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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
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@@ -660,9 +660,9 @@ extern CLOTHES_STRUCT Clothes[CLOTHES_MAX];
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// but they can't attack empty vehicles!!
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// the_bob: also, creatures won't attack crows, because it seems to confuse the AI and cause freezes
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#define CONSIDERED_NEUTRAL( me, them ) (\
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( them->aiData.bNeutral || them->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER|SOLDIER_POW) || (them->flags.uiStatusFlags & SOLDIER_PC && them->stats.bLife < OKLIFE) ) \
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&& ( me->bTeam != CREATURE_TEAM || ( (them->flags.uiStatusFlags & SOLDIER_VEHICLE) || (them->ubBodyType == CROW) ) ) \
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&& !( me->flags.uiStatusFlags & SOLDIER_BOXER && them->flags.uiStatusFlags & SOLDIER_BOXER ) \
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(them->aiData.bNeutral || them->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER|SOLDIER_POW)) \
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&& (me->bTeam != CREATURE_TEAM || (them->flags.uiStatusFlags & SOLDIER_VEHICLE) || (them->ubBodyType == CROW)) \
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&& !(me->flags.uiStatusFlags & SOLDIER_BOXER && them->flags.uiStatusFlags & SOLDIER_BOXER) \
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)
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typedef struct
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