From 52a4959dfbf014e4e7c06b431cb0eb1268ec128a Mon Sep 17 00:00:00 2001 From: Asdow <20314541+Asdow@users.noreply.github.com> Date: Mon, 19 Jan 2026 22:56:18 +0200 Subject: [PATCH] Add optional InOut parameter to ClosestKnownOpponent distanceInCellCoords will return the distance between pSoldier and closest known opponent. We're often calculating same range after the call using PythSpacesAway and this way it's no longer necessary in most cases. --- TacticalAI/AIUtils.cpp | 42 +++++++++++++++++------------ TacticalAI/CreatureDecideAction.cpp | 12 +++++---- TacticalAI/DecideAction.cpp | 7 ++--- TacticalAI/ai.h | 3 ++- 4 files changed, 38 insertions(+), 26 deletions(-) diff --git a/TacticalAI/AIUtils.cpp b/TacticalAI/AIUtils.cpp index 76f4d017..083ad364 100644 --- a/TacticalAI/AIUtils.cpp +++ b/TacticalAI/AIUtils.cpp @@ -134,18 +134,17 @@ INT8 OKToAttack(SOLDIERTYPE * pSoldier, int target) BOOLEAN ConsiderProne( SOLDIERTYPE * pSoldier ) { - INT32 sOpponentGridNo; + INT32 sOpponentGridNo; INT8 bOpponentLevel; - INT32 iRange; + INT32 iRangeInCellCoords; if (pSoldier->aiData.bAIMorale >= MORALE_NORMAL) { return( FALSE ); } // We don't want to go prone if there is a nearby enemy - ClosestKnownOpponent( pSoldier, &sOpponentGridNo, &bOpponentLevel ); - iRange = PythSpacesAway( pSoldier->sGridNo, sOpponentGridNo ); - if (iRange > 10) + ClosestKnownOpponent( pSoldier, &sOpponentGridNo, &bOpponentLevel, nullptr, &iRangeInCellCoords); + if ( iRangeInCellCoords > 10*CELL_X_SIZE) { return( TRUE ); } @@ -397,7 +396,11 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction ) // sevenfm: movement mode tweaks if (gGameExternalOptions.fAIMovementMode) { - INT32 sClosestThreat = ClosestKnownOpponent(pSoldier, NULL, NULL); + INT32 distanceToThreat; + const INT32 sClosestThreat = ClosestKnownOpponent(pSoldier, NULL, NULL, NULL, &distanceToThreat); + const auto mediumRange = TACTICAL_RANGE_CELL_COORDS / 2; + const auto close = TACTICAL_RANGE_CELL_COORDS / 4; + const auto reallyClose = TACTICAL_RANGE_CELL_COORDS / 8; // use walking mode if no enemy known if (pSoldier->aiData.bAlertStatus < STATUS_RED && @@ -423,6 +426,7 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction ) (pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM)) { INT16 sDistanceVisible = VISION_RANGE; + const auto beyondVisionRange = (CELL_X_SIZE * 3 * sDistanceVisible) / 2; INT32 iRCD = RangeChangeDesire(pSoldier); // use running when in light at night @@ -445,7 +449,7 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction ) !GuySawEnemy(pSoldier) && (NightTime() || gAnimControl[pSoldier->usAnimState].ubEndHeight <= ANIM_CROUCH) && CountNearbyFriends(pSoldier, pSoldier->sGridNo, TACTICAL_RANGE / 4) < 3 && - PythSpacesAway(pSoldier->sGridNo, sClosestThreat) < 3 * sDistanceVisible / 2 && + distanceToThreat < beyondVisionRange && CountFriendsBlack(pSoldier) == 0 && bAction == AI_ACTION_SEEK_OPPONENT) { @@ -454,7 +458,7 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction ) // use swatting for taking cover if (pSoldier->aiData.bAlertStatus >= STATUS_RED && - PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 8 && + distanceToThreat > reallyClose && (pSoldier->aiData.bUnderFire && iRCD < 4 || pSoldier->aiData.bShock > 2 * iRCD || pSoldier->aiData.bShock > 0 && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE) && @@ -466,9 +470,9 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction ) // use SWATTING when under fire if (pSoldier->aiData.bAlertStatus >= STATUS_RED && - (pSoldier->aiData.bShock > iRCD && PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 2 || - pSoldier->aiData.bShock > 0 && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE && PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 4) && - PythSpacesAway(pSoldier->sGridNo, sClosestThreat) < 3 * sDistanceVisible / 2 && + (pSoldier->aiData.bShock > iRCD && distanceToThreat > mediumRange || + pSoldier->aiData.bShock > 0 && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE && distanceToThreat > close) && + distanceToThreat < beyondVisionRange && gAnimControl[pSoldier->usAnimState].ubEndHeight <= ANIM_CROUCH && !pSoldier->aiData.bLastAttackHit && (bAction == AI_ACTION_SEEK_OPPONENT || @@ -485,7 +489,7 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction ) (pSoldier->aiData.bOrders == SNIPER || pSoldier->aiData.bOrders == STATIONARY || (GuySawEnemy(pSoldier) || pSoldier->aiData.bShock > 0) && iRCD < 4) && - PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 4 && + distanceToThreat > close && (bAction == AI_ACTION_SEEK_OPPONENT || bAction == AI_ACTION_GET_CLOSER || bAction == AI_ACTION_SEEK_FRIEND || @@ -501,7 +505,7 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction ) (pSoldier->aiData.bOrders == SNIPER || pSoldier->aiData.bOrders == STATIONARY || pSoldier->aiData.bShock > 0 && iRCD < 4) && - PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 4 && + distanceToThreat > close && (bAction == AI_ACTION_SEEK_OPPONENT || bAction == AI_ACTION_GET_CLOSER || bAction == AI_ACTION_SEEK_FRIEND || @@ -515,7 +519,7 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction ) if (!pSoldier->aiData.bUnderFire && bAction == AI_ACTION_TAKE_COVER && pSoldier->bInitialActionPoints > APBPConstants[AP_MINIMUM] && - (!InARoom(pSoldier->sGridNo, NULL) || PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > sDistanceVisible * 2) && + (!InARoom(pSoldier->sGridNo, NULL) || distanceToThreat > sDistanceVisible * 20) && pSoldier->aiData.bAIMorale >= MORALE_NORMAL && pSoldier->bBreath > 25 && pSoldier->pathing.bLevel == 0 && @@ -539,14 +543,14 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction ) else if (gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_CROUCH) { if (WeaponReady(pSoldier) && !pSoldier->aiData.bUnderFire && pSoldier->aiData.bAlertStatus == STATUS_BLACK || - pSoldier->aiData.bUnderFire && PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 8) + pSoldier->aiData.bUnderFire && distanceToThreat > reallyClose ) return SWATTING; else return RUNNING; } else if (gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE) { - if (pSoldier->aiData.bUnderFire && !pSoldier->aiData.bLastAttackHit && PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 8) + if (pSoldier->aiData.bUnderFire && !pSoldier->aiData.bLastAttackHit && distanceToThreat > reallyClose ) return SWATTING; else return RUNNING; @@ -1379,7 +1383,7 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, BOOLEAN * pfChangeLevel } -INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, SoldierID * pubOpponentID) +INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, SoldierID * pubOpponentID, INT32 * distanceInCellCoords) { INT32 *psLastLoc,sGridNo, sClosestOpponent = NOWHERE; UINT32 uiLoop; @@ -1503,6 +1507,10 @@ INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLev { *pubOpponentID = pClosestOpponent->ubID; } + if ( distanceInCellCoords ) + { + *distanceInCellCoords = iClosestRange; + } return( sClosestOpponent ); } diff --git a/TacticalAI/CreatureDecideAction.cpp b/TacticalAI/CreatureDecideAction.cpp index 0d655ffe..cd95d405 100644 --- a/TacticalAI/CreatureDecideAction.cpp +++ b/TacticalAI/CreatureDecideAction.cpp @@ -844,7 +844,8 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) { // determine the location of the known closest opponent // (don't care if he's conscious, don't care if he's reachable at all) - sClosestOpponent = ClosestKnownOpponent(pSoldier, NULL, NULL); + INT32 distanceToThreat; + sClosestOpponent = ClosestKnownOpponent(pSoldier, NULL, NULL, NULL, &distanceToThreat); if (!TileIsOutOfBounds(sClosestOpponent)) { @@ -854,9 +855,9 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) // if soldier is not already facing in that direction, // and the opponent is close enough that he could possibly be seen // note, have to change this to use the level returned from ClosestKnownOpponent - sDistVisible = pSoldier->GetMaxDistanceVisible(sClosestOpponent, 0 ); + sDistVisible = pSoldier->GetMaxDistanceVisible(sClosestOpponent, 0 ) * CELL_X_SIZE; - if ((pSoldier->ubDirection != ubOpponentDir) && (PythSpacesAway(pSoldier->sGridNo,sClosestOpponent) <= sDistVisible)) + if ((pSoldier->ubDirection != ubOpponentDir) && (distanceToThreat <= sDistVisible)) { // set base chance according to orders if ((pSoldier->aiData.bOrders == STATIONARY) || (pSoldier->aiData.bOrders == ONGUARD)) @@ -1380,11 +1381,12 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier ) { // determine the location of the known closest opponent // (don't care if he's conscious, don't care if he's reachable at all) - sClosestOpponent = ClosestKnownOpponent(pSoldier, NULL, NULL); + INT32 distanceToThreat; + sClosestOpponent = ClosestKnownOpponent(pSoldier, NULL, NULL, NULL, &distanceToThreat); // if we have a closest reachable opponent if (!TileIsOutOfBounds(sClosestOpponent)) { - if ( ubCanMove && PythSpacesAway( pSoldier->sGridNo, sClosestOpponent ) > 2 ) + if ( ubCanMove && distanceToThreat > 20 ) // 2 tiles -> 20 in fractional Cell Coordinates { if ( bSpitIn != NO_SLOT ) { diff --git a/TacticalAI/DecideAction.cpp b/TacticalAI/DecideAction.cpp index 88b1b390..5a0150c6 100644 --- a/TacticalAI/DecideAction.cpp +++ b/TacticalAI/DecideAction.cpp @@ -9637,7 +9637,8 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier) { // determine the location of the known closest opponent // (don't care if he's conscious, don't care if he's reachable at all) - sClosestOpponent = ClosestKnownOpponent( pSoldier, NULL, NULL ); + INT32 distanceToOpponent; + sClosestOpponent = ClosestKnownOpponent( pSoldier, NULL, NULL, NULL, &distanceToOpponent ); if ( !TileIsOutOfBounds( sClosestOpponent ) ) { @@ -9647,9 +9648,9 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier) // if soldier is not already facing in that direction, // and the opponent is close enough that he could possibly be seen // note, have to change this to use the level returned from ClosestKnownOpponent - sDistVisible = pSoldier->GetMaxDistanceVisible( sClosestOpponent, 0, CALC_FROM_ALL_DIRS ); + sDistVisible = pSoldier->GetMaxDistanceVisible( sClosestOpponent, 0, CALC_FROM_ALL_DIRS ) * CELL_X_SIZE; - if ( (pSoldier->ubDirection != ubOpponentDir) && (PythSpacesAway( pSoldier->sGridNo, sClosestOpponent ) <= sDistVisible) ) + if ( (pSoldier->ubDirection != ubOpponentDir) && (distanceToOpponent <= sDistVisible) ) { // set base chance according to orders if ( (pSoldier->aiData.bOrders == STATIONARY) || (pSoldier->aiData.bOrders == ONGUARD) ) diff --git a/TacticalAI/ai.h b/TacticalAI/ai.h index 3864cde7..a450cd24 100644 --- a/TacticalAI/ai.h +++ b/TacticalAI/ai.h @@ -171,7 +171,7 @@ void CheckForChangingOrders(SOLDIERTYPE *pSoldier ); INT8 ClosestPanicTrigger( SOLDIERTYPE * pSoldier ); -INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, SoldierID *pubOpponentID = NULL); +INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, SoldierID *pubOpponentID = NULL, INT32 * distanceInCellCoords = NULL); INT32 ClosestPC( SOLDIERTYPE *pSoldier, INT32 * psDistance ); INT32 ClosestUnDisguisedPC( SOLDIERTYPE *pSoldier, INT32 * psDistance ); // Flugente: like ClosestPC(...), but does not account for covert or not visible mercs BOOLEAN CanAutoBandage( BOOLEAN fDoFullCheck ); @@ -431,6 +431,7 @@ INT8 KnownPublicLevel(UINT8 bTeam, SoldierID ubOpponentID); // sevenfm: distance for tactical AI checks, roughly equal to normal day vision range #define TACTICAL_RANGE (gGameExternalOptions.ubStraightSightRange * STRAIGHT_RATIO * 2) +#define TACTICAL_RANGE_CELL_COORDS TACTICAL_RANGE*CELL_X_SIZE #define BOMB_DETECTION_RANGE (TACTICAL_RANGE / 4) #endif