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:
Sevenfm
2020-02-17 19:20:28 +00:00
parent 019eccb5b9
commit 4fb6369368
12 changed files with 285 additions and 131 deletions
+12 -1
View File
@@ -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)