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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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@@ -780,7 +780,7 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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}
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// get the location of the closest reachable opponent
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sClosestDisturbance = ClosestReachableDisturbance(pSoldier,ubUnconsciousOK, &fChangeLevel);
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sClosestDisturbance = ClosestReachableDisturbance(pSoldier, &fChangeLevel);
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// if there is an opponent reachable
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if (!TileIsOutOfBounds(sClosestDisturbance))
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{
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@@ -1160,7 +1160,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
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if (pSoldier->aiData.bAttitude != AGGRESSIVE)
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{
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// get the location of the closest CONSCIOUS reachable opponent
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sClosestDisturbance = ClosestReachableDisturbance(pSoldier,FALSE,&fChangeLevel);
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sClosestDisturbance = ClosestReachableDisturbance(pSoldier, &fChangeLevel);
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// if we found one
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if (!TileIsOutOfBounds(sClosestDisturbance))
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