-removed lighted spots from valid locations to move to for flanking, finding cover and running away

-moved the running out of lighted areas code to after the main Red AI - this will prevent enemies from running into and back out of lighted areas; however, it might also mean that they end up running straight through the light sometimes
-enabled AI to fire at opponents seen by other AIs on Expert & Insane

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@262 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-06-19 15:50:59 +00:00
parent 1383b4ad23
commit 43eac493ae
3 changed files with 34 additions and 35 deletions
+1 -1
View File
@@ -2423,7 +2423,7 @@ void CheckIfShotPossible(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN s
{ {
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("CheckIfShotPossible: CalcBestShot")); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("CheckIfShotPossible: CalcBestShot"));
// then look around for a worthy target (which sets bestThrow.ubPossible) // then look around for a worthy target (which sets bestThrow.ubPossible)
CalcBestShot( pSoldier, pBestShot,!suppressionFire); CalcBestShot( pSoldier, pBestShot,TRUE);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("CheckIfShotPossible: CalcBestShot done")); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("CheckIfShotPossible: CalcBestShot done"));
} }
} }
+18 -13
View File
@@ -2036,18 +2036,6 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
} }
} }
////////////////////////////////////////////////////////////////////////////
// WHEN IN THE LIGHT, GET OUT OF THERE!
////////////////////////////////////////////////////////////////////////////
if ( ubCanMove && InLightAtNight( pSoldier->sGridNo, pSoldier->bLevel ) && pSoldier->bOrders != STATIONARY )
{
pSoldier->usActionData = FindNearbyDarkerSpot( pSoldier );
if ( pSoldier->usActionData != NOWHERE )
{
// move as if leaving water or gas
return( AI_ACTION_LEAVE_WATER_GAS );
}
}
if ( fCivilian && !( pSoldier->ubBodyType == COW || pSoldier->ubBodyType == CRIPPLECIV ) ) if ( fCivilian && !( pSoldier->ubBodyType == COW || pSoldier->ubBodyType == CRIPPLECIV ) )
{ {
@@ -2351,6 +2339,19 @@ if ( !fCivilian && pSoldier->bTeam != MILITIA_TEAM && gGameOptions.fAirStrikes &
} }
*/ */
////////////////////////////////////////////////////////////////////////////
// WHEN IN THE LIGHT, GET OUT OF THERE!
////////////////////////////////////////////////////////////////////////////
if ( ubCanMove && InLightAtNight( pSoldier->sGridNo, pSoldier->bLevel ) && pSoldier->bOrders != STATIONARY )
{
pSoldier->usActionData = FindNearbyDarkerSpot( pSoldier );
if ( pSoldier->usActionData != NOWHERE )
{
// move as if leaving water or gas
return( AI_ACTION_LEAVE_WATER_GAS );
}
}
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: crouch and rest if running out of breath"); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: crouch and rest if running out of breath");
//////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////
// CROUCH & REST IF RUNNING OUT OF BREATH // CROUCH & REST IF RUNNING OUT OF BREATH
@@ -3747,7 +3748,11 @@ bCanAttack = FALSE;
if (pSoldier->bActionPoints >= ubMinAPCost) if (pSoldier->bActionPoints >= ubMinAPCost)
{ {
// look around for a worthy target (which sets BestShot.ubPossible) // look around for a worthy target (which sets BestShot.ubPossible)
CalcBestShot(pSoldier,&BestShot,FALSE); BOOLEAN shootUnseen = FALSE;
if (gGameOptions.ubDifficultyLevel > DIF_LEVEL_MEDIUM )
shootUnseen = TRUE;
CalcBestShot(pSoldier,&BestShot,shootUnseen);
if (pSoldier->bTeam == gbPlayerNum && pSoldier->bRTPCombat == RTP_COMBAT_CONSERVE) if (pSoldier->bTeam == gbPlayerNum && pSoldier->bRTPCombat == RTP_COMBAT_CONSERVE)
{ {
+15 -21
View File
@@ -914,14 +914,16 @@ INT16 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
continue; continue;
} }
if ( !fHasGasMask ) if ( InGas( pSoldier, sGridNo ) )
{ {
if ( InGas( pSoldier, sGridNo ) ) continue;
{
continue;
}
} }
//Madd: skip cover in light
if ( InLightAtNight( sGridNo, pSoldier->bLevel ) )
continue;
// ignore blacklisted spot // ignore blacklisted spot
if ( sGridNo == pSoldier->sBlackList ) if ( sGridNo == pSoldier->sBlackList )
{ {
@@ -1322,14 +1324,6 @@ INT16 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier)
continue; continue;
} }
if ( !fHasGasMask )
{
if ( InGas( pSoldier, sGridNo ) )
{
continue;
}
}
if ( pSoldier->bTeam == CIV_TEAM ) if ( pSoldier->bTeam == CIV_TEAM )
{ {
iRoamRange = RoamingRange( pSoldier, &sOrigin ); iRoamRange = RoamingRange( pSoldier, &sOrigin );
@@ -1345,6 +1339,10 @@ INT16 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier)
continue; continue;
} }
//Madd: skip lighted spots
if ( InLightAtNight( sGridNo, pSoldier->bLevel ) )
continue;
// OK, this place shows potential. How useful is it as cover? // OK, this place shows potential. How useful is it as cover?
//NumMessage("Promising seems gridno #",gridno); //NumMessage("Promising seems gridno #",gridno);
@@ -2535,20 +2533,16 @@ INT16 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT16 sPos, INT8 bAction )
continue; continue;
} }
if ( !fHasGasMask )
{
if ( InGas( pSoldier, sGridNo ) )
{
continue;
}
}
// exclude locations with tear/mustard gas (at this point, smoke is cool!) // exclude locations with tear/mustard gas (at this point, smoke is cool!)
if ( InGas( pSoldier, sGridNo ) ) if ( InGas( pSoldier, sGridNo ) )
{ {
continue; continue;
} }
//Madd: skip lighted spots
if ( InLightAtNight( sGridNo, pSoldier->bLevel ) )
continue;
// allow an extra direction for flanking // allow an extra direction for flanking
if ( bAction == AI_ACTION_FLANK_LEFT ) if ( bAction == AI_ACTION_FLANK_LEFT )
{ {