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
+1 -1
View File
@@ -93,7 +93,7 @@ namespace AI
get_npc()->aiData.bAction = DecideActionYellow(get_npc()); get_npc()->aiData.bAction = DecideActionYellow(get_npc());
break; break;
case STATUS_RED: case STATUS_RED:
get_npc()->aiData.bAction = DecideActionRed(get_npc(),TRUE); get_npc()->aiData.bAction = DecideActionRed(get_npc());
break; break;
case STATUS_BLACK: case STATUS_BLACK:
get_npc()->aiData.bAction = DecideActionBlack(get_npc()); get_npc()->aiData.bAction = DecideActionBlack(get_npc());
+12 -1
View File
@@ -3147,6 +3147,17 @@ if(!GridNoOnVisibleWorldTile(iDestination))
goto NEXTDIR; goto NEXTDIR;
} }
// sevenfm: skip deep water if not in deep water already
if (!(s->flags.uiStatusFlags & SOLDIER_PC) &&
s->ubProfile == NO_PROFILE &&
s->aiData.bOrders != SEEKENEMY &&
DeepWater(newLoc, bLevel) &&
!DeepWater(s->sGridNo, bLevel) &&
!FindNotDeepWaterNearby(newLoc, bLevel))
{
goto NEXTDIR;
}
// sevenfm: skip gas if not in gas already // sevenfm: skip gas if not in gas already
if (!(s->flags.uiStatusFlags & SOLDIER_PC) && if (!(s->flags.uiStatusFlags & SOLDIER_PC) &&
InGasSpot(s, newLoc, bLevel) && InGasSpot(s, newLoc, bLevel) &&
@@ -3155,7 +3166,7 @@ if(!GridNoOnVisibleWorldTile(iDestination))
goto NEXTDIR; goto NEXTDIR;
} }
// WANNE: Know mines (for enemy or player) do not explode - BEGIN // WANNE: Known mines (for enemy or player) do not explode - BEGIN
if ( gpWorldLevelData[newLoc].uiFlags & (MAPELEMENT_ENEMY_MINE_PRESENT | MAPELEMENT_PLAYER_MINE_PRESENT) ) if ( gpWorldLevelData[newLoc].uiFlags & (MAPELEMENT_ENEMY_MINE_PRESENT | MAPELEMENT_PLAYER_MINE_PRESENT) )
{ {
if (s->bSide == 0) if (s->bSide == 0)
+3 -3
View File
@@ -660,9 +660,9 @@ extern CLOTHES_STRUCT Clothes[CLOTHES_MAX];
// but they can't attack empty vehicles!! // but they can't attack empty vehicles!!
// the_bob: also, creatures won't attack crows, because it seems to confuse the AI and cause freezes // the_bob: also, creatures won't attack crows, because it seems to confuse the AI and cause freezes
#define CONSIDERED_NEUTRAL( me, them ) (\ #define CONSIDERED_NEUTRAL( me, them ) (\
( them->aiData.bNeutral || them->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER|SOLDIER_POW) || (them->flags.uiStatusFlags & SOLDIER_PC && them->stats.bLife < OKLIFE) ) \ (them->aiData.bNeutral || them->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER|SOLDIER_POW)) \
&& ( me->bTeam != CREATURE_TEAM || ( (them->flags.uiStatusFlags & SOLDIER_VEHICLE) || (them->ubBodyType == CROW) ) ) \ && (me->bTeam != CREATURE_TEAM || (them->flags.uiStatusFlags & SOLDIER_VEHICLE) || (them->ubBodyType == CROW)) \
&& !( me->flags.uiStatusFlags & SOLDIER_BOXER && them->flags.uiStatusFlags & SOLDIER_BOXER ) \ && !(me->flags.uiStatusFlags & SOLDIER_BOXER && them->flags.uiStatusFlags & SOLDIER_BOXER) \
) )
typedef struct typedef struct
+1 -1
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@@ -198,7 +198,7 @@ INT8 CanNPCAttack(SOLDIERTYPE *pSoldier);
void CheckIfTossPossible(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow); void CheckIfTossPossible(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow);
BOOLEAN ClimbingNecessary( SOLDIERTYPE * pSoldier, INT32 sDestGridNo, INT8 bDestLevel ); BOOLEAN ClimbingNecessary( SOLDIERTYPE * pSoldier, INT32 sDestGridNo, INT8 bDestLevel );
INT8 ClosestPanicTrigger( SOLDIERTYPE * pSoldier ); INT8 ClosestPanicTrigger( SOLDIERTYPE * pSoldier );
INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK, BOOLEAN * pfChangeLevel ); INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, BOOLEAN * pfChangeLevel );
INT32 ClosestReachableFriendInTrouble(SOLDIERTYPE *pSoldier, BOOLEAN * pfClimbingNecessary); INT32 ClosestReachableFriendInTrouble(SOLDIERTYPE *pSoldier, BOOLEAN * pfClimbingNecessary);
INT32 ClosestSeenOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel); INT32 ClosestSeenOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel);
void CreatureCall( SOLDIERTYPE * pCaller ); void CreatureCall( SOLDIERTYPE * pCaller );
+91 -47
View File
@@ -950,7 +950,7 @@ INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier)
continue; continue;
} }
if (!CheckNPCDestination(pSoldier, usDest, TRUE, TRUE)) if (!CheckNPCDestination(pSoldier, usDest))
{ {
continue; continue;
} }
@@ -1115,7 +1115,7 @@ INT32 RandDestWithinRange(SOLDIERTYPE *pSoldier)
continue; continue;
} }
if (!CheckNPCDestination(pSoldier, sRandDest, TRUE, TRUE)) if (!CheckNPCDestination(pSoldier, sRandDest))
{ {
sRandDest = NOWHERE; sRandDest = NOWHERE;
continue; continue;
@@ -1136,7 +1136,7 @@ INT32 RandDestWithinRange(SOLDIERTYPE *pSoldier)
return(sRandDest); // defaults to NOWHERE return(sRandDest); // defaults to NOWHERE
} }
INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK, BOOLEAN * pfChangeLevel ) INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, BOOLEAN * pfChangeLevel )
{ {
INT32 *psLastLoc, *pusNoiseGridNo; INT32 *psLastLoc, *pusNoiseGridNo;
INT8 *pbLastLevel; INT8 *pbLastLevel;
@@ -1153,7 +1153,8 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
INT8 *pbNoiseLevel; INT8 *pbNoiseLevel;
INT8 *pbPersOL,*pbPublOL; INT8 *pbPersOL,*pbPublOL;
INT32 sClimbGridNo; INT32 sClimbGridNo;
SOLDIERTYPE * pOpp; SOLDIERTYPE *pOpponent;
SOLDIERTYPE *pClosestOpponent = NULL;
INT32 sDistToEnemy, sDistToClosestEnemy = 10000; INT32 sDistToEnemy, sDistToClosestEnemy = 10000;
// sevenfm: safety check // sevenfm: safety check
@@ -1174,30 +1175,30 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
// look through this man's personal & public opplists for opponents known // look through this man's personal & public opplists for opponents known
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++) for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
{ {
pOpp = MercSlots[ uiLoop ]; pOpponent = MercSlots[ uiLoop ];
// if this merc is inactive, at base, on assignment, or dead // if this merc is inactive, at base, on assignment, or dead
if (!pOpp) if (!pOpponent)
{ {
continue; // next merc continue; // next merc
} }
// if this merc is neutral/on same side, he's not an opponent // 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 continue; // next merc
} }
// silversurfer: ignore empty vehicles // 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; continue;
} }
pbPersOL = pSoldier->aiData.bOppList + pOpp->ubID; pbPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpp->ubID; pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpponent->ubID;
psLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpp->ubID; psLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpponent->ubID;
pbLastLevel = gbLastKnownOppLevel[pSoldier->ubID] + pOpp->ubID; pbLastLevel = gbLastKnownOppLevel[pSoldier->ubID] + pOpponent->ubID;
// if this opponent is unknown personally and publicly // if this opponent is unknown personally and publicly
if ((*pbPersOL == NOT_HEARD_OR_SEEN) && (*pbPublOL == NOT_HEARD_OR_SEEN)) 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 // 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 // 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 // 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! // serious threat and the last thing we want to do is approach him!
@@ -1225,8 +1226,8 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
else else
{ {
// using public knowledge, obtain opponent's "best guess" gridno // using public knowledge, obtain opponent's "best guess" gridno
sGridNo = gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpp->ubID]; sGridNo = gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpponent->ubID];
bLevel = gbPublicLastKnownOppLevel[pSoldier->bTeam][pOpp->ubID]; bLevel = gbPublicLastKnownOppLevel[pSoldier->bTeam][pOpponent->ubID];
} }
// if we are standing at that gridno (!, obviously our info is old...) // if we are standing at that gridno (!, obviously our info is old...)
@@ -1241,6 +1242,12 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
continue; 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 // sevenfm: if we found reachable enemy, check other enemies only if they are closer
sDistToEnemy = PythSpacesAway( pSoldier->sGridNo, sGridNo ); sDistToEnemy = PythSpacesAway( pSoldier->sGridNo, sGridNo );
if (sDistToEnemy < sDistToClosestEnemy || TileIsOutOfBounds(sClosestDisturbance) ) if (sDistToEnemy < sDistToClosestEnemy || TileIsOutOfBounds(sClosestDisturbance) )
@@ -1248,7 +1255,10 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
iPathCost = EstimatePathCostToLocation( pSoldier, sGridNo, bLevel, FALSE, &fClimbingNecessary, &sClimbGridNo ); 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 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) if (fClimbingNecessary)
{ {
@@ -1259,6 +1269,7 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
sClosestDisturbance = sGridNo; sClosestDisturbance = sGridNo;
} }
pClosestOpponent = pOpponent;
sDistToClosestEnemy = sDistToEnemy; sDistToClosestEnemy = sDistToEnemy;
iShortestPath = iPathCost; iShortestPath = iPathCost;
fClosestClimbingNecessary = fClimbingNecessary; fClosestClimbingNecessary = fClimbingNecessary;
@@ -1278,11 +1289,11 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK,
{ {
for(uiLoop=0; uiLoop<guiNumMercSlots; uiLoop++)//dnl ch58 160813 for(uiLoop=0; uiLoop<guiNumMercSlots; uiLoop++)//dnl ch58 160813
{ {
pOpp = MercSlots[uiLoop]; pOpponent = MercSlots[uiLoop];
if(pOpp && pSoldier->bSide == pOpp->bSide && pSoldier->ubID != pOpp->ubID&& pSoldier->aiData.sNoiseGridno == pOpp->aiData.sNoiseGridno) 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 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
pOpp->aiData.ubNoiseVolume = 0; pOpponent->aiData.ubNoiseVolume = 0;
} }
} }
pSoldier->aiData.sNoiseGridno = NOWHERE; // wipe it out, not useful anymore 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; INT32 iRange, iClosestRange = 1500;
INT8 *pbPersOL,*pbPublOL; INT8 *pbPersOL,*pbPublOL;
INT8 bLevel, bClosestLevel; INT8 bLevel, bClosestLevel;
SOLDIERTYPE * pOpp; SOLDIERTYPE *pOpponent;
SOLDIERTYPE *pClosestOpponent = NULL;
bClosestLevel = -1; bClosestLevel = -1;
// NOTE: THIS FUNCTION ALLOWS RETURN OF UNCONSCIOUS AND UNREACHABLE OPPONENTS // NOTE: THIS FUNCTION ALLOWS RETURN OF UNCONSCIOUS AND UNREACHABLE OPPONENTS
psLastLoc = &(gsLastKnownOppLoc[pSoldier->ubID][0]); 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 // look through this man's personal & public opplists for opponents known
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++) for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
{ {
pOpp = MercSlots[ uiLoop ]; pOpponent = MercSlots[ uiLoop ];
// if this merc is inactive, at base, on assignment, or dead // if this merc is inactive, at base, on assignment, or dead
if (!pOpp) if (!pOpponent)
{ {
continue; // next merc continue; // next merc
} }
// if this merc is neutral/on same side, he's not an opponent // 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 continue; // next merc
} }
// silversurfer: ignore empty vehicles // 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; continue;
// Special stuff for Carmen the bounty hunter // 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 continue; // next opponent
} }
pbPersOL = pSoldier->aiData.bOppList + pOpp->ubID; pbPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpp->ubID; pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpponent->ubID;
psLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpp->ubID; psLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpponent->ubID;
// if this opponent is unknown personally and publicly // if this opponent is unknown personally and publicly
if ((*pbPersOL == NOT_HEARD_OR_SEEN) && (*pbPublOL == NOT_HEARD_OR_SEEN)) 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)) (*pbPersOL == *pbPublOL))
{ {
// using personal knowledge, obtain opponent's "best guess" gridno // using personal knowledge, obtain opponent's "best guess" gridno
sGridNo = gsLastKnownOppLoc[pSoldier->ubID][pOpp->ubID]; sGridNo = gsLastKnownOppLoc[pSoldier->ubID][pOpponent->ubID];
bLevel = gbLastKnownOppLevel[pSoldier->ubID][pOpp->ubID]; bLevel = gbLastKnownOppLevel[pSoldier->ubID][pOpponent->ubID];
} }
else else
{ {
// using public knowledge, obtain opponent's "best guess" gridno // using public knowledge, obtain opponent's "best guess" gridno
sGridNo = gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpp->ubID]; sGridNo = gsPublicLastKnownOppLoc[pSoldier->bTeam][pOpponent->ubID];
bLevel = gbPublicLastKnownOppLevel[pSoldier->bTeam][pOpp->ubID]; bLevel = gbPublicLastKnownOppLevel[pSoldier->bTeam][pOpponent->ubID];
} }
// if we are standing at that gridno(!, obviously our info is old...) // 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); //sRange = PythSpacesAway( pSoldier->sGridNo, sGridNo);
iRange = GetRangeInCellCoordsFromGridNoDiff( 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; iClosestRange = iRange;
sClosestOpponent = sGridNo; sClosestOpponent = sGridNo;
bClosestLevel = bLevel; bClosestLevel = bLevel;
pClosestOpponent = pOpponent;
} }
} }
@@ -4347,6 +4361,12 @@ UINT8 RedSmokeDanger(INT32 sGridNo, INT8 bLevel)
return 0; return 0;
} }
// deep water should be safe
if (DeepWater(sGridNo, bLevel))
{
return 0;
}
// no danger when in dense terrain // no danger when in dense terrain
if (bLevel == 0 && TerrainDensity(sGridNo, bLevel, 2, FALSE) >= 20) if (bLevel == 0 && TerrainDensity(sGridNo, bLevel, 2, FALSE) >= 20)
{ {
@@ -4702,7 +4722,7 @@ BOOLEAN SoldierAI(SOLDIERTYPE *pSoldier)
return TRUE; return TRUE;
} }
UINT8 SpotDangerLevel(SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fCheckWater, BOOLEAN fCheckLight) UINT8 SpotDangerLevel(SOLDIERTYPE *pSoldier, INT32 sGridNo)
{ {
if (!pSoldier) if (!pSoldier)
return 0; return 0;
@@ -4710,24 +4730,32 @@ UINT8 SpotDangerLevel(SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fCheckWater,
if (TileIsOutOfBounds(sGridNo)) if (TileIsOutOfBounds(sGridNo))
return 0; return 0;
BOOLEAN fCautious = FALSE; BOOLEAN fAlerted = FALSE;
BOOLEAN fGreen = FALSE; BOOLEAN fGreen = FALSE;
BOOLEAN fProfile = FALSE;
BOOLEAN fNeutral = FALSE;
UINT8 ubLevel = 0; UINT8 ubLevel = 0;
if ((pSoldier->aiData.bAlertStatus >= STATUS_RED || pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE))
fCautious = TRUE;
if (pSoldier->aiData.bAlertStatus < STATUS_YELLOW) if (pSoldier->aiData.bAlertStatus < STATUS_YELLOW)
fGreen = TRUE; fGreen = TRUE;
if (!gGameExternalOptions.fAITacticalRetreat && NorthSpot(sGridNo, pSoldier->pathing.bLevel) || if (pSoldier->ubProfile != NO_PROFILE)
pSoldier->ubProfile == NO_PROFILE && fGreen && CheckDoorNearGridno(sGridNo)) 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; 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; ubLevel = 2;
if (fCheckWater && DeepWater(sGridNo, pSoldier->pathing.bLevel) || if (DeepWater(sGridNo, pSoldier->pathing.bLevel) ||
RedSmokeDanger(sGridNo, pSoldier->pathing.bLevel)) RedSmokeDanger(sGridNo, pSoldier->pathing.bLevel))
ubLevel = 3; ubLevel = 3;
@@ -4738,7 +4766,7 @@ UINT8 SpotDangerLevel(SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fCheckWater,
return ubLevel; return ubLevel;
} }
BOOLEAN CheckNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fCheckWater, BOOLEAN fCheckLight) BOOLEAN CheckNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo)
{ {
if (!pSoldier) if (!pSoldier)
return FALSE; return FALSE;
@@ -4747,9 +4775,9 @@ BOOLEAN CheckNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fCheck
return FALSE; return FALSE;
// find current danger level // find current danger level
UINT8 ubLevel = SpotDangerLevel(pSoldier, pSoldier->sGridNo, fCheckWater, fCheckLight); UINT8 ubLevel = SpotDangerLevel(pSoldier, pSoldier->sGridNo);
// find danger level at target spot // find danger level at target spot
UINT8 ubTargetLevel = SpotDangerLevel(pSoldier, sGridNo, fCheckWater, fCheckLight); UINT8 ubTargetLevel = SpotDangerLevel(pSoldier, sGridNo);
// avoid moving into dangerous spot // avoid moving into dangerous spot
if (ubTargetLevel > 0 && ubTargetLevel >= ubLevel) if (ubTargetLevel > 0 && ubTargetLevel >= ubLevel)
@@ -4757,3 +4785,19 @@ BOOLEAN CheckNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fCheck
return TRUE; 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;
}
+36 -4
View File
@@ -655,6 +655,12 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
iAttackValue /= 4; 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 #ifdef DEBUGATTACKS
DebugAI( String( "CalcBestShot: best AttackValue vs %d = %d\n",uiLoop,iAttackValue ) ); DebugAI( String( "CalcBestShot: best AttackValue vs %d = %d\n",uiLoop,iAttackValue ) );
#endif #endif
@@ -670,14 +676,32 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
iPercentBetter = ((ubChanceToReallyHit * 100) / pBestShot->ubChanceToReallyHit) - 100; iPercentBetter = ((ubChanceToReallyHit * 100) / pBestShot->ubChanceToReallyHit) - 100;
//dnl ch62 180813 ignore firing into breathless targets if there are targets in better condition //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; 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 // if this chance to really hit is more than 50% worse, and the other
// guy is conscious at all // 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 // then stick with the older guy as the better target
continue; continue;
}
// if this chance to really hit between 50% worse to 50% better // if this chance to really hit between 50% worse to 50% better
if (iPercentBetter < PERCENT_TO_IGNORE_THREAT) 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 // if this chance to really hit is more than 50% worse, and the other
// guy is conscious at all // 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 // then stick with the older guy as the better target
continue; continue;
}
// if this chance to really hit between 50% worse to 50% better // if this chance to really hit between 50% worse to 50% better
if (iPercentBetter < PERCENT_TO_IGNORE_THREAT) if (iPercentBetter < PERCENT_TO_IGNORE_THREAT)
{ {
// then the one with the higher ATTACK VALUE is the better target // then the one with the higher ATTACK VALUE is the better target
if (iAttackValue < pBestStab->iAttackValue) if (iAttackValue < pBestStab->iAttackValue)
{
// the previous guy is more important since he's more dangerous // the previous guy is more important since he's more dangerous
continue; // next opponent continue; // next opponent
}
} }
} }
@@ -2004,7 +2034,9 @@ UINT8 NumMercsCloseTo( INT32 sGridNo, UINT8 ubMaxDist )
{ {
pSoldier = MercSlots[ uiLoop ]; 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) if (PythSpacesAway( sGridNo, pSoldier->sGridNo ) <= ubMaxDist)
{ {
+2 -2
View File
@@ -780,7 +780,7 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
} }
// get the location of the closest reachable opponent // get the location of the closest reachable opponent
sClosestDisturbance = ClosestReachableDisturbance(pSoldier,ubUnconsciousOK, &fChangeLevel); sClosestDisturbance = ClosestReachableDisturbance(pSoldier, &fChangeLevel);
// if there is an opponent reachable // if there is an opponent reachable
if (!TileIsOutOfBounds(sClosestDisturbance)) if (!TileIsOutOfBounds(sClosestDisturbance))
{ {
@@ -1160,7 +1160,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
if (pSoldier->aiData.bAttitude != AGGRESSIVE) if (pSoldier->aiData.bAttitude != AGGRESSIVE)
{ {
// get the location of the closest CONSCIOUS reachable opponent // get the location of the closest CONSCIOUS reachable opponent
sClosestDisturbance = ClosestReachableDisturbance(pSoldier,FALSE,&fChangeLevel); sClosestDisturbance = ClosestReachableDisturbance(pSoldier, &fChangeLevel);
// if we found one // if we found one
if (!TileIsOutOfBounds(sClosestDisturbance)) if (!TileIsOutOfBounds(sClosestDisturbance))
+66 -47
View File
@@ -60,13 +60,13 @@ UINT32 guiRedSeekCounter = 0, guiRedHelpCounter = 0; guiRedHideCounter = 0;
INT8 ZombieDecideActionGreen(SOLDIERTYPE *pSoldier); INT8 ZombieDecideActionGreen(SOLDIERTYPE *pSoldier);
INT8 ZombieDecideActionYellow(SOLDIERTYPE *pSoldier); INT8 ZombieDecideActionYellow(SOLDIERTYPE *pSoldier);
INT8 ZombieDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK); INT8 ZombieDecideActionRed(SOLDIERTYPE *pSoldier);
INT8 ZombieDecideActionBlack(SOLDIERTYPE *pSoldier); INT8 ZombieDecideActionBlack(SOLDIERTYPE *pSoldier);
INT8 ArmedVehicleDecideActionGreen( SOLDIERTYPE *pSoldier ); INT8 ArmedVehicleDecideActionGreen(SOLDIERTYPE *pSoldier);
INT8 ArmedVehicleDecideActionYellow( SOLDIERTYPE *pSoldier ); INT8 ArmedVehicleDecideActionYellow(SOLDIERTYPE *pSoldier);
INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK ); INT8 ArmedVehicleDecideActionRed(SOLDIERTYPE *pSoldier);
INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier ); INT8 ArmedVehicleDecideActionBlack(SOLDIERTYPE *pSoldier);
void DoneScheduleAction( SOLDIERTYPE * pSoldier ) void DoneScheduleAction( SOLDIERTYPE * pSoldier )
{ {
@@ -690,7 +690,7 @@ INT8 DecideActionNamedNPC( SOLDIERTYPE * pSoldier )
INT8 DecideActionGreen(SOLDIERTYPE *pSoldier) INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
{ {
DOUBLE iChance, iSneaky = 10; DOUBLE iChance, iSneaky = 10;
INT8 bInWater,bInGas; INT8 bInWater, bInDeepWater, bInGas;
#ifdef DEBUGDECISIONS #ifdef DEBUGDECISIONS
STR16 tempstr; STR16 tempstr;
#endif #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 // check if standing in tear gas without a gas mask on, or in smoke
bInGas = InGasOrSmoke( pSoldier, pSoldier->sGridNo ); bInGas = InGasOrSmoke( pSoldier, pSoldier->sGridNo );
@@ -882,7 +883,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
// if not in the way, do nothing most of the time // if not in the way, do nothing most of the time
// unless in water (could've started there), then we better swim to shore! // 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! // don't do nuttin!
return( AI_ACTION_NONE ); 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")); 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); 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; INT8 bActionReturned;
INT32 iDummy; INT32 iDummy;
@@ -2468,7 +2469,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
// Flugente: to prevent an accidental call // Flugente: to prevent an accidental call
if ( pSoldier->IsZombie() ) 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! // 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 // 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!) // determine if we happen to be in water (in which case we're in BIG trouble!)
bInWater = Water( pSoldier->sGridNo, pSoldier->pathing.bLevel ); 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 // check if standing in tear gas without a gas mask on
bInGas = InGasOrSmoke( pSoldier, pSoldier->sGridNo ); 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 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))) if (ubCanMove && (bInGas || bInDeepWater || FindBombNearby(pSoldier, pSoldier->sGridNo, BOMB_DETECTION_RANGE) || RedSmokeDanger(pSoldier->sGridNo, pSoldier->pathing.bLevel)))
{ {
pSoldier->aiData.usActionData = FindNearestUngassedLand(pSoldier); pSoldier->aiData.usActionData = FindNearestUngassedLand(pSoldier);
@@ -3361,7 +3374,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
//////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////
// get the location of the closest reachable opponent // 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"); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: check to continue flanking");
// 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 // let's be a bit cautious about going right up to a location without enough APs to shoot
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) 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 ) ) ) 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 // 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 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 // addition: if soldier is bleeding then reduce bleeding and do nothing
if ( pSoldier->bBleeding > MIN_BLEEDING_THRESHOLD ) 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 // 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 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))) 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 // (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) // rare occasions, we may not be able to shoot a healthy guy, too)
if ((Menptr[BestShot.ubOpponent].stats.bLife < OKLIFE) && 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 // get the location of the closest CONSCIOUS reachable opponent
if ( pSoldier->aiData.bAttitude != AGGRESSIVE || BestShot.ubChanceToReallyHit < 60 ) sClosestDisturbance = ClosestReachableDisturbance(pSoldier, &fClimb);
{
// get the location of the closest CONSCIOUS reachable opponent
sClosestDisturbance = ClosestReachableDisturbance(pSoldier,FALSE, &fClimb);
// if we found one // if we found one
if (!TileIsOutOfBounds(sClosestDisturbance)) if (!TileIsOutOfBounds(sClosestDisturbance))
{ {
// don't bother checking GRENADES/KNIVES, he can't have conscious targets // don't bother checking GRENADES/KNIVES, he can't have conscious targets
#ifdef RECORDNET #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 #endif
// then make decision as if at alert status RED, but make sure // then make decision as if at alert status RED
// we don't try to SEEK OPPONENT the unconscious guy! return DecideActionRed(pSoldier);
return(DecideActionRed(pSoldier,FALSE));
}
// else kill the guy, he could be the last opponent alive in this sector
} }
// 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) // 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 iDummy;
INT32 iChance,sClosestOpponent,sClosestFriend; 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!) // determine if we happen to be in water (in which case we're in BIG trouble!)
bInWater = Water( pSoldier->sGridNo, pSoldier->pathing.bLevel ); 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"); 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 // 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"); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: check to continue flanking");
// continue flanking // continue flanking
@@ -7583,7 +7603,6 @@ INT8 ZombieDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
// zombies don't hide, they seek prey... // zombies don't hide, they seek prey...
bSeekPts = 99; bSeekPts = 99;
bHelpPts = 40; 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)); 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 // 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 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 // addition: if soldier is bleeding then reduce bleeding and do nothing
/*if ( pSoldier->bBleeding > MIN_BLEEDING_THRESHOLD ) /*if ( pSoldier->bBleeding > MIN_BLEEDING_THRESHOLD )
@@ -8845,7 +8864,7 @@ INT8 ZombieDecideAction( SOLDIERTYPE *pSoldier )
#ifdef DEBUGDECISIONS #ifdef DEBUGDECISIONS
AIPopMessage("AlertStatus = RED"); AIPopMessage("AlertStatus = RED");
#endif #endif
bAction = ZombieDecideActionRed(pSoldier, TRUE); bAction = ZombieDecideActionRed(pSoldier);
break; break;
case STATUS_BLACK: case STATUS_BLACK:
@@ -8890,7 +8909,7 @@ INT8 ArmedVehicleDecideAction( SOLDIERTYPE *pSoldier )
#ifdef DEBUGDECISIONS #ifdef DEBUGDECISIONS
AIPopMessage( "AlertStatus = RED" ); AIPopMessage( "AlertStatus = RED" );
#endif #endif
bAction = ArmedVehicleDecideActionRed( pSoldier, TRUE ); bAction = ArmedVehicleDecideActionRed(pSoldier);
break; break;
case STATUS_BLACK: case STATUS_BLACK:
@@ -9790,7 +9809,7 @@ INT8 ArmedVehicleDecideActionYellow( SOLDIERTYPE *pSoldier )
} }
INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK ) INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier)
{ {
INT32 iDummy; INT32 iDummy;
INT32 iChance, sClosestOpponent, sClosestFriend; INT32 iChance, sClosestOpponent, sClosestFriend;
@@ -9815,7 +9834,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK )
// Flugente: to prevent an accidental call // Flugente: to prevent an accidental call
if ( !ARMED_VEHICLE(pSoldier) ) 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 ) ); 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!) // determine if we happen to be in water (in which case we're in BIG trouble!)
bInWater = Water( pSoldier->sGridNo, pSoldier->pathing.bLevel ); 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 // 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 // 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" ); DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "ArmedVehicleDecideActionRed: check to continue flanking" );
// 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 // let's be a bit cautious about going right up to a location without enough APs to shoot
if ( !TileIsOutOfBounds( pSoldier->aiData.usActionData ) ) 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 )) ) 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 // 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 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 #ifdef RECORDNET
fprintf( NetDebugFile, "\tArmedVehicleDecideActionRed: guynum %d switching to GREEN AI...\n", pSoldier->ubID ); 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 ) if ( pSoldier->aiData.bAttitude != AGGRESSIVE || BestShot.ubChanceToReallyHit < 60 )
{ {
// get the location of the closest CONSCIOUS reachable opponent // get the location of the closest CONSCIOUS reachable opponent
sClosestDisturbance = ClosestReachableDisturbance( pSoldier, FALSE, &fClimb ); sClosestDisturbance = ClosestReachableDisturbance( pSoldier, &fClimb );
// if we found one // if we found one
if ( !TileIsOutOfBounds( sClosestDisturbance ) ) if ( !TileIsOutOfBounds( sClosestDisturbance ) )
@@ -11230,7 +11249,7 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
#endif #endif
// then make decision as if at alert status RED, but make sure // then make decision as if at alert status RED, but make sure
// we don't try to SEEK OPPONENT the unconscious guy! // 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 // else kill the guy, he could be the last opponent alive in this sector
} }
+19 -22
View File
@@ -1499,7 +1499,7 @@ INT32 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier)
continue; continue;
} }
if (!CheckNPCDestination(pSoldier, sGridNo, TRUE, TRUE)) if (!CheckNPCDestination(pSoldier, sGridNo))
{ {
continue; continue;
} }
@@ -1578,14 +1578,12 @@ INT32 FindNearestUngassedLand(SOLDIERTYPE *pSoldier)
INT32 sGridNo, sClosestLand = NOWHERE, sPathCost, sShortestPath = 1000; INT32 sGridNo, sClosestLand = NOWHERE, sPathCost, sShortestPath = 1000;
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset; INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
INT32 iSearchRange; INT32 iSearchRange;
INT16 sDistance, sOriginalDistance;
UINT16 usMovementMode = DetermineMovementMode(pSoldier, AI_ACTION_LEAVE_WATER_GAS); UINT16 usMovementMode = DetermineMovementMode(pSoldier, AI_ACTION_LEAVE_WATER_GAS);
BOOLEAN fFoundReachable = FALSE;
sOriginalDistance = DistanceToClosestActiveOpponent(pSoldier, pSoldier->sGridNo);
// start with a small search area, and expand it if we're unsuccessful // start with a small search area, and expand it if we're unsuccessful
// this should almost never need to search farther than 5 or 10 squares... // this should almost never need to search farther than 5 or 10 squares...
for (iSearchRange = 5; iSearchRange <= 25; iSearchRange += 10) for (iSearchRange = 5; iSearchRange <= 35 && (fFoundReachable || iSearchRange <= 5); iSearchRange += 10)
{ {
//NumMessage("Trying iSearchRange = ", iSearchRange); //NumMessage("Trying iSearchRange = ", iSearchRange);
@@ -1619,7 +1617,8 @@ INT32 FindNearestUngassedLand(SOLDIERTYPE *pSoldier)
} }
} }
gubNPCAPBudget = pSoldier->bActionPoints; //gubNPCAPBudget = pSoldier->bActionPoints;
gubNPCAPBudget = 0;
gubNPCDistLimit = (UINT8)iSearchRange; gubNPCDistLimit = (UINT8)iSearchRange;
FindBestPath(pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, usMovementMode, COPYREACHABLE, 0); //dnl ch50 071009 FindBestPath(pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, usMovementMode, COPYREACHABLE, 0); //dnl ch50 071009
gubNPCAPBudget = 0; gubNPCAPBudget = 0;
@@ -1647,13 +1646,15 @@ INT32 FindNearestUngassedLand(SOLDIERTYPE *pSoldier)
continue; continue;
} }
fFoundReachable = TRUE;
// ignore blacklisted spot // ignore blacklisted spot
if (sGridNo == pSoldier->pathing.sBlackList) if (sGridNo == pSoldier->pathing.sBlackList)
{ {
continue; continue;
} }
if (!CheckNPCDestination(pSoldier, sGridNo, TRUE, FALSE)) if (!CheckNPCDestination(pSoldier, sGridNo))
{ {
continue; continue;
} }
@@ -1676,15 +1677,6 @@ INT32 FindNearestUngassedLand(SOLDIERTYPE *pSoldier)
continue; continue;
} }
sDistance = DistanceToClosestActiveOpponent(pSoldier, pSoldier->sGridNo);
// penalty if moving closer to enemy
if (sDistance >= 0 && sOriginalDistance >= 0 && sDistance < sOriginalDistance)
{
//sPathCost += APBPConstants[AP_MAXIMUM];
sPathCost += (sOriginalDistance - sDistance) * (APBPConstants[AP_MOVEMENT_FLAT] + APBPConstants[AP_MODIFIER_WALK]);
}
// if this path is shorter than the one to the closest land found so far // if this path is shorter than the one to the closest land found so far
if (sPathCost < sShortestPath) if (sPathCost < sShortestPath)
{ {
@@ -1717,6 +1709,7 @@ INT32 FindNearbyDarkerSpot(SOLDIERTYPE *pSoldier)
INT32 iRoamRange; INT32 iRoamRange;
INT32 sOrigin; INT32 sOrigin;
UINT16 usMovementMode = DetermineMovementMode(pSoldier, AI_ACTION_LEAVE_WATER_GAS); UINT16 usMovementMode = DetermineMovementMode(pSoldier, AI_ACTION_LEAVE_WATER_GAS);
BOOLEAN fFoundReachable = FALSE;
bCurrLightLevel = LightTrueLevel(pSoldier->sGridNo, pSoldier->pathing.bLevel); bCurrLightLevel = LightTrueLevel(pSoldier->sGridNo, pSoldier->pathing.bLevel);
@@ -1724,7 +1717,7 @@ INT32 FindNearbyDarkerSpot(SOLDIERTYPE *pSoldier)
// start with a small search area, and expand it if we're unsuccessful // start with a small search area, and expand it if we're unsuccessful
// this should almost never need to search farther than 5 or 10 squares... // this should almost never need to search farther than 5 or 10 squares...
for (iSearchRange = 5; iSearchRange <= 15; iSearchRange += 5) for (iSearchRange = 5; iSearchRange <= 25 && (fFoundReachable || iSearchRange <= 5); iSearchRange += 5)
{ {
// determine maximum horizontal limits // determine maximum horizontal limits
sMaxLeft = min(iSearchRange, (pSoldier->sGridNo % MAXCOL)); sMaxLeft = min(iSearchRange, (pSoldier->sGridNo % MAXCOL));
@@ -1756,7 +1749,8 @@ INT32 FindNearbyDarkerSpot(SOLDIERTYPE *pSoldier)
} }
} }
gubNPCAPBudget = pSoldier->bActionPoints; //gubNPCAPBudget = pSoldier->bActionPoints;
gubNPCAPBudget = 0;
gubNPCDistLimit = (UINT8)iSearchRange; gubNPCDistLimit = (UINT8)iSearchRange;
FindBestPath(pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, usMovementMode, COPYREACHABLE, 0); //dnl ch50 071009 FindBestPath(pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, usMovementMode, COPYREACHABLE, 0); //dnl ch50 071009
gubNPCAPBudget = 0; gubNPCAPBudget = 0;
@@ -1784,6 +1778,8 @@ INT32 FindNearbyDarkerSpot(SOLDIERTYPE *pSoldier)
continue; continue;
} }
fFoundReachable = TRUE;
// ignore blacklisted spot // ignore blacklisted spot
if (sGridNo == pSoldier->pathing.sBlackList) if (sGridNo == pSoldier->pathing.sBlackList)
{ {
@@ -1796,7 +1792,7 @@ INT32 FindNearbyDarkerSpot(SOLDIERTYPE *pSoldier)
continue; continue;
} }
if (!CheckNPCDestination(pSoldier, sGridNo, TRUE, TRUE)) if (!CheckNPCDestination(pSoldier, sGridNo))
{ {
continue; continue;
} }
@@ -1977,7 +1973,7 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
continue; continue;
} }
if (!CheckNPCDestination(pSoldier, sGridNo, TRUE, FALSE)) if (!CheckNPCDestination(pSoldier, sGridNo))
{ {
continue; continue;
} }
@@ -2716,7 +2712,8 @@ INT32 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT32 sPos, INT8 bAction )
} }
// sevenfm: don't go into deep water for flanking // sevenfm: don't go into deep water for flanking
if (DeepWater(sGridNo, pSoldier->pathing.bLevel) && if (!AllowDeepWaterFlanking(pSoldier) &&
DeepWater(sGridNo, pSoldier->pathing.bLevel) &&
!DeepWater(pSoldier->sGridNo, pSoldier->pathing.bLevel)) !DeepWater(pSoldier->sGridNo, pSoldier->pathing.bLevel))
{ {
continue; continue;
@@ -2736,7 +2733,7 @@ INT32 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT32 sPos, INT8 bAction )
continue; continue;
} }
if (!CheckNPCDestination(pSoldier, sGridNo, FALSE, TRUE)) if (!CheckNPCDestination(pSoldier, sGridNo))
{ {
continue; continue;
} }
+4 -3
View File
@@ -177,7 +177,7 @@ INT8 DecideAction(SOLDIERTYPE *pSoldier);
INT8 DecideActionBlack(SOLDIERTYPE *pSoldier); INT8 DecideActionBlack(SOLDIERTYPE *pSoldier);
INT8 DecideActionEscort(SOLDIERTYPE *pSoldier); INT8 DecideActionEscort(SOLDIERTYPE *pSoldier);
INT8 DecideActionGreen(SOLDIERTYPE *pSoldier); INT8 DecideActionGreen(SOLDIERTYPE *pSoldier);
INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK); INT8 DecideActionRed(SOLDIERTYPE *pSoldier);
INT8 DecideActionYellow(SOLDIERTYPE *pSoldier); INT8 DecideActionYellow(SOLDIERTYPE *pSoldier);
INT16 DistanceToClosestFriend( 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 ); BOOLEAN AnyCoverFromSpot( INT32 sSpot, INT8 bLevel, INT32 sThreatLoc, INT8 bThreatLevel );
UINT8 CountSeenEnemiesLastTurn( SOLDIERTYPE *pSoldier ); UINT8 CountSeenEnemiesLastTurn( SOLDIERTYPE *pSoldier );
BOOLEAN CheckNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fCheckWater, BOOLEAN fCheckLight); BOOLEAN CheckNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo);
UINT8 SpotDangerLevel(SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fCheckWater, BOOLEAN fCheckLight); UINT8 SpotDangerLevel(SOLDIERTYPE *pSoldier, INT32 sGridNo);
BOOLEAN AllowDeepWaterFlanking(SOLDIERTYPE *pSoldier);
BOOLEAN NorthSpot(INT32 sSpot, INT8 bLevel); BOOLEAN NorthSpot(INT32 sSpot, INT8 bLevel);
BOOLEAN SoldierAI(SOLDIERTYPE *pSoldier); BOOLEAN SoldierAI(SOLDIERTYPE *pSoldier);
+47
View File
@@ -22,6 +22,8 @@
#include "random.h" #include "random.h"
#include "render fun.h" #include "render fun.h"
#include "GameSettings.h" #include "GameSettings.h"
// sevenfm
#include "PATHAI.H"
#endif #endif
extern BOOLEAN gfBasement; extern BOOLEAN gfBasement;
@@ -4176,3 +4178,48 @@ BOOLEAN IsLegionLevel( INT32 sGridNo )
} }
//------------------------------------------------------------------- //-------------------------------------------------------------------
// sevenfm: check adjacent tiles
BOOLEAN FindNotDeepWaterNearby(INT32 sSpot, BOOLEAN bLevel)
{
UINT8 ubMovementCost;
INT32 sTempGridNo;
UINT8 ubDirection;
// check adjacent reachable tiles
for (ubDirection = 0; ubDirection < NUM_WORLD_DIRECTIONS; ubDirection++)
{
sTempGridNo = NewGridNo(sSpot, DirectionInc(ubDirection));
ubMovementCost = gubWorldMovementCosts[sTempGridNo][ubDirection][bLevel];
if (ubMovementCost < TRAVELCOST_BLOCKED &&
!DeepWater(sTempGridNo, bLevel))
{
return(TRUE);
}
}
return FALSE;
}
BOOLEAN FindNotWaterNearby(INT32 sSpot, BOOLEAN bLevel)
{
UINT8 ubMovementCost;
INT32 sTempGridNo;
UINT8 ubDirection;
// check adjacent reachable tiles
for (ubDirection = 0; ubDirection < NUM_WORLD_DIRECTIONS; ubDirection++)
{
sTempGridNo = NewGridNo(sSpot, DirectionInc(ubDirection));
ubMovementCost = gubWorldMovementCosts[sTempGridNo][ubDirection][bLevel];
if (ubMovementCost < TRAVELCOST_BLOCKED &&
!Water(sTempGridNo, bLevel))
{
return(TRUE);
}
}
return FALSE;
}
+3
View File
@@ -66,6 +66,9 @@ UINT8 GetTerrainType( INT32 sGridNo );
BOOLEAN Water( INT32 sGridNo, BOOLEAN bLevel ); BOOLEAN Water( INT32 sGridNo, BOOLEAN bLevel );
BOOLEAN DeepWater( INT32 sGridNo, BOOLEAN bLevel ); BOOLEAN DeepWater( INT32 sGridNo, BOOLEAN bLevel );
BOOLEAN WaterTooDeepForAttacks( INT32 sGridNo, BOOLEAN bLevel ); BOOLEAN WaterTooDeepForAttacks( INT32 sGridNo, BOOLEAN bLevel );
// sevenfm
BOOLEAN FindNotDeepWaterNearby(INT32 sSpot, BOOLEAN bLevel);
BOOLEAN FindNotWaterNearby(INT32 sSpot, BOOLEAN bLevel);
// Structure manipulation routines // Structure manipulation routines
BOOLEAN RemoveStruct( INT32 iMapIndex, UINT16 usIndex ); BOOLEAN RemoveStruct( INT32 iMapIndex, UINT16 usIndex );