Various AI improvements.

FindThrowableGrenade: allows to specify type and damage of searched grenade.
New counter SOLDIER_COUNTER_RETREAT allows to set number of turns which soldier will try to retreat and take cover.
FindBestNearbyCover: use PrepareThreatlist as unified function to make list of all known opponents.

Militia Control:
- start retreating mode for 2 turns when ordering retreat
- replace AI_ACTION_RUN_AWAY with AI_ACTION_TAKE_COVER order so that militia do not retreat from sector

New AI behavior:
- soldier can use smoke grenade to cover himself when under fire
- soldier can use use smoke grenade on his friend to cover him
- if soldier used smoke, he starts retreat mode for 2 turns
- added retreat code to Red, Black AI
- improved Main Red AI for civilians (they only run away)

Improved suppression code:
- less chance of suppression when opponent has high shock level
- prefer using suppression fire when soldier is in cover

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8879 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2020-08-07 12:12:31 +00:00
parent 93c41f2f97
commit 5903abee09
14 changed files with 1359 additions and 292 deletions
+76 -18
View File
@@ -1870,48 +1870,106 @@ INT8 FindGLGrenade( SOLDIERTYPE * pSoldier )
return( NO_SLOT );
}
INT8 FindThrowableGrenade( SOLDIERTYPE * pSoldier )
INT8 FindThrowableGrenade(SOLDIERTYPE * pSoldier, UINT8 ubGrenadeType, UINT8 ubMinDamage)
{
INT8 bLoop;
BOOLEAN fCheckForFlares = FALSE;
UINT16 usItem;
INT8 invsize = (INT8)pSoldier->inv.size();
UINT8 ubDamage;
// JA2Gold: give some priority to looking for flares when at night
// this is AI only so we can put in some customization for night
if (GetTimeOfDayAmbientLightLevel() == NORMAL_LIGHTLEVEL_NIGHT)
// sevenfm: use flare only if cannot see opponent
if (NightLight() &&
pSoldier->aiData.bOppCnt == 0 &&
ubGrenadeType == EXPLOSV_ANY_TYPE &&
Chance(50))
{
if (pSoldier->stats.bLife > (pSoldier->stats.bLifeMax / 2))
{
fCheckForFlares = TRUE;
}
fCheckForFlares = TRUE;
}
INT8 invsize = (INT8)pSoldier->inv.size();
INT8 bFoundSlot = NO_SLOT;
UINT8 ubType;
UINT8 ubFoundType;
if (fCheckForFlares)
for (bLoop = 0; bLoop < invsize; ++bLoop)
{
// Do a priority check for flares first
for (bLoop = 0; bLoop < invsize; ++bLoop)
if (pSoldier->inv[bLoop].exists() == true)
{
if (pSoldier->inv[bLoop].exists() == true) {
if ( Item[pSoldier->inv[ bLoop ].usItem].flare )
usItem = pSoldier->inv[bLoop].usItem;
ubType = (UINT8)Explosive[Item[usItem].ubClassIndex].ubType;
ubDamage = Explosive[Item[usItem].ubClassIndex].ubDamage;
if ((Item[usItem].usItemClass & IC_GRENADE) &&
Item[usItem].ubCursor == TOSSCURS &&
GetLauncherFromLaunchable(usItem) == NOTHING &&
(!Item[usItem].flare || NightLight()) &&
ubDamage >= ubMinDamage &&
(ubGrenadeType == EXPLOSV_ANY_TYPE || ubType == ubGrenadeType))
{
// return if flare grenade has priority
if (fCheckForFlares && Item[usItem].flare)
{
return( bLoop );
return bLoop;
}
// return if found needed type
if (ubType == ubGrenadeType)
{
return bLoop;
}
// always prefer normal type
// smoke grenades have low priority
// mustard gas has priority over tear gas
if (bFoundSlot == NO_SLOT ||
ubType == EXPLOSV_NORMAL && ubFoundType != EXPLOSV_NORMAL ||
ubType != EXPLOSV_SMOKE && ubFoundType == EXPLOSV_SMOKE ||
ubType == EXPLOSV_MUSTGAS && ubFoundType == EXPLOSV_TEARGAS)
{
bFoundSlot = bLoop;
ubFoundType = ubType;
}
}
}
}
return(bFoundSlot);
}
UINT8 CountThrowableGrenades(SOLDIERTYPE * pSoldier, UINT8 ubGrenadeType, UINT8 ubMinDamage)
{
INT8 bLoop;
UINT16 usItem;
INT8 invsize = (INT8)pSoldier->inv.size();
UINT8 ubDamage;
INT8 bFoundSlot = NO_SLOT;
UINT8 ubType;
//UINT8 ubFoundType;
UINT8 ubCnt = 0;
for (bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if ( (Item[ pSoldier->inv[ bLoop ].usItem ].usItemClass & IC_GRENADE) && // Try this check instead, to avoid tossing RPG rounds !GLGrenadeInSlot( pSoldier, bLoop ) &&
GetLauncherFromLaunchable( pSoldier->inv[ bLoop ].usItem) == NOTHING )
if (pSoldier->inv[bLoop].exists() == true)
{
usItem = pSoldier->inv[bLoop].usItem;
ubType = (UINT8)Explosive[Item[usItem].ubClassIndex].ubType;
ubDamage = Explosive[Item[usItem].ubClassIndex].ubDamage;
if ((Item[usItem].usItemClass & IC_GRENADE) &&
Item[usItem].ubCursor == TOSSCURS &&
GetLauncherFromLaunchable(usItem) == NOTHING &&
ubDamage >= ubMinDamage &&
(ubGrenadeType == EXPLOSV_ANY_TYPE || ubType == ubGrenadeType))
{
return( bLoop );
ubCnt++;
}
}
}
return( NO_SLOT );
return ubCnt;
}
INT16 FindAttachmentSlot( OBJECTTYPE* pObj, UINT16 usItem, UINT8 subObject)
+19 -1
View File
@@ -16,6 +16,23 @@ class SOLDIERTYPE;
#define NIGHTSIGHTGOGGLES_BONUS 2 * STRAIGHT_RATIO
#define UVGOGGLES_BONUS 4 * STRAIGHT_RATIO
enum
{
EXPLOSV_NORMAL,
EXPLOSV_STUN,
EXPLOSV_TEARGAS,
EXPLOSV_MUSTGAS,
EXPLOSV_FLARE,
EXPLOSV_NOISE,
EXPLOSV_SMOKE,
EXPLOSV_CREATUREGAS,
EXPLOSV_BURNABLEGAS,
EXPLOSV_FLASHBANG,
EXPLOSV_SIGNAL_SMOKE,
EXPLOSV_SMOKE_DEBRIS,
EXPLOSV_ANY_TYPE,
};
extern UINT8 SlotToPocket[7];
extern BOOLEAN WeaponInHand( SOLDIERTYPE * pSoldier );
@@ -31,7 +48,8 @@ extern INT8 FindEmptySlotWithin(SOLDIERTYPE * pSoldier, INT8 bLower, INT8 bUpper
extern INT8 FindObjInObjRange(SOLDIERTYPE * pSoldier, UINT16 usItem1, UINT16 usItem2);
extern INT8 FindLaunchable(SOLDIERTYPE * pSoldier, UINT16 usWeapon);
extern INT8 FindGLGrenade(SOLDIERTYPE * pSoldier);
extern INT8 FindThrowableGrenade(SOLDIERTYPE * pSoldier);
extern INT8 FindThrowableGrenade(SOLDIERTYPE * pSoldier, UINT8 ubGrenadeType = EXPLOSV_ANY_TYPE, UINT8 ubMinDamaga = 0);
extern UINT8 CountThrowableGrenades(SOLDIERTYPE * pSoldier, UINT8 ubGrenadeType = EXPLOSV_ANY_TYPE, UINT8 ubMinDamaga = 0);
extern INT8 FindUsableObj(SOLDIERTYPE * pSoldier, UINT16 usItem);
void DeleteObj(OBJECTTYPE * pObj );
+11 -10
View File
@@ -1378,6 +1378,8 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
pTMilitiaSoldier->aiData.bAttitude = DEFENSIVE;
pTMilitiaSoldier->usUIMovementMode = RUNNING;
pTMilitiaSoldier->RetreatCounterStart(2);
// set up next action to run away
sActionGridNo = FindSpotMaxDistFromOpponents( pTMilitiaSoldier );
@@ -1385,7 +1387,10 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
if (!TileIsOutOfBounds(pTMilitiaSoldier->aiData.usNextActionData))
{
pTMilitiaSoldier->aiData.bNextAction = AI_ACTION_RUN_AWAY;
// sevenfm: use TAKE_COVER order to stop soldier from retreating
pTMilitiaSoldier->aiData.bNextAction = AI_ACTION_TAKE_COVER;
//pTMilitiaSoldier->aiData.bNextAction = AI_ACTION_RUN_AWAY;
pTMilitiaSoldier->aiData.usActionData = ANIM_STAND;
// SEND PENDING ACTION
@@ -1635,14 +1640,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
pTeamSoldier->aiData.bAttitude = DEFENSIVE;
pTeamSoldier->usUIMovementMode = RUNNING;
//// set up next action to run away
//pTeamSoldier->usNextActionData = FindSpotMaxDistFromOpponents( pTeamSoldier );
//if ( !TileIsOutOfBounds(pTeamSoldier->usNextActionData) )
//{
// pTeamSoldier->bNextAction = AI_ACTION_RUN_AWAY;
// pTeamSoldier->usActionData = ANIM_STAND;
//}
pTeamSoldier->RetreatCounterStart(2);
// set up next action to run away
sActionGridNo = FindSpotMaxDistFromOpponents( pTeamSoldier );
@@ -1651,7 +1649,10 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
if ( !TileIsOutOfBounds(pTeamSoldier->aiData.usNextActionData) )
{
pTeamSoldier->aiData.bNextAction = AI_ACTION_RUN_AWAY;
// sevenfm: use TAKE_COVER order to stop soldier from retreating
//pTeamSoldier->aiData.bNextAction = AI_ACTION_RUN_AWAY;
pTeamSoldier->aiData.bNextAction = AI_ACTION_TAKE_COVER;
pTeamSoldier->aiData.usActionData = ANIM_STAND;
// SEND PENDING ACTION
+39
View File
@@ -25864,3 +25864,42 @@ BOOLEAN SOLDIERTYPE::IsFlanking(void)
return TRUE;
}
UINT8 SOLDIERTYPE::ShockLevelPercent(void)
{
if (gGameExternalOptions.ubMaxSuppressionShock == 0)
return 0;
return min(100, 100 * this->aiData.bShock / gGameExternalOptions.ubMaxSuppressionShock);
}
BOOLEAN SOLDIERTYPE::TakenLargeHit(void)
{
if (this->usSoldierFlagMask2 & SOLDIER_TAKEN_LARGE_HIT)
return TRUE;
return FALSE;
}
BOOLEAN SOLDIERTYPE::IsCowering(void)
{
if (this->usAnimState == COWERING || this->usAnimState == COWERING_PRONE)
return TRUE;
return FALSE;
}
void SOLDIERTYPE::RetreatCounterStart(UINT16 usValue)
{
usSkillCounter[SOLDIER_COUNTER_RETREAT] = max(usValue, usSkillCounter[SOLDIER_COUNTER_RETREAT]);
}
void SOLDIERTYPE::RetreatCounterStop(void)
{
usSkillCounter[SOLDIER_COUNTER_RETREAT] = 0;
}
UINT16 SOLDIERTYPE::RetreatCounterValue(void)
{
return usSkillCounter[SOLDIER_COUNTER_RETREAT];
}
+9 -3
View File
@@ -631,6 +631,7 @@ enum {
SOLDIER_COUNTER_RADIO_ARTILLERY, // there is actually no need for an artillery timer, but we use one to forbid the same AI guy ordering multiple strikes at once
SOLDIER_COUNTER_SPOTTER, // used to determine wether we are a spotter
SOLDIER_COUNTER_ROLE_OBSERVED, // every turn that the player observes an enemy, the enemies counter is increased. If it is high enough, we know his role
SOLDIER_COUNTER_RETREAT, // use to retreat from position
SOLDIER_COUNTER_MAX = 20, // enough space for fillers
};
@@ -1862,6 +1863,14 @@ public:
// sevenfm: service functions
BOOLEAN IsFlanking(void);
BOOLEAN CheckInitialAP(void);
UINT8 ShockLevelPercent(void);
BOOLEAN TakenLargeHit(void);
BOOLEAN IsCowering(void);
void RetreatCounterStart(UINT16 usValue);
void RetreatCounterStop(void);
UINT16 RetreatCounterValue(void);
// Flugente: prisoner system
BOOLEAN CanProcessPrisoners();
@@ -1875,9 +1884,6 @@ public:
// Flugente: are we an assassin?
BOOLEAN IsAssassin();
// sevenfm: service functions
BOOLEAN CheckInitialAP(void);
// Flugente: multi-turn actions
UINT8 GetMultiTurnAction();
void StartMultiTurnAction( UINT8 usActionType, INT32 asGridNo );
+1 -1
View File
@@ -4734,7 +4734,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
UINT8 ubCounterattackChance = EffectiveDexterity(pTargetSoldier, FALSE) * (100 + pTargetSoldier->bBreath) / 200;
// halve chance for counterattack if boxer was hit recently
if (pTargetSoldier->usSoldierFlagMask2 & SOLDIER_TAKEN_LARGE_HIT)
if (pTargetSoldier->TakenLargeHit())
ubCounterattackChance /= 2;
// sevenfm: possibly counterattack when boxing
-16
View File
@@ -265,22 +265,6 @@ typedef struct
CHAR8 shotAnimation[MAX_ANIMATION_FILENAME_LEN];
} AMMOTYPE;
enum
{
EXPLOSV_NORMAL,
EXPLOSV_STUN,
EXPLOSV_TEARGAS,
EXPLOSV_MUSTGAS,
EXPLOSV_FLARE,
EXPLOSV_NOISE,
EXPLOSV_SMOKE,
EXPLOSV_CREATUREGAS,
EXPLOSV_BURNABLEGAS,
EXPLOSV_FLASHBANG,
EXPLOSV_SIGNAL_SMOKE,
EXPLOSV_SMOKE_DEBRIS,
};
#define AMMO_DAMAGE_ADJUSTMENT_BUCKSHOT( x ) (x / 4)
#define NUM_BUCKSHOT_PELLETS 9