClass & IC_WEAPON )
{
// ADD the deadliness of the item(weapon) he's holding (0-50)
iThreatValue += Weapon[pEnemy->inv[HANDPOS].usItem].ubDeadliness;
}
}
// SUBTRACT 1/5 of man's bleeding (0-20)
iThreatValue -= (pEnemy->bBleeding / 5);
// SUBTRACT 1/10 of man's breath deficiency (0-10)
iThreatValue -= ((100 - pEnemy->bBreath) / 10);
// SUBTRACT man's current shock value
iThreatValue -= pEnemy->aiData.bShock;
}
// if this man is conscious
if (pEnemy->stats.bLife < OKLIFE)
{
// if he's still something of a threat
if (iThreatValue > 0)
{
// drastically reduce his threat value (divide by 5 to 18)
iThreatValue /= (4 + (OKLIFE - pEnemy->stats.bLife));
}
}
// threat value of any opponent can never drop below 1
if (iThreatValue < 0)
{
iThreatValue = 0;
}
return(iThreatValue);
}
+20 -4
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@@ -1296,7 +1296,9 @@ void CalcBestStab(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab, BOOLEAN fBladeAt
}
}
else
ubChanceToHit = MAXCHANCETOHIT;
// HEADROCK (HAM): Externalized maximum to JA2_OPTIONS.INI
// ubChanceToHit = MAXCHANCETOHIT;
ubChanceToHit = gGameExternalOptions.iMaximumCTH;
//NumMessage("chance to Hit = ",ubChanceToHit);
//sprintf(tempstr,"Vs. %s, at AimTime %d, ubChanceToHit = %d",ExtMen[pOpponent->ubID].name,ubAimTime,ubChanceToHit);
@@ -1473,7 +1475,9 @@ void CalcTentacleAttack(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab )
ubChanceToHit = (INT16) CalcChanceToStab(pSoldier,pOpponent,ubAimTime);
}
else
ubChanceToHit = MAXCHANCETOHIT;
// HEADROCK (HAM): Externalized maximum to JA2_OPTIONS.INI
// ubChanceToHit = MAXCHANCETOHIT;
ubChanceToHit = gGameExternalOptions.iMaximumCTH;
//NumMessage("chance to Hit = ",ubChanceToHit);
//sprintf(tempstr,"Vs. %s, at AimTime %d, ubChanceToHit = %d",ExtMen[pOpponent->ubID].name,ubAimTime,ubChanceToHit);
@@ -2472,8 +2476,20 @@ void CheckIfShotPossible(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN s
}
//if ( (!suppressionFire && ( (IsScoped(pObj) && GunRange(pObj) > pSoldier->MaxDistanceVisible(pBestShot->sTarget, pBestShot->bTargetLevel) ) || pSoldier->bOrders == SNIPER ) ) ||
if ( (!suppressionFire && ( (IsScoped(pObj) && GunRange(pObj) > MaxNormalDistanceVisible() ) || pSoldier->aiData.bOrders == SNIPER ) ) ||
(suppressionFire && IsGunAutofireCapable(&pSoldier->inv[pBestShot->bWeaponIn] ) && GetMagSize(pObj) > 30 && (*pObj)[0]->data.gun.ubGunShotsLeft > 20 ))
// HEADROCK HAM B2.4: Changed this again - weapons are no longer checked for larger magazine to allow suppressive fire, due to
// suppressive fire revamp.
// if ( (!suppressionFire && ( (IsScoped(pObj) && GunRange(pObj) > MaxNormalDistanceVisible() ) || pSoldier->aiData.bOrders == SNIPER ) ) ||
// (suppressionFire && IsGunAutofireCapable(&pSoldier->inv[pBestShot->bWeaponIn] ) && GetMagSize(pObj) > 30 && (*pObj)[0]->data.gun.ubGunShotsLeft > 20 ))
BOOLEAN fEnableAISuppression = FALSE;
if ( gGameExternalOptions.fIncreaseAISuppressionFire && ((!suppressionFire && ( (IsScoped(pObj) && GunRange(pObj) > MaxNormalDistanceVisible() ) || pSoldier->aiData.bOrders == SNIPER ) ) ||
(suppressionFire && IsGunAutofireCapable(&pSoldier->inv[pBestShot->bWeaponIn]))) )
fEnableAISuppression = TRUE;
else if ( !gGameExternalOptions.fIncreaseAISuppressionFire && ( (!suppressionFire && ( (IsScoped(pObj) && GunRange(pObj) > MaxNormalDistanceVisible() ) || pSoldier->aiData.bOrders == SNIPER ) ) ||
(suppressionFire && IsGunAutofireCapable(&pSoldier->inv[pBestShot->bWeaponIn] ) && GetMagSize(pObj) > 30 && (*pObj)[0]->data.gun.ubGunShotsLeft > 20 )))
fEnableAISuppression = TRUE;
if (fEnableAISuppression)
{
// get the minimum cost to attack with this item
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CheckIfShotPossible: getting min aps");
+38 -4
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@@ -1950,6 +1950,8 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP ||
(pSoldier->aiData.bNeutral && gTacticalStatus.fCivGroupHostile[pSoldier->ubCivilianGroup] == CIV_GROUP_NEUTRAL) ||
(pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) );
// HEADROCK HAM B2.7: Calculate the overall tactical situation
INT16 ubOverallTacticalSituation = AssessTacticalSituation(pSoldier->bSide);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("DecideActionRed: soldier orders = %d",pSoldier->aiData.bOrders));
@@ -2313,7 +2315,17 @@ if(!is_networked)//hayden
CheckIfShotPossible(pSoldier,&BestShot,TRUE);
//must have a small chance to hit and the opponent must be on the ground (can't suppress guys on the roof)
if ( BestShot.ubPossible && BestShot.ubChanceToReallyHit < 50 && Menptr[BestShot.ubOpponent].pathing.bLevel == 0 && pSoldier->aiData.bOrders != SNIPER )
// HEADROCK HAM BETA2.4: Adjusted this for a random chance to suppress regardless of chance. This augments
// current revamp of suppression fire.
BOOLEAN fEnableAIAutofire = FALSE;
if ( gGameExternalOptions.fIncreaseAISuppressionFire && ( ( BestShot.ubPossible && BestShot.ubChanceToReallyHit < 50 ) || (BestShot.ubPossible && BestShot.ubChanceToReallyHit < PreRandom(100)) && Menptr[BestShot.ubOpponent].pathing.bLevel == 0 && pSoldier->aiData.bOrders != SNIPER ))
fEnableAIAutofire = TRUE;
else if ( !gGameExternalOptions.fIncreaseAISuppressionFire && ( BestShot.ubPossible && BestShot.ubChanceToReallyHit < 50 && Menptr[BestShot.ubOpponent].pathing.bLevel == 0 && pSoldier->aiData.bOrders != SNIPER ))
fEnableAIAutofire = TRUE;
if (fEnableAIAutofire)
{
// then do it!
@@ -3141,7 +3153,23 @@ if(!is_networked)//hayden
{
// only try to run if we've actually been hit recently & noticably so
// otherwise, presumably our current cover is pretty good & sufficient
if (pSoldier->aiData.bShock > 0 || fCivilian)
// HEADROCK HAM B2.6: New value here helps us change the ratio of running away due to shock. This
// is terribly important if Suppression Shock is enabled.
UINT16 bShock = 0;
if (gGameExternalOptions.fSuppressionShock)
{
// If bShock value is greater than (2*ExpLevel + MoraleModifier)*1.5, the target will flee.
bShock = pSoldier->aiData.bShock;
if (bShock <= ((float)CalcSuppressionTolerance(pSoldier)*(float)1.5))
bShock = 0;
}
else
{
bShock = pSoldier->aiData.bShock;
}
if (bShock > 0 || fCivilian)
{
// look for best place to RUN AWAY to (farthest from the closest threat)
pSoldier->aiData.usActionData = FindSpotMaxDistFromOpponents(pSoldier);
@@ -4424,7 +4452,10 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
case ATTACKSLAYONLY:iChance += 30; break;
}
if ( pSoldier->inv[BestAttack.bWeaponIn][0]->data.gun.ubGunShotsLeft > 50 )
// HEADROCK HAM B2.6: Allows control over increased enemy burstfire.
if ( gGameExternalOptions.fIncreaseAISuppressionFire && pSoldier->inv[BestAttack.bWeaponIn][0]->data.gun.ubGunShotsLeft > 10 )
iChance += 20;
else if ( !gGameExternalOptions.fIncreaseAISuppressionFire && pSoldier->inv[BestAttack.bWeaponIn][0]->data.gun.ubGunShotsLeft > 50 )
iChance += 20;
// increase chance based on proximity and difficulty of enemy
@@ -4502,7 +4533,10 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
}
if ( pSoldier->inv[BestAttack.bWeaponIn][0]->data.gun.ubGunShotsLeft > 50 )
// HEADROCK HAM B2.6: Allows control over increased enemy autofire.
if ( gGameExternalOptions.fIncreaseAISuppressionFire && pSoldier->inv[BestAttack.bWeaponIn][0]->data.gun.ubGunShotsLeft > 20 )
iChance += 30;
else if ( !gGameExternalOptions.fIncreaseAISuppressionFire && pSoldier->inv[BestAttack.bWeaponIn][0]->data.gun.ubGunShotsLeft > 50 )
iChance += 30;
if ( bInGas )