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
+89 -66
View File
@@ -46,6 +46,7 @@
extern BOOLEAN gfHiddenInterrupt;
extern BOOLEAN gfUseAlternateQueenPosition;
extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady, BOOLEAN fHipStance );
extern void IncrementWatchedLoc(UINT8 ubID, INT32 sGridNo, INT8 bLevel);
void LogDecideInfo(SOLDIERTYPE *pSoldier);
void LogKnowledgeInfo(SOLDIERTYPE *pSoldier);
@@ -699,9 +700,6 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
STR16 tempstr;
#endif
if ( ARMED_VEHICLE( pSoldier ) )
return ArmedVehicleDecideActionGreen( pSoldier );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen, orders = %d",pSoldier->aiData.bOrders));
BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP || pSoldier->aiData.bNeutral || (pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) );
@@ -3325,8 +3323,10 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
}
}
//if ( !TANK( pSoldier ) )
if ( (gGameExternalOptions.fEnemyTanksCanMoveInTactical || !ARMED_VEHICLE( pSoldier )) && !(pSoldier->flags.uiStatusFlags & (SOLDIER_DRIVER | SOLDIER_PASSENGER)) )
// sevenfm: no Main Red AI for civilians
if ( (gGameExternalOptions.fEnemyTanksCanMoveInTactical || !ARMED_VEHICLE( pSoldier )) &&
!(pSoldier->flags.uiStatusFlags & (SOLDIER_DRIVER | SOLDIER_PASSENGER)) &&
!fCivilian)
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: main red ai");
@@ -3478,37 +3478,56 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
pSoldier->numFlanks++;
}
}
/*if ( pSoldier->numFlanks == MAX_FLANKS_RED )
{
pSoldier->numFlanks += 1;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: stop flanking");
if (PythSpacesAway ( pSoldier->sGridNo, sFlankGridNo ) > MIN_FLANK_DIST_RED * 2 )
{
pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier,sFlankGridNo,GetAPsProne( pSoldier, TRUE),AI_ACTION_SEEK_OPPONENT,0);
if ( LocationToLocationLineOfSightTest( pSoldier->aiData.usActionData, pSoldier->pathing.bLevel, sFlankGridNo, pSoldier->pathing.bLevel, TRUE) )
DebugAI(AI_MSG_TOPIC, pSoldier, String("[Set watched location]"));
if (pSoldier->CheckInitialAP() &&
pSoldier->bActionPoints >= APBPConstants[AP_MINIMUM] &&
gfTurnBasedAI &&
pSoldier->pathing.bLevel == 0 &&
!pSoldier->aiData.bUnderFire &&
!InLightAtNight(pSoldier->sGridNo, pSoldier->pathing.bLevel) &&
SightCoverAtSpot(pSoldier, pSoldier->sGridNo, TRUE) &&
!GuySawEnemy(pSoldier) &&
!TileIsOutOfBounds(sClosestDisturbance) &&
//!fSeekClimb &&
PythSpacesAway(pSoldier->sGridNo, sClosestDisturbance) < DAY_VISION_RANGE &&
(pSoldier->aiData.bOrders == STATIONARY || pSoldier->aiData.bOrders == SNIPER || RangeChangeDesire(pSoldier) < 4) &&
!SoldierToVirtualSoldierLineOfSightTest(pSoldier, sClosestDisturbance, pSoldier->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS) &&
CountFriendsBlack(pSoldier, sClosestDisturbance) == 0)
{
gubNPCAPBudget = 0;
gubNPCDistLimit = 0;
// check path to closest disturbance and find the point where enemy will appear in sight
if (FindBestPath(pSoldier, sClosestDisturbance, pSoldier->pathing.bLevel, RUNNING, COPYROUTE, PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE))
{
INT16 sLoop;
INT32 sLastSeenSpot = NOWHERE;
DebugAI(AI_MSG_INFO, pSoldier, String("found path to %d, path size %d ", sClosestDisturbance, pSoldier->pathing.usPathDataSize));
DebugAI(AI_MSG_INFO, pSoldier, String("check path for seen spots"));
sCheckGridNo = pSoldier->sGridNo;
for (sLoop = pSoldier->pathing.usPathIndex; sLoop < pSoldier->pathing.usPathDataSize; sLoop++)
{
// reserve APs for a possible crouch plus a shot
pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, sFlankGridNo, (INT8) (MinAPsToAttack( pSoldier, sFlankGridNo, ADDTURNCOST,0) + GetAPsCrouch( pSoldier, TRUE)), AI_ACTION_SEEK_OPPONENT, FLAG_CAUTIOUS );
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
sCheckGridNo = NewGridNo(sCheckGridNo, DirectionInc((UINT8)(pSoldier->pathing.usPathingData[sLoop])));
if (SoldierToVirtualSoldierLineOfSightTest(pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS))
{
pSoldier->aiData.fAIFlags |= AI_CAUTIOUS;
pSoldier->aiData.bNextAction = AI_ACTION_END_TURN;
return(AI_ACTION_SEEK_OPPONENT);
sLastSeenSpot = sCheckGridNo;
}
}
else
// if found last seen spot
if (!TileIsOutOfBounds(sLastSeenSpot))
{
return(AI_ACTION_SEEK_OPPONENT);
DebugAI(AI_MSG_INFO, pSoldier, String("last seen spot %d level %d", sLastSeenSpot, pSoldier->pathing.bLevel));
IncrementWatchedLoc(pSoldier->ubID, sLastSeenSpot, pSoldier->pathing.bLevel);
}
}
else
{
pSoldier->aiData.usActionData = FindBestNearbyCover(pSoldier,pSoldier->aiData.bAIMorale,&iDummy);
return AI_ACTION_TAKE_COVER ;
}
}*/
gubNPCAPBudget = 0;
}
// if we can move at least 1 square's worth
// and have more APs than we want to reserve
@@ -3572,18 +3591,19 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
case ATTACKSLAYONLY:bSeekPts += +1; bHelpPts += 0; bHidePts += -1; bWatchPts += 0; break;
}
//Madd: make militia less likely to go running headlong into trouble
if ( pSoldier->bTeam == MILITIA_TEAM )
// sevenfm: snipers and soldiers with scoped guns should decide watch more often
if (AIGunScoped(pSoldier) || AICheckIsSniper(pSoldier))
{
bSeekPts += -1; bHelpPts += 0; bHidePts += +1; bWatchPts += +0;
bWatchPts++;
}
// sevenfm: disable watching if soldier is under fire or in dangerous place
// don't watch if some friends can see my closest opponent
if( fDangerousSpot ||
if (fDangerousSpot ||
InLightAtNight(pSoldier->sGridNo, pSoldier->pathing.bLevel) ||
CountFriendsBlack(pSoldier) > 0 )
{
// prefer hiding when in dangerous place
bWatchPts -= 10;
}
@@ -3834,61 +3854,64 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
// if WATCHING is possible and at least as desirable as anything else
if ((bWatchPts > -90) && (bWatchPts >= bSeekPts) && (bWatchPts >= bHelpPts) && (bWatchPts >= bHidePts ))
{
DebugAI(AI_MSG_INFO, pSoldier, String("[watch]"));
// take a look at our highest watch point... if it's still visible, turn to face it and then wait
bHighestWatchLoc = GetHighestVisibleWatchedLoc( pSoldier->ubID );
//sDistVisible = DistanceVisible( pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, gsWatchedLoc[ pSoldier->ubID ][ bHighestWatchLoc ] );
if ( bHighestWatchLoc != -1 )
{
// see if we need turn to face that location
ubOpponentDir = atan8( CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX( gsWatchedLoc[ pSoldier->ubID ][ bHighestWatchLoc ] ),CenterY( gsWatchedLoc[ pSoldier->ubID ][ bHighestWatchLoc ] ) );
// if soldier is not already facing in that direction,
// and the opponent is close enough that he could possibly be seen
if( pSoldier->ubDirection != ubOpponentDir &&
pSoldier->InternalIsValidStance( ubOpponentDir, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) &&
pSoldier->bActionPoints >= GetAPsToLook(pSoldier) )
{
// turn
pSoldier->aiData.usActionData = ubOpponentDir;
return(AI_ACTION_CHANGE_FACING);
}
ubOpponentDir = AIDirection(pSoldier->sGridNo, gsWatchedLoc[pSoldier->ubID][bHighestWatchLoc]);
DebugAI(AI_MSG_INFO, pSoldier, String("Highest watch location: [%d] %d %d watch dir: %d", bHighestWatchLoc, gsWatchedLoc[pSoldier->ubID][bHighestWatchLoc], gbWatchedLocLevel[pSoldier->ubID][bHighestWatchLoc], ubOpponentDir));
// consider at least crouching
if( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND &&
IsValidStance( pSoldier, ANIM_CROUCH ) &&
pSoldier->bActionPoints >= GetAPsCrouch(pSoldier, TRUE) )
if (gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_STAND &&
IsValidStance(pSoldier, ANIM_CROUCH) &&
pSoldier->bActionPoints >= GetAPsCrouch(pSoldier, TRUE))
{
pSoldier->aiData.usActionData = ANIM_CROUCH;
return(AI_ACTION_CHANGE_STANCE);
}
// possibly go prone, check that we'll have line of sight to standing enemy at watched location
if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_CROUCH &&
IsValidStance( pSoldier, ANIM_PRONE ) &&
pSoldier->bActionPoints >= GetAPsProne(pSoldier, TRUE) &&
!InARoom(pSoldier->sGridNo, NULL) &&
LocationToLocationLineOfSightTest(pSoldier->sGridNo, pSoldier->pathing.bLevel, gsWatchedLoc[pSoldier->ubID][bHighestWatchLoc], gbWatchedLocLevel[pSoldier->ubID][bHighestWatchLoc], TRUE, CALC_FROM_ALL_DIRS, PRONE_LOS_POS, STANDING_LOS_POS))
{
pSoldier->aiData.usActionData = ANIM_PRONE;
DebugAI(AI_MSG_INFO, pSoldier, String("crouch to watch"));
return(AI_ACTION_CHANGE_STANCE);
}
// raise weapon if not raised
if (!WeaponReady(pSoldier) &&
PickSoldierReadyAnimation(pSoldier, FALSE, FALSE) != INVALID_ANIMATION &&
(pSoldier->bBreath > 15 || GetBPCostPer10APsForGunHolding(pSoldier, TRUE) < 50) &&
if (PickSoldierReadyAnimation(pSoldier, FALSE, FALSE) != INVALID_ANIMATION &&
!WeaponReady(pSoldier) &&
(pSoldier->bBreath > OKBREATH * 2 || GetBPCostPer10APsForGunHolding(pSoldier, TRUE) < 50) &&
pSoldier->bActionPoints >= GetAPsToReadyWeapon(pSoldier, PickSoldierReadyAnimation(pSoldier, FALSE, FALSE)))
{
DebugAI(AI_MSG_INFO, pSoldier, String("raise weapon"));
return AI_ACTION_RAISE_GUN;
}
//return(AI_ACTION_END_TURN);
// if soldier is not already facing in that direction
if (pSoldier->ubDirection != ubOpponentDir &&
pSoldier->InternalIsValidStance(ubOpponentDir, gAnimControl[pSoldier->usAnimState].ubEndHeight) &&
pSoldier->bActionPoints >= GetAPsToLook(pSoldier))
{
// turn
pSoldier->aiData.usActionData = ubOpponentDir;
DebugAI(AI_MSG_INFO, pSoldier, String("turn to watched location"));
return(AI_ACTION_CHANGE_FACING);
}
// possibly go prone, check that we'll have line of sight to standing enemy at watched location
if (gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_CROUCH &&
IsValidStance(pSoldier, ANIM_PRONE) &&
pSoldier->bActionPoints >= GetAPsProne(pSoldier, TRUE) &&
(!InARoom(pSoldier->sGridNo, NULL) || pSoldier->pathing.bLevel > 0 || pSoldier->aiData.bUnderFire) &&
gfTurnBasedAI &&
LocationToLocationLineOfSightTest(pSoldier->sGridNo, pSoldier->pathing.bLevel, gsWatchedLoc[pSoldier->ubID][bHighestWatchLoc], gbWatchedLocLevel[pSoldier->ubID][bHighestWatchLoc], TRUE, pSoldier->GetMaxDistanceVisible(gsWatchedLoc[pSoldier->ubID][bHighestWatchLoc], gbWatchedLocLevel[pSoldier->ubID][bHighestWatchLoc], CALC_FROM_ALL_DIRS), PRONE_LOS_POS, STANDING_LOS_POS))
{
pSoldier->aiData.usActionData = ANIM_PRONE;
pSoldier->aiData.bNextAction = AI_ACTION_END_TURN;
DebugAI(AI_MSG_INFO, pSoldier, String("go prone, end turn"));
return(AI_ACTION_CHANGE_STANCE);
}
DebugAI(AI_MSG_INFO, pSoldier, String("watch at %d level %d", gsWatchedLoc[pSoldier->ubID][bHighestWatchLoc], gbWatchedLocLevel[pSoldier->ubID][bHighestWatchLoc]));
return(AI_ACTION_NONE);
//return(AI_ACTION_END_TURN);
}
bWatchPts = -99;