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
+91 -47
View File
@@ -950,7 +950,7 @@ INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier)
continue;
}
if (!CheckNPCDestination(pSoldier, usDest, TRUE, TRUE))
if (!CheckNPCDestination(pSoldier, usDest))
{
continue;
}
@@ -1115,7 +1115,7 @@ INT32 RandDestWithinRange(SOLDIERTYPE *pSoldier)
continue;
}
if (!CheckNPCDestination(pSoldier, sRandDest, TRUE, TRUE))
if (!CheckNPCDestination(pSoldier, sRandDest))
{
sRandDest = NOWHERE;
continue;
@@ -1136,7 +1136,7 @@ INT32 RandDestWithinRange(SOLDIERTYPE *pSoldier)
return(sRandDest); // defaults to NOWHERE
}
INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK, BOOLEAN * pfChangeLevel )
INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, BOOLEAN * pfChangeLevel )
{
INT32 *psLastLoc, *pusNoiseGridNo;
INT8 *pbLastLevel;
@@ -1153,7 +1153,8 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
INT8 *pbNoiseLevel;
INT8 *pbPersOL,*pbPublOL;
INT32 sClimbGridNo;
SOLDIERTYPE * pOpp;
SOLDIERTYPE *pOpponent;
SOLDIERTYPE *pClosestOpponent = NULL;
INT32 sDistToEnemy, sDistToClosestEnemy = 10000;
// sevenfm: safety check
@@ -1174,30 +1175,30 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
// look through this man's personal & public opplists for opponents known
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
{
pOpp = MercSlots[ uiLoop ];
pOpponent = MercSlots[ uiLoop ];
// if this merc is inactive, at base, on assignment, or dead
if (!pOpp)
if (!pOpponent)
{
continue; // next merc
}
// if this merc is neutral/on same side, he's not an opponent
if ( CONSIDERED_NEUTRAL( pSoldier, pOpp ) || (pSoldier->bSide == pOpp->bSide) )
if ( CONSIDERED_NEUTRAL( pSoldier, pOpponent ) || (pSoldier->bSide == pOpponent->bSide) )
{
continue; // next merc
}
// silversurfer: ignore empty vehicles
if ( pOpp->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle( pOpp->bVehicleID ) == 0 )
if ( pOpponent->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle( pOpponent->bVehicleID ) == 0 )
{
continue;
}
pbPersOL = pSoldier->aiData.bOppList + pOpp->ubID;
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpp->ubID;
psLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpp->ubID;
pbLastLevel = gbLastKnownOppLevel[pSoldier->ubID] + pOpp->ubID;
pbPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpponent->ubID;
psLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpponent->ubID;
pbLastLevel = gbLastKnownOppLevel[pSoldier->ubID] + pOpponent->ubID;
// if this opponent is unknown personally and publicly
if ((*pbPersOL == NOT_HEARD_OR_SEEN) && (*pbPublOL == NOT_HEARD_OR_SEEN))
@@ -1207,7 +1208,7 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
// this is possible if get here from BLACK AI in one of those rare
// instances when we couldn't get a meaningful shot off at a guy in sight
if ((*pbPersOL == SEEN_CURRENTLY) && (pOpp->stats.bLife >= OKLIFE))
if ((*pbPersOL == SEEN_CURRENTLY) && (pOpponent->stats.bLife >= OKLIFE))
{
// don't allow this to return any valid values, this guy remains a
// serious threat and the last thing we want to do is approach him!
@@ -1225,8 +1226,8 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
else
{
// using public knowledge, obtain opponent's "best guess" gridno
sGridNo = gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpp->ubID];
bLevel = gbPublicLastKnownOppLevel[pSoldier->bTeam][pOpp->ubID];
sGridNo = gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpponent->ubID];
bLevel = gbPublicLastKnownOppLevel[pSoldier->bTeam][pOpponent->ubID];
}
// if we are standing at that gridno (!, obviously our info is old...)
@@ -1241,6 +1242,12 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
continue;
}
// sevenfm: when in deep water, skip opponents in deep water
if (DeepWater(pSoldier->sGridNo, pSoldier->pathing.bLevel) && DeepWater(sGridNo, bLevel))
{
continue;
}
// sevenfm: if we found reachable enemy, check other enemies only if they are closer
sDistToEnemy = PythSpacesAway( pSoldier->sGridNo, sGridNo );
if (sDistToEnemy < sDistToClosestEnemy || TileIsOutOfBounds(sClosestDisturbance) )
@@ -1248,7 +1255,10 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
iPathCost = EstimatePathCostToLocation( pSoldier, sGridNo, bLevel, FALSE, &fClimbingNecessary, &sClimbGridNo );
// if we can get there and it's first reachable enemy or closer than other known enemies
if (iPathCost != 0 && (TileIsOutOfBounds(sClosestDisturbance) || iPathCost < iShortestPath))
if (iPathCost != 0 &&
(TileIsOutOfBounds(sClosestDisturbance) ||
iPathCost < iShortestPath ||
pClosestOpponent && !pClosestOpponent->IsZombie() && pClosestOpponent->stats.bLife < OKLIFE && pOpponent->stats.bLife >= OKLIFE))
{
if (fClimbingNecessary)
{
@@ -1259,6 +1269,7 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
sClosestDisturbance = sGridNo;
}
pClosestOpponent = pOpponent;
sDistToClosestEnemy = sDistToEnemy;
iShortestPath = iPathCost;
fClosestClimbingNecessary = fClimbingNecessary;
@@ -1278,11 +1289,11 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
{
for(uiLoop=0; uiLoop<guiNumMercSlots; uiLoop++)//dnl ch58 160813
{
pOpp = MercSlots[uiLoop];
if(pOpp && pSoldier->bSide == pOpp->bSide && pSoldier->ubID != pOpp->ubID&& pSoldier->aiData.sNoiseGridno == pOpp->aiData.sNoiseGridno)
pOpponent = MercSlots[uiLoop];
if(pOpponent && pSoldier->bSide == pOpponent->bSide && pSoldier->ubID != pOpponent->ubID&& pSoldier->aiData.sNoiseGridno == pOpponent->aiData.sNoiseGridno)
{
pOpp->aiData.sNoiseGridno = NOWHERE;// Erase for all from the same team as it not useful anymore, this will avoid others to check already tested location
pOpp->aiData.ubNoiseVolume = 0;
pOpponent->aiData.sNoiseGridno = NOWHERE;// Erase for all from the same team as it not useful anymore, this will avoid others to check already tested location
pOpponent->aiData.ubNoiseVolume = 0;
}
}
pSoldier->aiData.sNoiseGridno = NOWHERE; // wipe it out, not useful anymore
@@ -1379,11 +1390,11 @@ INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLev
INT32 iRange, iClosestRange = 1500;
INT8 *pbPersOL,*pbPublOL;
INT8 bLevel, bClosestLevel;
SOLDIERTYPE * pOpp;
SOLDIERTYPE *pOpponent;
SOLDIERTYPE *pClosestOpponent = NULL;
bClosestLevel = -1;
// NOTE: THIS FUNCTION ALLOWS RETURN OF UNCONSCIOUS AND UNREACHABLE OPPONENTS
psLastLoc = &(gsLastKnownOppLoc[pSoldier->ubID][0]);
@@ -1394,33 +1405,33 @@ INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLev
// look through this man's personal & public opplists for opponents known
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
{
pOpp = MercSlots[ uiLoop ];
pOpponent = MercSlots[ uiLoop ];
// if this merc is inactive, at base, on assignment, or dead
if (!pOpp)
if (!pOpponent)
{
continue; // next merc
}
// if this merc is neutral/on same side, he's not an opponent
if ( CONSIDERED_NEUTRAL( pSoldier, pOpp ) || (pSoldier->bSide == pOpp->bSide))
if ( CONSIDERED_NEUTRAL( pSoldier, pOpponent ) || (pSoldier->bSide == pOpponent->bSide))
{
continue; // next merc
}
// silversurfer: ignore empty vehicles
if ( pOpp->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle( pOpp->bVehicleID ) == 0 )
if ( pOpponent->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle( pOpponent->bVehicleID ) == 0 )
continue;
// Special stuff for Carmen the bounty hunter
if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != SLAY)
if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != SLAY)
{
continue; // next opponent
}
pbPersOL = pSoldier->aiData.bOppList + pOpp->ubID;
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpp->ubID;
psLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpp->ubID;
pbPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpponent->ubID;
psLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpponent->ubID;
// if this opponent is unknown personally and publicly
if ((*pbPersOL == NOT_HEARD_OR_SEEN) && (*pbPublOL == NOT_HEARD_OR_SEEN))
@@ -1433,14 +1444,14 @@ INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLev
(*pbPersOL == *pbPublOL))
{
// using personal knowledge, obtain opponent's "best guess" gridno
sGridNo = gsLastKnownOppLoc[pSoldier->ubID][pOpp->ubID];
bLevel = gbLastKnownOppLevel[pSoldier->ubID][pOpp->ubID];
sGridNo = gsLastKnownOppLoc[pSoldier->ubID][pOpponent->ubID];
bLevel = gbLastKnownOppLevel[pSoldier->ubID][pOpponent->ubID];
}
else
{
// using public knowledge, obtain opponent's "best guess" gridno
sGridNo = gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpp->ubID];
bLevel = gbPublicLastKnownOppLevel[pSoldier->bTeam][pOpp->ubID];
sGridNo = gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpponent->ubID];
bLevel = gbPublicLastKnownOppLevel[pSoldier->bTeam][pOpponent->ubID];
}
// if we are standing at that gridno(!, obviously our info is old...)
@@ -1461,11 +1472,14 @@ INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLev
//sRange = PythSpacesAway( pSoldier->sGridNo, sGridNo);
iRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo );
if (iRange < iClosestRange)
if (sClosestOpponent == NOWHERE ||
iRange < iClosestRange ||
pClosestOpponent && !pClosestOpponent->IsZombie() && pClosestOpponent->stats.bLife < OKLIFE && pOpponent->stats.bLife >= OKLIFE)
{
iClosestRange = iRange;
sClosestOpponent = sGridNo;
bClosestLevel = bLevel;
pClosestOpponent = pOpponent;
}
}
@@ -4347,6 +4361,12 @@ UINT8 RedSmokeDanger(INT32 sGridNo, INT8 bLevel)
return 0;
}
// deep water should be safe
if (DeepWater(sGridNo, bLevel))
{
return 0;
}
// no danger when in dense terrain
if (bLevel == 0 && TerrainDensity(sGridNo, bLevel, 2, FALSE) >= 20)
{
@@ -4702,7 +4722,7 @@ BOOLEAN SoldierAI(SOLDIERTYPE *pSoldier)
return TRUE;
}
UINT8 SpotDangerLevel(SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fCheckWater, BOOLEAN fCheckLight)
UINT8 SpotDangerLevel(SOLDIERTYPE *pSoldier, INT32 sGridNo)
{
if (!pSoldier)
return 0;
@@ -4710,24 +4730,32 @@ UINT8 SpotDangerLevel(SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fCheckWater,
if (TileIsOutOfBounds(sGridNo))
return 0;
BOOLEAN fCautious = FALSE;
BOOLEAN fAlerted = FALSE;
BOOLEAN fGreen = FALSE;
BOOLEAN fProfile = FALSE;
BOOLEAN fNeutral = FALSE;
UINT8 ubLevel = 0;
if ((pSoldier->aiData.bAlertStatus >= STATUS_RED || pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE))
fCautious = TRUE;
if (pSoldier->aiData.bAlertStatus < STATUS_YELLOW)
fGreen = TRUE;
if (!gGameExternalOptions.fAITacticalRetreat && NorthSpot(sGridNo, pSoldier->pathing.bLevel) ||
pSoldier->ubProfile == NO_PROFILE && fGreen && CheckDoorNearGridno(sGridNo))
if (pSoldier->ubProfile != NO_PROFILE)
fProfile = TRUE;
if (pSoldier->aiData.bNeutral)
fNeutral = TRUE;
if ((pSoldier->aiData.bAlertStatus >= STATUS_RED || pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE))
fAlerted = TRUE;
if (!fProfile && !fNeutral && !gGameExternalOptions.fAITacticalRetreat && NorthSpot(sGridNo, pSoldier->pathing.bLevel) ||
!fProfile && fGreen && CheckDoorNearGridno(sGridNo))
ubLevel = 1;
if (fCautious && (fCheckLight && InLightAtNight(sGridNo, pSoldier->pathing.bLevel) || FindNearbyExplosiveStructure(sGridNo, pSoldier->pathing.bLevel)))
if (fAlerted && !fNeutral && (InLightAtNight(sGridNo, pSoldier->pathing.bLevel) || FindNearbyExplosiveStructure(sGridNo, pSoldier->pathing.bLevel)))
ubLevel = 2;
if (fCheckWater && DeepWater(sGridNo, pSoldier->pathing.bLevel) ||
if (DeepWater(sGridNo, pSoldier->pathing.bLevel) ||
RedSmokeDanger(sGridNo, pSoldier->pathing.bLevel))
ubLevel = 3;
@@ -4738,7 +4766,7 @@ UINT8 SpotDangerLevel(SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fCheckWater,
return ubLevel;
}
BOOLEAN CheckNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fCheckWater, BOOLEAN fCheckLight)
BOOLEAN CheckNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo)
{
if (!pSoldier)
return FALSE;
@@ -4747,9 +4775,9 @@ BOOLEAN CheckNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fCheck
return FALSE;
// find current danger level
UINT8 ubLevel = SpotDangerLevel(pSoldier, pSoldier->sGridNo, fCheckWater, fCheckLight);
UINT8 ubLevel = SpotDangerLevel(pSoldier, pSoldier->sGridNo);
// find danger level at target spot
UINT8 ubTargetLevel = SpotDangerLevel(pSoldier, sGridNo, fCheckWater, fCheckLight);
UINT8 ubTargetLevel = SpotDangerLevel(pSoldier, sGridNo);
// avoid moving into dangerous spot
if (ubTargetLevel > 0 && ubTargetLevel >= ubLevel)
@@ -4757,3 +4785,19 @@ BOOLEAN CheckNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fCheck
return TRUE;
}
BOOLEAN AllowDeepWaterFlanking(SOLDIERTYPE *pSoldier)
{
if (SoldierAI(pSoldier) &&
pSoldier->bTeam == ENEMY_TEAM &&
pSoldier->aiData.bOrders == SEEKENEMY &&
(pSoldier->aiData.bAttitude == CUNNINGSOLO || gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT(pSoldier, ATHLETICS_NT)) &&
pSoldier->aiData.bAlertStatus >= STATUS_RED &&
!pSoldier->aiData.bUnderFire &&
!GuySawEnemy(pSoldier))
{
return TRUE;
}
return FALSE;
}