Increment watched location when soldier hears enemy and can possibly see noise location.

Suppression:
- when calculating suppression effectiveness for shotgun, modify damage for pellets.
- set attacker spot as watched location
- alert enemy soldier if he is under fire

Red AI:
- no Main Red AI for civilians
- set watched location to closest position where enemy can appear
- snipers and soldiers with scoped guns should decide watch more often

Improved Red AI watch code:
- crouch if not crouched
- raise weapon if not raised
- turn to watched location
- possibly go prone, if soldier has LOS to watched location

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8789 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2020-04-20 20:10:30 +00:00
parent 2147de571e
commit 3fe13b9161
3 changed files with 140 additions and 82 deletions
+38 -16
View File
@@ -8342,6 +8342,8 @@ INT8 CalcSuppressionTolerance( SOLDIERTYPE * pSoldier )
return( bTolerance );
}
extern void IncrementWatchedLoc(UINT8 ubID, INT32 sGridNo, INT8 bLevel);
void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
{
///////////////////////////////////////////////////////////////////////////////
@@ -8357,16 +8359,14 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
// The most important result of this function is AP loss.
//INT8 SUPPRESSION_AP_LIMIT = gGameExternalOptions.iMinAPLimitFromSuppression;
INT8 bTolerance;
INT32 sClosestOpponent, sClosestOppLoc;
UINT8 ubPointsLost, ubNewStance;
UINT32 uiLoop;
UINT8 ubLoop2;
// Flag to determine if the target is cowering (if allowed)
BOOLEAN fCower=FALSE;
SOLDIERTYPE * pSoldier;
// External options
INT8 bTolerance;
INT32 sClosestOpponent, sClosestOppLoc;
UINT8 ubPointsLost, ubNewStance;
UINT32 uiLoop;
UINT8 ubLoop2;
BOOLEAN fCower=FALSE;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pAttacker = NULL;
// JA2_OPTIONS.INI
INT8 MAXIMUM_SUPPRESSION_SHOCK = gGameExternalOptions.ubMaxSuppressionShock;
@@ -8380,10 +8380,19 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - modify suppression effectiveness based on weapon caliber (i.e. damage)
INT16 sFinalSuppressionEffectiveness = gGameExternalOptions.sSuppressionEffectiveness;
pSoldier = MercPtrs[ubCausedAttacker];
if ( Item[ pSoldier->inv[pSoldier->ubAttackingHand].usItem ].usItemClass == IC_GUN )
pAttacker = MercPtrs[ubCausedAttacker];
if (pAttacker && pAttacker->inv[pAttacker->ubAttackingHand].exists() && Item[pAttacker->inv[pAttacker->ubAttackingHand].usItem].usItemClass == IC_GUN)
{
UINT8 ubDamage = GetBasicDamage(&pSoldier->inv[pSoldier->ubAttackingHand]);
OBJECTTYPE *pWeapon = &pAttacker->inv[pAttacker->ubAttackingHand];
UINT8 ubDamage = GetBasicDamage(pWeapon);
UINT8 ubAmmoType = (*pWeapon)[0]->data.gun.ubGunAmmoType;
UINT8 ubBullets = AmmoTypes[ubAmmoType].numberOfBullets;
// sevenfm: for shotgun, modify damage for pellets
if (ubBullets > 1)
{
ubDamage = ubDamage * AmmoTypes[ubAmmoType].multipleBulletDamageMultiplier / max(1, AmmoTypes[ubAmmoType].multipleBulletDamageDivisor);
}
// +1% per point above 20 impact
if ( ubDamage > 20 )
@@ -8410,8 +8419,8 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
}
// add a small bonus to effectiveness based on weapon loudness
UINT8 ubGunVolume = Weapon[ pSoldier->inv[pSoldier->ubAttackingHand].usItem ].ubAttackVolume;
ubGunVolume = __max( 1, ( ubGunVolume * GetPercentNoiseVolume( pSoldier->GetUsedWeapon( &pSoldier->inv[pSoldier->ubAttackingHand] ) ) ) / 100 );
UINT8 ubGunVolume = Weapon[pAttacker->inv[pAttacker->ubAttackingHand].usItem].ubAttackVolume;
ubGunVolume = __max(1, (ubGunVolume * GetPercentNoiseVolume(pAttacker->GetUsedWeapon(&pAttacker->inv[pAttacker->ubAttackingHand]))) / 100);
if ( ubGunVolume >= 50 )
{
if ( ubGunVolume < 70 ) // up to 5%
@@ -8423,7 +8432,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
}
}
// remember effectiveness at this point before modyfing it depending on target's team
// remember effectiveness at this point before modifying it depending on target's team
INT16 sFinalShooterDependentEffectiveness = sFinalSuppressionEffectiveness;
////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -8448,6 +8457,19 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: soldier id = %d, life = %d, suppression points = %d",pSoldier->ubID,pSoldier->stats.bLife, pSoldier->ubSuppressionPoints));
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: calc suppression tolerance"));
// sevenfm: set attack spot as watched location
if (pAttacker && pSoldier->bTeam == ENEMY_TEAM && !TileIsOutOfBounds(pAttacker->sGridNo))
{
IncrementWatchedLoc(pSoldier->ubID, pAttacker->sGridNo, pAttacker->pathing.bLevel);
}
// sevenfm: alert enemy team
if (pSoldier->bTeam == ENEMY_TEAM)
{
pSoldier->aiData.bAlertStatus = max(pSoldier->aiData.bAlertStatus, STATUS_RED);
//CheckForChangingOrders(pSoldier);
}
// Calculate the character's tolerance to suppression. Helps reduce the severity of the penalties inflicted
// during this function.
bTolerance = CalcSuppressionTolerance( pSoldier );