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Merge branch 'master' into decideaction
This commit is contained in:
+19
-21
@@ -52,9 +52,9 @@
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#include "connect.h"
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// needed to use the modularized tactical AI:
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#include "ModularizedTacticalAI/include/Plan.h"
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#include "ModularizedTacticalAI/include/PlanFactoryLibrary.h"
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#include "ModularizedTacticalAI/include/AbstractPlanFactory.h"
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#include "Plan.h"
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#include "PlanFactoryLibrary.h"
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#include "AbstractPlanFactory.h"
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#ifdef JA2UB
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#include "Ja25_Tactical.h"
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@@ -294,6 +294,7 @@ void DebugAI( INT8 bMsgType, SOLDIERTYPE *pSoldier, STR szOutput, bool doLog, IN
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CHAR8 msg[1024];
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CHAR8 buf[1024];
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if (!gfLogsEnabled || !doLog || pSoldier == nullptr)
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return;
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@@ -312,17 +313,14 @@ void DebugAI( INT8 bMsgType, SOLDIERTYPE *pSoldier, STR szOutput, bool doLog, IN
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sprintf(msg, "");
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if (pSoldier)
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{
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sprintf(buf, "[%d] (%d)", pSoldier->ubID, pSoldier->sGridNo);
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strcat(msg, buf);
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sprintf(buf, "[%d] (%d)", pSoldier->ubID, pSoldier->sGridNo);
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strcat(msg, buf);
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if (pSoldier->ubProfile != NO_PROFILE)
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{
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wcstombs(buf, pSoldier->GetName(), 1024 - 1);
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strcat(msg, " ");
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strcat(msg, buf);
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}
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if (pSoldier->ubProfile != NO_PROFILE)
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{
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wcstombs(buf, pSoldier->GetName(), 1024 - 1);
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strcat(msg, " ");
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strcat(msg, buf);
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}
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strcat(msg, " ");
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@@ -343,13 +341,10 @@ void DebugAI( INT8 bMsgType, SOLDIERTYPE *pSoldier, STR szOutput, bool doLog, IN
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strcat(msg, " ");
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strcat(msg, szAction[bAction]);
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if (pSoldier)
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{
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sprintf(buf, " %d", pSoldier->aiData.usActionData);
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strcat(msg, buf);
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}
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sprintf(buf, " %d", pSoldier->aiData.usActionData);
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strcat(msg, buf);
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if (pSoldier && pSoldier->aiData.bNextAction != AI_ACTION_NONE)
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if (pSoldier->aiData.bNextAction != AI_ACTION_NONE)
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{
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strcat(msg, " ");
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strcat(msg, szAction[pSoldier->aiData.bNextAction]);
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@@ -903,7 +898,9 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
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if (pSoldier->aiData.bAction >= FIRST_MOVEMENT_ACTION && pSoldier->aiData.bAction <= LAST_MOVEMENT_ACTION && !pSoldier->flags.fDelayedMovement)
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{
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if (pSoldier->pathing.usPathIndex == pSoldier->pathing.usPathDataSize)
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{
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{
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INT8 bEscapeDirection = NOWHERE;
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if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination))
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{
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if ( !ACTING_ON_SCHEDULE( pSoldier ) && SpacesAway( pSoldier->sGridNo, pSoldier->sAbsoluteFinalDestination ) < 4 )
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@@ -944,7 +941,8 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
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}
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}
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// for regular guys still have to check for leaving the map
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else if (pSoldier->ubQuoteActionID >= QUOTE_ACTION_ID_TRAVERSE_EAST && pSoldier->ubQuoteActionID <= QUOTE_ACTION_ID_TRAVERSE_NORTH)
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else if (pSoldier->ubQuoteActionID >= QUOTE_ACTION_ID_TRAVERSE_EAST && pSoldier->ubQuoteActionID <= QUOTE_ACTION_ID_TRAVERSE_NORTH &&
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GridNoOnEdgeOfMap(pSoldier->sGridNo, &bEscapeDirection) && EscapeDirectionIsValid(&bEscapeDirection))
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{
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HandleAITacticalTraversal( pSoldier );
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return;
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