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
+36 -4
View File
@@ -655,6 +655,12 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
iAttackValue /= 4;
}
// sevenfm: dying, cowering or unconscious soldiers have very low priority
if( pOpponent->stats.bLife < OKLIFE || pOpponent->bCollapsed || pOpponent->bBreathCollapsed )
{
iAttackValue /= 4;
}
#ifdef DEBUGATTACKS
DebugAI( String( "CalcBestShot: best AttackValue vs %d = %d\n",uiLoop,iAttackValue ) );
#endif
@@ -670,14 +676,32 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
iPercentBetter = ((ubChanceToReallyHit * 100) / pBestShot->ubChanceToReallyHit) - 100;
//dnl ch62 180813 ignore firing into breathless targets if there are targets in better condition
if((Menptr[pBestShot->ubOpponent].bCollapsed || Menptr[pBestShot->ubOpponent].bBreathCollapsed) && Menptr[pBestShot->ubOpponent].bBreath < OKBREATH && Menptr[pBestShot->ubOpponent].bBreath < pOpponent->bBreath)
// sevenfm: check that best opponent exists
if (pBestShot->ubOpponent != NOBODY &&
(Menptr[pBestShot->ubOpponent].bCollapsed || Menptr[pBestShot->ubOpponent].bBreathCollapsed) &&
Menptr[pBestShot->ubOpponent].bBreath < OKBREATH
&& Menptr[pBestShot->ubOpponent].bBreath < pOpponent->bBreath)
{
iPercentBetter = PERCENT_TO_IGNORE_THREAT;
}
// sevenfm: if best opponent is dying and new opponent is ok, use new opponent
if (pBestShot->ubOpponent != NOBODY &&
Menptr[pBestShot->ubOpponent].stats.bLife < OKLIFE &&
pOpponent->stats.bLife >= OKLIFE)
{
iPercentBetter = PERCENT_TO_IGNORE_THREAT;
}
// if this chance to really hit is more than 50% worse, and the other
// guy is conscious at all
if ((iPercentBetter < -PERCENT_TO_IGNORE_THREAT) && (Menptr[pBestShot->ubOpponent].stats.bLife >= OKLIFE))
if (iPercentBetter < -PERCENT_TO_IGNORE_THREAT &&
pBestShot->ubOpponent != NOBODY &&
Menptr[pBestShot->ubOpponent].stats.bLife >= OKLIFE)
{
// then stick with the older guy as the better target
continue;
}
// if this chance to really hit between 50% worse to 50% better
if (iPercentBetter < PERCENT_TO_IGNORE_THREAT)
@@ -1805,17 +1829,23 @@ void CalcBestStab(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab, BOOLEAN fBladeAt
// if this chance to really hit is more than 50% worse, and the other
// guy is conscious at all
if ((iPercentBetter < -PERCENT_TO_IGNORE_THREAT) && (Menptr[pBestStab->ubOpponent].stats.bLife >= OKLIFE))
if (iPercentBetter < -PERCENT_TO_IGNORE_THREAT &&
pBestStab->ubOpponent != NOBODY &&
Menptr[pBestStab->ubOpponent].stats.bLife >= OKLIFE)
{
// then stick with the older guy as the better target
continue;
}
// if this chance to really hit between 50% worse to 50% better
if (iPercentBetter < PERCENT_TO_IGNORE_THREAT)
{
// then the one with the higher ATTACK VALUE is the better target
if (iAttackValue < pBestStab->iAttackValue)
{
// the previous guy is more important since he's more dangerous
continue; // next opponent
}
}
}
@@ -2004,7 +2034,9 @@ UINT8 NumMercsCloseTo( INT32 sGridNo, UINT8 ubMaxDist )
{
pSoldier = MercSlots[ uiLoop ];
if ( pSoldier && pSoldier->bTeam == gbPlayerNum && pSoldier->stats.bLife >= OKLIFE )
// sevenfm: count all teams except creatures
if (pSoldier && pSoldier->bTeam != CREATURE_TEAM && pSoldier->stats.bLife >= OKLIFE)
//if ( pSoldier && pSoldier->bTeam == gbPlayerNum && pSoldier->stats.bLife >= OKLIFE )
{
if (PythSpacesAway( sGridNo, pSoldier->sGridNo ) <= ubMaxDist)
{