mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
AI pathing: avoid deep water if not in deep water already and not SEEKENEMY (allow max 2 tiles of deep water for other soldiers).
CONSIDERED_NEUTRAL: removed dying check as it may cause problems with AI. Improved code to avoid moving into gas/deep water/light/artillery danger zone. ClosestReachableDisturbance: - skip dying opponent if found not dying - when in deep water, skip opponents in deep water ClosestKnownOpponent: skip dying opponent if found not dying. RedSmokeDanger: consider deep water as safe from artillery strike. Allow deep water flanking for soldiers of ENEMY_TEAM with SEEKENEMY orders and CUNNINGSOLO attitude or athletics trait. CalcBestShot: - dying, cowering or unconscious soldiers have very low priority - added safety checks - if best opponent is dying and new opponent is ok, use new opponent DecideAction: improved deep water checks. Red, Black AI: when SEEKENEMY soldier is in deep water, move to closest opponent on the ground. FindNearestUngassedLand: - increased max search distance to 35 - added speed optimization - removed max AP budget FindNearbyDarkerSpot: - increased max search range to 25 - added speed optimization - removed max AP budget FindFlankingSpot: added condition to allow deep water flanking git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8758 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+12
-1
@@ -3147,6 +3147,17 @@ if(!GridNoOnVisibleWorldTile(iDestination))
|
||||
goto NEXTDIR;
|
||||
}
|
||||
|
||||
// sevenfm: skip deep water if not in deep water already
|
||||
if (!(s->flags.uiStatusFlags & SOLDIER_PC) &&
|
||||
s->ubProfile == NO_PROFILE &&
|
||||
s->aiData.bOrders != SEEKENEMY &&
|
||||
DeepWater(newLoc, bLevel) &&
|
||||
!DeepWater(s->sGridNo, bLevel) &&
|
||||
!FindNotDeepWaterNearby(newLoc, bLevel))
|
||||
{
|
||||
goto NEXTDIR;
|
||||
}
|
||||
|
||||
// sevenfm: skip gas if not in gas already
|
||||
if (!(s->flags.uiStatusFlags & SOLDIER_PC) &&
|
||||
InGasSpot(s, newLoc, bLevel) &&
|
||||
@@ -3155,7 +3166,7 @@ if(!GridNoOnVisibleWorldTile(iDestination))
|
||||
goto NEXTDIR;
|
||||
}
|
||||
|
||||
// WANNE: Know mines (for enemy or player) do not explode - BEGIN
|
||||
// WANNE: Known mines (for enemy or player) do not explode - BEGIN
|
||||
if ( gpWorldLevelData[newLoc].uiFlags & (MAPELEMENT_ENEMY_MINE_PRESENT | MAPELEMENT_PLAYER_MINE_PRESENT) )
|
||||
{
|
||||
if (s->bSide == 0)
|
||||
|
||||
Reference in New Issue
Block a user