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
+66 -47
View File
@@ -60,13 +60,13 @@ UINT32 guiRedSeekCounter = 0, guiRedHelpCounter = 0; guiRedHideCounter = 0;
INT8 ZombieDecideActionGreen(SOLDIERTYPE *pSoldier);
INT8 ZombieDecideActionYellow(SOLDIERTYPE *pSoldier);
INT8 ZombieDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK);
INT8 ZombieDecideActionRed(SOLDIERTYPE *pSoldier);
INT8 ZombieDecideActionBlack(SOLDIERTYPE *pSoldier);
INT8 ArmedVehicleDecideActionGreen( SOLDIERTYPE *pSoldier );
INT8 ArmedVehicleDecideActionYellow( SOLDIERTYPE *pSoldier );
INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK );
INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier );
INT8 ArmedVehicleDecideActionGreen(SOLDIERTYPE *pSoldier);
INT8 ArmedVehicleDecideActionYellow(SOLDIERTYPE *pSoldier);
INT8 ArmedVehicleDecideActionRed(SOLDIERTYPE *pSoldier);
INT8 ArmedVehicleDecideActionBlack(SOLDIERTYPE *pSoldier);
void DoneScheduleAction( SOLDIERTYPE * pSoldier )
{
@@ -690,7 +690,7 @@ INT8 DecideActionNamedNPC( SOLDIERTYPE * pSoldier )
INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
{
DOUBLE iChance, iSneaky = 10;
INT8 bInWater,bInGas;
INT8 bInWater, bInDeepWater, bInGas;
#ifdef DEBUGDECISIONS
STR16 tempstr;
#endif
@@ -796,7 +796,8 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
}
bInWater = Water( pSoldier->sGridNo, pSoldier->pathing.bLevel );
bInWater = Water(pSoldier->sGridNo, pSoldier->pathing.bLevel);
bInDeepWater = DeepWater(pSoldier->sGridNo, pSoldier->pathing.bLevel);
// check if standing in tear gas without a gas mask on, or in smoke
bInGas = InGasOrSmoke( pSoldier, pSoldier->sGridNo );
@@ -882,7 +883,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
// if not in the way, do nothing most of the time
// unless in water (could've started there), then we better swim to shore!
if (!(bInWater) && PreRandom( 5 ) )
if (!(bInDeepWater) && PreRandom( 5 ) )
{
// don't do nuttin!
return( AI_ACTION_NONE );
@@ -1084,7 +1085,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen: get out of water and gas"));
if (bInWater || bInGas || FindBombNearby(pSoldier, pSoldier->sGridNo, BOMB_DETECTION_RANGE) || RedSmokeDanger(pSoldier->sGridNo, pSoldier->pathing.bLevel))
if (bInDeepWater || bInGas || FindBombNearby(pSoldier, pSoldier->sGridNo, BOMB_DETECTION_RANGE) || RedSmokeDanger(pSoldier->sGridNo, pSoldier->pathing.bLevel))
{
pSoldier->aiData.usActionData = FindNearestUngassedLand(pSoldier);
@@ -2439,7 +2440,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
}
INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
{
INT8 bActionReturned;
INT32 iDummy;
@@ -2468,7 +2469,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
// Flugente: to prevent an accidental call
if ( pSoldier->IsZombie() )
return( ZombieDecideActionRed(pSoldier, ubUnconsciousOK) );
return ZombieDecideActionRed(pSoldier);
// WANNE: Headrock informed me that I should remove that because it needs a lot of CPU!
// HEADROCK HAM B2.7: Calculate the overall tactical situation
@@ -2549,7 +2550,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
// determine if we happen to be in water (in which case we're in BIG trouble!)
bInWater = Water( pSoldier->sGridNo, pSoldier->pathing.bLevel );
bInDeepWater = Water( pSoldier->sGridNo, pSoldier->pathing.bLevel );
bInDeepWater = DeepWater( pSoldier->sGridNo, pSoldier->pathing.bLevel );
// check if standing in tear gas without a gas mask on
bInGas = InGasOrSmoke( pSoldier, pSoldier->sGridNo );
@@ -2582,6 +2583,18 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
// WHEN IN GAS, GO TO NEAREST REACHABLE SPOT OF UNGASSED LAND
////////////////////////////////////////////////////////////////////////////
// when in deep water, move to closest opponent
if (ubCanMove && bInDeepWater && !pSoldier->aiData.bNeutral && pSoldier->aiData.bOrders == SEEKENEMY)
{
// find closest reachable opponent, excluding opponents in deep water
pSoldier->aiData.usActionData = ClosestReachableDisturbance(pSoldier, &fClimb);
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
{
return(AI_ACTION_LEAVE_WATER_GAS);
}
}
if (ubCanMove && (bInGas || bInDeepWater || FindBombNearby(pSoldier, pSoldier->sGridNo, BOMB_DETECTION_RANGE) || RedSmokeDanger(pSoldier->sGridNo, pSoldier->pathing.bLevel)))
{
pSoldier->aiData.usActionData = FindNearestUngassedLand(pSoldier);
@@ -3361,7 +3374,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
////////////////////////////////////////////////////////////////////////////
// get the location of the closest reachable opponent
sClosestDisturbance = ClosestReachableDisturbance(pSoldier,ubUnconsciousOK, &fClimb);
sClosestDisturbance = ClosestReachableDisturbance(pSoldier, &fClimb);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: check to continue flanking");
// continue flanking
@@ -4013,7 +4026,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
// let's be a bit cautious about going right up to a location without enough APs to shoot
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
{
sClosestDisturbance = ClosestReachableDisturbance(pSoldier, ubUnconsciousOK, &fClimb);
sClosestDisturbance = ClosestReachableDisturbance(pSoldier, &fClimb);
if (!TileIsOutOfBounds(sClosestDisturbance) && ( SpacesAway( pSoldier->aiData.usActionData, sClosestDisturbance ) < 5 || SpacesAway( pSoldier->aiData.usActionData, sClosestDisturbance ) + 5 < SpacesAway( pSoldier->sGridNo, sClosestDisturbance ) ) )
{
// either moving significantly closer or into very close range
@@ -4338,7 +4351,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
////////////////////////////////////////////////////////////////////////////
// if not in combat or under fire, and we COULD have moved, just chose not to
if ( (pSoldier->aiData.bAlertStatus != STATUS_BLACK) && !pSoldier->aiData.bUnderFire && ubCanMove && (!gfTurnBasedAI || pSoldier->bActionPoints >= pSoldier->bInitialActionPoints) && ( TileIsOutOfBounds(ClosestReachableDisturbance(pSoldier, TRUE, &fClimb))) )
if ( (pSoldier->aiData.bAlertStatus != STATUS_BLACK) && !pSoldier->aiData.bUnderFire && ubCanMove && (!gfTurnBasedAI || pSoldier->bActionPoints >= pSoldier->bInitialActionPoints) && ( TileIsOutOfBounds(ClosestReachableDisturbance(pSoldier, &fClimb))) )
{
// addition: if soldier is bleeding then reduce bleeding and do nothing
if ( pSoldier->bBleeding > MIN_BLEEDING_THRESHOLD )
@@ -4718,6 +4731,18 @@ INT16 ubMinAPCost;
// STUCK IN WATER OR GAS, NO COVER, GO TO NEAREST SPOT OF UNGASSED LAND
////////////////////////////////////////////////////////////////////////////
// when in deep water, move to closest opponent
if (ubCanMove && bInDeepWater && !pSoldier->aiData.bNeutral && pSoldier->aiData.bOrders == SEEKENEMY)
{
// find closest reachable opponent, excluding opponents in deep water
pSoldier->aiData.usActionData = ClosestReachableDisturbance(pSoldier, &fClimb);
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
{
return(AI_ACTION_LEAVE_WATER_GAS);
}
}
// if soldier in water/gas has enough APs left to move at least 1 square
if (ubCanMove && (bInGas || bInDeepWater || FindBombNearby(pSoldier, pSoldier->sGridNo, BOMB_DETECTION_RANGE) || RedSmokeDanger(pSoldier->sGridNo, pSoldier->pathing.bLevel)))
{
@@ -5073,28 +5098,23 @@ INT16 ubMinAPCost;
// (usually, this means all the guys we see are unconscious, but, on
// rare occasions, we may not be able to shoot a healthy guy, too)
if ((Menptr[BestShot.ubOpponent].stats.bLife < OKLIFE) &&
!Menptr[BestShot.ubOpponent].bService)
!Menptr[BestShot.ubOpponent].bService &&
(pSoldier->aiData.bAttitude != AGGRESSIVE || Chance((100 - BestShot.ubChanceToReallyHit) / 2)))
{
// if our attitude is NOT aggressive
if ( pSoldier->aiData.bAttitude != AGGRESSIVE || BestShot.ubChanceToReallyHit < 60 )
{
// get the location of the closest CONSCIOUS reachable opponent
sClosestDisturbance = ClosestReachableDisturbance(pSoldier,FALSE, &fClimb);
// get the location of the closest CONSCIOUS reachable opponent
sClosestDisturbance = ClosestReachableDisturbance(pSoldier, &fClimb);
// if we found one
if (!TileIsOutOfBounds(sClosestDisturbance))
{
// don't bother checking GRENADES/KNIVES, he can't have conscious targets
// if we found one
if (!TileIsOutOfBounds(sClosestDisturbance))
{
// don't bother checking GRENADES/KNIVES, he can't have conscious targets
#ifdef RECORDNET
fprintf(NetDebugFile,"\tDecideActionBlack: all visible opponents unconscious, switching to RED AI...\n");
fprintf(NetDebugFile,"\tDecideActionBlack: all visible opponents unconscious, switching to RED AI...\n");
#endif
// then make decision as if at alert status RED, but make sure
// we don't try to SEEK OPPONENT the unconscious guy!
return(DecideActionRed(pSoldier,FALSE));
}
// else kill the guy, he could be the last opponent alive in this sector
// then make decision as if at alert status RED
return DecideActionRed(pSoldier);
}
// else aggressive guys will ALWAYS finish off unconscious opponents
// else kill the guy, he could be the last opponent alive in this sector
}
// now we KNOW FOR SURE that we will do something (shoot, at least)
@@ -7423,7 +7443,7 @@ INT8 ZombieDecideActionYellow(SOLDIERTYPE *pSoldier)
}
INT8 ZombieDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
INT8 ZombieDecideActionRed(SOLDIERTYPE *pSoldier)
{
INT32 iDummy;
INT32 iChance,sClosestOpponent,sClosestFriend;
@@ -7457,7 +7477,7 @@ INT8 ZombieDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
// determine if we happen to be in water (in which case we're in BIG trouble!)
bInWater = Water( pSoldier->sGridNo, pSoldier->pathing.bLevel );
bInDeepWater = Water( pSoldier->sGridNo, pSoldier->pathing.bLevel );
bInDeepWater = DeepWater( pSoldier->sGridNo, pSoldier->pathing.bLevel );
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: crouch and rest if running out of breath");
////////////////////////////////////////////////////////////////////////
@@ -7485,7 +7505,7 @@ INT8 ZombieDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
////////////////////////////////////////////////////////////////////////////
// get the location of the closest reachable opponent
sClosestDisturbance = ClosestReachableDisturbance(pSoldier,ubUnconsciousOK, &fClimb);
sClosestDisturbance = ClosestReachableDisturbance(pSoldier, &fClimb);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: check to continue flanking");
// continue flanking
@@ -7583,7 +7603,6 @@ INT8 ZombieDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
// zombies don't hide, they seek prey...
bSeekPts = 99;
bHelpPts = 40;
bWatchPts -= 10;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("decideactionred: checking seek/help/watch points... orders = %d, attitude = %d",pSoldier->aiData.bOrders,pSoldier->aiData.bAttitude));
// calculate initial points for watch based on highest watch loc
@@ -8051,7 +8070,7 @@ INT8 ZombieDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
////////////////////////////////////////////////////////////////////////////
// if not in combat or under fire, and we COULD have moved, just chose not to
if ( (pSoldier->aiData.bAlertStatus != STATUS_BLACK) && !pSoldier->aiData.bUnderFire && ubCanMove && (!gfTurnBasedAI || pSoldier->bActionPoints >= pSoldier->bInitialActionPoints) && ( TileIsOutOfBounds(ClosestReachableDisturbance(pSoldier, TRUE, &fClimb))) )
if ( (pSoldier->aiData.bAlertStatus != STATUS_BLACK) && !pSoldier->aiData.bUnderFire && ubCanMove && (!gfTurnBasedAI || pSoldier->bActionPoints >= pSoldier->bInitialActionPoints) && ( TileIsOutOfBounds(ClosestReachableDisturbance(pSoldier, &fClimb))) )
{
// addition: if soldier is bleeding then reduce bleeding and do nothing
/*if ( pSoldier->bBleeding > MIN_BLEEDING_THRESHOLD )
@@ -8845,7 +8864,7 @@ INT8 ZombieDecideAction( SOLDIERTYPE *pSoldier )
#ifdef DEBUGDECISIONS
AIPopMessage("AlertStatus = RED");
#endif
bAction = ZombieDecideActionRed(pSoldier, TRUE);
bAction = ZombieDecideActionRed(pSoldier);
break;
case STATUS_BLACK:
@@ -8890,7 +8909,7 @@ INT8 ArmedVehicleDecideAction( SOLDIERTYPE *pSoldier )
#ifdef DEBUGDECISIONS
AIPopMessage( "AlertStatus = RED" );
#endif
bAction = ArmedVehicleDecideActionRed( pSoldier, TRUE );
bAction = ArmedVehicleDecideActionRed(pSoldier);
break;
case STATUS_BLACK:
@@ -9790,7 +9809,7 @@ INT8 ArmedVehicleDecideActionYellow( SOLDIERTYPE *pSoldier )
}
INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK )
INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
{
INT32 iDummy;
INT32 iChance, sClosestOpponent, sClosestFriend;
@@ -9815,7 +9834,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK )
// Flugente: to prevent an accidental call
if ( !ARMED_VEHICLE(pSoldier) )
return DecideActionRed( pSoldier, ubUnconsciousOK );
return DecideActionRed( pSoldier);
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "ArmedVehicleDecideActionRed: soldier orders = %d", pSoldier->aiData.bOrders ) );
@@ -9837,7 +9856,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK )
// determine if we happen to be in water (in which case we're in BIG trouble!)
bInWater = Water( pSoldier->sGridNo, pSoldier->pathing.bLevel );
bInDeepWater = Water( pSoldier->sGridNo, pSoldier->pathing.bLevel );
bInDeepWater = DeepWater( pSoldier->sGridNo, pSoldier->pathing.bLevel );
////////////////////////////////////////////////////////////////////////
// IF POSSIBLE, FIRE LONG RANGE WEAPONS AT TARGETS REPORTED BY RADIO
@@ -10200,7 +10219,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK )
////////////////////////////////////////////////////////////////////////////
// get the location of the closest reachable opponent
sClosestDisturbance = ClosestReachableDisturbance( pSoldier, ubUnconsciousOK, &fClimb );
sClosestDisturbance = ClosestReachableDisturbance( pSoldier, &fClimb );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "ArmedVehicleDecideActionRed: check to continue flanking" );
// continue flanking
@@ -10693,7 +10712,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK )
// let's be a bit cautious about going right up to a location without enough APs to shoot
if ( !TileIsOutOfBounds( pSoldier->aiData.usActionData ) )
{
sClosestDisturbance = ClosestReachableDisturbance( pSoldier, ubUnconsciousOK, &fClimb );
sClosestDisturbance = ClosestReachableDisturbance( pSoldier, &fClimb );
if ( !TileIsOutOfBounds( sClosestDisturbance ) && (SpacesAway( pSoldier->aiData.usActionData, sClosestDisturbance ) < 5 || SpacesAway( pSoldier->aiData.usActionData, sClosestDisturbance ) + 5 < SpacesAway( pSoldier->sGridNo, sClosestDisturbance )) )
{
// either moving significantly closer or into very close range
@@ -10912,7 +10931,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK )
////////////////////////////////////////////////////////////////////////////
// if not in combat or under fire, and we COULD have moved, just chose not to
if ( (pSoldier->aiData.bAlertStatus != STATUS_BLACK) && !pSoldier->aiData.bUnderFire && ubCanMove && (!gfTurnBasedAI || pSoldier->bActionPoints >= pSoldier->bInitialActionPoints) && (TileIsOutOfBounds( ClosestReachableDisturbance( pSoldier, TRUE, &fClimb ) )) )
if ( (pSoldier->aiData.bAlertStatus != STATUS_BLACK) && !pSoldier->aiData.bUnderFire && ubCanMove && (!gfTurnBasedAI || pSoldier->bActionPoints >= pSoldier->bInitialActionPoints) && (TileIsOutOfBounds( ClosestReachableDisturbance( pSoldier, &fClimb ) )) )
{
#ifdef RECORDNET
fprintf( NetDebugFile, "\tArmedVehicleDecideActionRed: guynum %d switching to GREEN AI...\n", pSoldier->ubID );
@@ -11219,7 +11238,7 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
if ( pSoldier->aiData.bAttitude != AGGRESSIVE || BestShot.ubChanceToReallyHit < 60 )
{
// get the location of the closest CONSCIOUS reachable opponent
sClosestDisturbance = ClosestReachableDisturbance( pSoldier, FALSE, &fClimb );
sClosestDisturbance = ClosestReachableDisturbance( pSoldier, &fClimb );
// if we found one
if ( !TileIsOutOfBounds( sClosestDisturbance ) )
@@ -11230,7 +11249,7 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
#endif
// then make decision as if at alert status RED, but make sure
// we don't try to SEEK OPPONENT the unconscious guy!
return(DecideActionRed( pSoldier, FALSE ));
return DecideActionRed(pSoldier);
}
// else kill the guy, he could be the last opponent alive in this sector
}