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synced 2026-07-22 13:40:22 +02:00
Removed old zombie AI code.
Improved AI path tweaks: - tanks prefer moving in straight directions to avoid sliding effect - combat jeeps prefer moving on roads (PAVED_ROAD, DIRT_ROAD) - armed vehicles avoid moving into buildings (FLAT_FLOOR) - increased value to avoid light and corpses for enemy soldiers git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8770 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+33
-26
@@ -3851,39 +3851,46 @@ if(!GridNoOnVisibleWorldTile(iDestination))
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nextCost += 50;
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}
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// sevenfm: tanks prefer moving in straight directions to avoid sliding effect
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if (gGameExternalOptions.fAIPathTweaks &&
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TANK(s) &&
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(iCnt & 1))
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if (gGameExternalOptions.fAIPathTweaks && s->bTeam != gbPlayerNum)
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{
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nextCost += 50;
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}
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// sevenfm: experimental path tweaks for AI
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if (gGameExternalOptions.fAIPathTweaks &&
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s->bTeam != gbPlayerNum &&
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!(s->flags.uiStatusFlags & SOLDIER_BOXER) &&
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!AreInMeanwhile() &&
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IS_MERC_BODY_TYPE(s))
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{
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if (InGasSpot(s, newLoc, bLevel))
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// tanks prefer moving in straight directions to avoid sliding effect
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if (TANK(s) && (iCnt & 1))
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{
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nextCost += 40;
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nextCost += 50;
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}
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else if (DeepWater(newLoc, bLevel) && (s->numFlanks == 0 || s->numFlanks >= MAX_FLANKS_RED))
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// combat jeeps prefer moving on roads
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UINT8 ubTerrainType = GetTerrainTypeForGrid(newLoc, bLevel);
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if (COMBAT_JEEP(s) && ubTerrainType != PAVED_ROAD && ubTerrainType != DIRT_ROAD)
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{
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nextCost += 20;
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}
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else if (s->bTeam == ENEMY_TEAM &&
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// armed vehicles avoid moving into buildings
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if (ARMED_VEHICLE(s) && ubTerrainType == FLAT_FLOOR)
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{
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nextCost += 20;
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}
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// experimental path tweaks for AI
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if (IS_MERC_BODY_TYPE(s))
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{
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if (InGasSpot(s, newLoc, bLevel))
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{
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nextCost += 40;
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}
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else if (DeepWater(newLoc, bLevel) && (s->numFlanks == 0 || s->numFlanks >= MAX_FLANKS_RED))
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{
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nextCost += 20;
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}
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else if (s->bTeam == ENEMY_TEAM &&
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s->aiData.bAlertStatus >= STATUS_RED &&
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(InLightAtNight(newLoc, bLevel) || GetNearestRottingCorpseAIWarning(newLoc) > 0))
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{
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if (s->aiData.bAttitude == CUNNINGSOLO || s->aiData.bAttitude == CUNNINGAID || s->aiData.bAIMorale < MORALE_FEARLESS)
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{
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nextCost += 20;
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else
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nextCost += 10;
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}
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}
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}
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}
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newTotCost = curCost + nextCost;
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@@ -4769,12 +4776,12 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
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sMovementAPsCost += GetAPsToOpenDoor( pSold ) + GetAPsToOpenDoor( pSold ); // Include open and close costs!
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}
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// Check for stealth mode
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if ( pSold->bStealthMode || bStealth )
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if (pSold->bStealthMode || bStealth)
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{
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// STOMP traits - Stealthy trait decreases stealth AP modifier
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if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSold, STEALTHY_NT ))
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if (gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT(pSold, STEALTHY_NT))
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{
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sMovementAPsCost += max(0, (APBPConstants[AP_STEALTH_MODIFIER] * (100 - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100.0f) );
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sMovementAPsCost += max(0.0f, (APBPConstants[AP_STEALTH_MODIFIER] * (100.0f - gSkillTraitValues.ubSTStealthModeSpeedBonus) / 100.0f));
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}
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else
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{
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