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
+4 -3
View File
@@ -177,7 +177,7 @@ INT8 DecideAction(SOLDIERTYPE *pSoldier);
INT8 DecideActionBlack(SOLDIERTYPE *pSoldier);
INT8 DecideActionEscort(SOLDIERTYPE *pSoldier);
INT8 DecideActionGreen(SOLDIERTYPE *pSoldier);
INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK);
INT8 DecideActionRed(SOLDIERTYPE *pSoldier);
INT8 DecideActionYellow(SOLDIERTYPE *pSoldier);
INT16 DistanceToClosestFriend( SOLDIERTYPE * pSoldier );
@@ -310,8 +310,9 @@ BOOLEAN ValidOpponent(SOLDIERTYPE* pSoldier, SOLDIERTYPE* pOpponent);
BOOLEAN AnyCoverFromSpot( INT32 sSpot, INT8 bLevel, INT32 sThreatLoc, INT8 bThreatLevel );
UINT8 CountSeenEnemiesLastTurn( SOLDIERTYPE *pSoldier );
BOOLEAN CheckNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fCheckWater, BOOLEAN fCheckLight);
UINT8 SpotDangerLevel(SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fCheckWater, BOOLEAN fCheckLight);
BOOLEAN CheckNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo);
UINT8 SpotDangerLevel(SOLDIERTYPE *pSoldier, INT32 sGridNo);
BOOLEAN AllowDeepWaterFlanking(SOLDIERTYPE *pSoldier);
BOOLEAN NorthSpot(INT32 sSpot, INT8 bLevel);
BOOLEAN SoldierAI(SOLDIERTYPE *pSoldier);