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https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
Increased max possible soldiers stored for friendly fire check to 256.
Friendly fire chance code also checks for soldiers of the same side and optionally neutral civilians. CalcCoverValue: check friendly fire chance for each position, penalize position if friendly fire chance is high (needs AI_BETTER_COVER = TRUE) UnderFire::Add: - store friendly fire CTH for new added person - use max value when replacing friendly fire CTH for existing person CalcBestShot: - check CTGT and friendly fire chance for every stance - ignore possible shot if can hit friends in this stance CalcMoraleNew: improved code to make enemy slightly more aggressive. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8873 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+111
-59
@@ -170,7 +170,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
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UINT32 uiLoop;
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INT32 iAttackValue, iThreatValue, iHitRate, iBestHitRate, iPercentBetter, iEstDamage, iTrueLastTarget;
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UINT16 usTrueState, usTurningCost, usRaiseGunCost;
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INT16 ubAimTime, ubMinAPcost, ubRawAPCost, sBestAPcost, ubChanceToHit, ubBestAimTime, ubChanceToGetThrough, ubBestChanceToHit, sStanceAPcost;
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INT16 ubAimTime, ubMinAPcost, ubRawAPCost, sBestAPcost, ubChanceToHit, ubBestAimTime, ubChanceToGetThrough, ubBestChanceToGetThrough, ubFriendlyFireChance, ubBestFriendlyFireChance, ubBestChanceToHit, sStanceAPcost;
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BOOLEAN fAddingTurningCost, fAddingRaiseGunCost;
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UINT8 ubMaxPossibleAimTime, ubStance, ubBestStance, ubChanceToReallyHit;
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INT8 bScopeMode;
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@@ -178,7 +178,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CalcBestShot");
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ubBestChanceToHit = ubBestAimTime = ubChanceToHit = ubChanceToReallyHit = 0;
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ubBestChanceToHit = ubBestAimTime = ubChanceToHit = ubBestChanceToGetThrough = ubBestFriendlyFireChance = ubChanceToReallyHit = 0;
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// sevenfm: initialize
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pBestShot->ubPossible = FALSE;
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@@ -243,22 +243,23 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
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if (ubMinAPcost > pSoldier->bActionPoints)
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continue; // next opponent
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//KeepInterfaceGoing();
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// sevenfm: check CTGT and friendly fire for each stance instead since they can be different
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// calculate chance to get through the opponent's cover (if any)
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//dnl ch61 180813
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gUnderFire.Clear();
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/*gUnderFire.Clear();
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gUnderFire.Enable();
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ubChanceToGetThrough = AISoldierToSoldierChanceToGetThrough( pSoldier, pOpponent );
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ubFriendlyFireChance = gUnderFire.Chance(pSoldier->bTeam, pSoldier->bSide, TRUE);
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gUnderFire.Disable();
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// ubChanceToGetThrough = ChanceToGetThrough(pSoldier,pOpponent->sGridNo,NOTFAKE,ACTUAL,TESTWALLS,9999,M9PISTOL,NOT_FOR_LOS);
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//NumMessage("Chance to get through = ",ubChanceToGetThrough);
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// if we can't possibly get through all the cover
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if (ubChanceToGetThrough == 0)
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continue; // next opponent
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// sevenfm: ignore opponent if we can hit friend
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if (ubFriendlyFireChance > MIN_CHANCE_TO_ACCIDENTALLY_HIT_SOMEONE)
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continue;*/
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if ( (pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER) && (pSoldier->ubBodyType != QUEENMONSTER ) )
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{
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STRUCTURE_FILE_REF * pStructureFileRef;
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@@ -345,24 +346,40 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
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}
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ubRawAPCost = MinAPsToShootOrStab(pSoldier, pOpponent->sGridNo, 0, FALSE, 2);
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ubMinAPcost = ubRawAPCost + usTurningCost + sStanceAPcost + usRaiseGunCost;
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if(pSoldier->bActionPoints-ubMinAPcost >= 0)
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if(pSoldier->bActionPoints - ubMinAPcost >= 0)
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{
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// calc next attack's minimum shooting cost (excludes readying & turning & raise gun)
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ubMaxPossibleAimTime = CalcAimingLevelsAvailableWithAP(pSoldier, pOpponent->sGridNo, pSoldier->bActionPoints-ubMinAPcost);
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for(ubAimTime=APBPConstants[AP_MIN_AIM_ATTACK]; ubAimTime<=ubMaxPossibleAimTime; ubAimTime++)
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// sevenfm: check CTGT and friendly fire chance for every stance
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gUnderFire.Clear();
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gUnderFire.Enable();
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ubChanceToGetThrough = AISoldierToSoldierChanceToGetThrough(pSoldier, pOpponent);
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ubFriendlyFireChance = gUnderFire.Chance(pSoldier->bTeam, pSoldier->bSide, TRUE);
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gUnderFire.Disable();
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// sevenfm: only use this stance if we can hit target and cannot hit friends
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if (ubChanceToGetThrough > 0 && ubFriendlyFireChance <= MIN_CHANCE_TO_ACCIDENTALLY_HIT_SOMEONE)
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{
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ubChanceToHit = AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, STANDING);
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iHitRate = ((pSoldier->bActionPoints - (ubMinAPcost - ubRawAPCost)) * ubChanceToHit) / (ubRawAPCost + ubAimTime * APBPConstants[AP_CLICK_AIM]);
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if(iHitRate > iBestHitRate || (Item[pSoldier->usAttackingWeapon].usItemClass & IC_THROWING_KNIFE) && ubChanceToHit > ubBestChanceToHit)// rather take best chance for throwing knives
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for (ubAimTime = APBPConstants[AP_MIN_AIM_ATTACK]; ubAimTime <= ubMaxPossibleAimTime; ubAimTime++)
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{
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iBestHitRate = iHitRate;
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ubBestAimTime = ubAimTime;
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ubBestChanceToHit = ubChanceToHit;
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bScopeMode = pSoldier->bScopeMode;
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sBestAPcost = ubMinAPcost;
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ubBestStance = ubStance;
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ubChanceToHit = AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, STANDING);
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iHitRate = ((pSoldier->bActionPoints - (ubMinAPcost - ubRawAPCost)) * ubChanceToHit) / (ubRawAPCost + ubAimTime * APBPConstants[AP_CLICK_AIM]);
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// sevenfm: take into account CTGT for every stance
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if (iHitRate * ubChanceToGetThrough > iBestHitRate * ubBestChanceToGetThrough ||
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(Item[pSoldier->usAttackingWeapon].usItemClass & IC_THROWING_KNIFE) && ubChanceToHit > ubBestChanceToHit)// rather take best chance for throwing knives
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{
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iBestHitRate = iHitRate;
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ubBestAimTime = ubAimTime;
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ubBestChanceToHit = ubChanceToHit;
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ubBestChanceToGetThrough = ubChanceToGetThrough;
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ubBestFriendlyFireChance = ubFriendlyFireChance;
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bScopeMode = pSoldier->bScopeMode;
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sBestAPcost = ubMinAPcost;
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ubBestStance = ubStance;
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}
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}
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}
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}
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}
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pSoldier->usAnimState = usTrueState;
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pSoldier->sLastTarget = iTrueLastTarget;
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@@ -395,23 +412,38 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
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ubRawAPCost = MinAPsToShootOrStab(pSoldier, pOpponent->sGridNo, 0, FALSE, 2);
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ubMinAPcost = ubRawAPCost + usTurningCost + sStanceAPcost + usRaiseGunCost;
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if(pSoldier->bActionPoints-ubMinAPcost >= 0)
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if(pSoldier->bActionPoints - ubMinAPcost >= 0)
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{
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ubMaxPossibleAimTime = CalcAimingLevelsAvailableWithAP(pSoldier, pOpponent->sGridNo, pSoldier->bActionPoints-ubMinAPcost);
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for(ubAimTime=APBPConstants[AP_MIN_AIM_ATTACK]; ubAimTime<=ubMaxPossibleAimTime; ubAimTime++)
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// sevenfm: check CTGT and friendly fire chance for every stance
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gUnderFire.Clear();
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gUnderFire.Enable();
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ubChanceToGetThrough = AISoldierToSoldierChanceToGetThrough(pSoldier, pOpponent);
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ubFriendlyFireChance = gUnderFire.Chance(pSoldier->bTeam, pSoldier->bSide, TRUE);
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gUnderFire.Disable();
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// sevenfm: only use this stance if we can hit target and cannot hit friends
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if (ubChanceToGetThrough > 0 && ubFriendlyFireChance <= MIN_CHANCE_TO_ACCIDENTALLY_HIT_SOMEONE)
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{
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ubChanceToHit = AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, CROUCHING);
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iHitRate = ((pSoldier->bActionPoints - (ubMinAPcost - ubRawAPCost)) * ubChanceToHit) / (ubRawAPCost + ubAimTime * APBPConstants[AP_CLICK_AIM]);
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if(iHitRate > iBestHitRate)
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for (ubAimTime = APBPConstants[AP_MIN_AIM_ATTACK]; ubAimTime <= ubMaxPossibleAimTime; ubAimTime++)
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{
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iBestHitRate = iHitRate;
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ubBestAimTime = ubAimTime;
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ubBestChanceToHit = ubChanceToHit;
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bScopeMode = pSoldier->bScopeMode;
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sBestAPcost = ubMinAPcost;
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ubBestStance = ubStance;
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ubChanceToHit = AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, CROUCHING);
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iHitRate = ((pSoldier->bActionPoints - (ubMinAPcost - ubRawAPCost)) * ubChanceToHit) / (ubRawAPCost + ubAimTime * APBPConstants[AP_CLICK_AIM]);
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// sevenfm: take into account CTGT for every stance
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if (iHitRate * ubChanceToGetThrough > iBestHitRate * ubBestChanceToGetThrough)
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{
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iBestHitRate = iHitRate;
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ubBestAimTime = ubAimTime;
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ubBestChanceToHit = ubChanceToHit;
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ubBestChanceToGetThrough = ubChanceToGetThrough;
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ubBestFriendlyFireChance = ubFriendlyFireChance;
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bScopeMode = pSoldier->bScopeMode;
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sBestAPcost = ubMinAPcost;
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ubBestStance = ubStance;
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}
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}
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}
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}
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}
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pSoldier->usAnimState = usTrueState;
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pSoldier->sLastTarget = iTrueLastTarget;
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@@ -441,21 +473,36 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
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ubRawAPCost = MinAPsToShootOrStab(pSoldier, pOpponent->sGridNo, 0, FALSE, 2);
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ubMinAPcost = ubRawAPCost + usTurningCost + sStanceAPcost + usRaiseGunCost;
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if(pSoldier->bActionPoints-ubMinAPcost >= 0)
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if(pSoldier->bActionPoints - ubMinAPcost >= 0)
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{
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ubMaxPossibleAimTime = CalcAimingLevelsAvailableWithAP(pSoldier, pOpponent->sGridNo, pSoldier->bActionPoints-ubMinAPcost);
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for(ubAimTime=APBPConstants[AP_MIN_AIM_ATTACK]; ubAimTime<=ubMaxPossibleAimTime; ubAimTime++)
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// sevenfm: check CTGT and friendly fire chance for every stance
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gUnderFire.Clear();
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gUnderFire.Enable();
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ubChanceToGetThrough = AISoldierToSoldierChanceToGetThrough(pSoldier, pOpponent);
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ubFriendlyFireChance = gUnderFire.Chance(pSoldier->bTeam, pSoldier->bSide, TRUE);
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gUnderFire.Disable();
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// sevenfm: only use this stance if we can hit target and cannot hit friends
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if (ubChanceToGetThrough > 0 && ubFriendlyFireChance <= MIN_CHANCE_TO_ACCIDENTALLY_HIT_SOMEONE)
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{
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ubChanceToHit = AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, PRONE);
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iHitRate = ((pSoldier->bActionPoints - (ubMinAPcost - ubRawAPCost)) * ubChanceToHit) / (ubRawAPCost + ubAimTime * APBPConstants[AP_CLICK_AIM]);
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if(iHitRate > iBestHitRate)
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for (ubAimTime = APBPConstants[AP_MIN_AIM_ATTACK]; ubAimTime <= ubMaxPossibleAimTime; ubAimTime++)
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{
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iBestHitRate = iHitRate;
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ubBestAimTime = ubAimTime;
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ubBestChanceToHit = ubChanceToHit;
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bScopeMode = pSoldier->bScopeMode;
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sBestAPcost = ubMinAPcost;
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ubBestStance = ubStance;
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ubChanceToHit = AICalcChanceToHitGun(pSoldier, pOpponent->sGridNo, ubAimTime, AIM_SHOT_TORSO, pOpponent->pathing.bLevel, PRONE);
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iHitRate = ((pSoldier->bActionPoints - (ubMinAPcost - ubRawAPCost)) * ubChanceToHit) / (ubRawAPCost + ubAimTime * APBPConstants[AP_CLICK_AIM]);
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// sevenfm: take into account CTGT for every stance
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if (iHitRate * ubChanceToGetThrough > iBestHitRate * ubBestChanceToGetThrough)
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{
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iBestHitRate = iHitRate;
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ubBestAimTime = ubAimTime;
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ubBestChanceToHit = ubChanceToHit;
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ubBestChanceToGetThrough = ubChanceToGetThrough;
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ubBestFriendlyFireChance = ubFriendlyFireChance;
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bScopeMode = pSoldier->bScopeMode;
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sBestAPcost = ubMinAPcost;
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ubBestStance = ubStance;
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}
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}
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}
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}
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@@ -470,7 +517,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
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continue; // next opponent
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// calculate chance to REALLY hit: shoot accurately AND get past cover
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ubChanceToReallyHit = (UINT8)ceil((ubBestChanceToHit * ubChanceToGetThrough) / 100.0f);
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ubChanceToReallyHit = (UINT8)ceil((ubBestChanceToHit * ubBestChanceToGetThrough) / 100.0f);
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// if we can't REALLY hit at all
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if (ubChanceToReallyHit == 0)
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@@ -583,10 +630,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
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pBestShot->ubAPCost = sBestAPcost;
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pBestShot->ubStance = ubBestStance;
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pBestShot->bScopeMode = bScopeMode;
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if(gUnderFire.Count(pSoldier->bTeam))//dnl ch61 180813
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pBestShot->ubFriendlyFireChance = gUnderFire.Chance(pSoldier->bTeam);
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else
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pBestShot->ubFriendlyFireChance = 0;
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pBestShot->ubFriendlyFireChance = ubBestFriendlyFireChance;
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}
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}
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@@ -3199,39 +3243,47 @@ void UnderFire::Clear(void)
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void UnderFire::Add(UINT16 usID, UINT8 ubCTH)
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{
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if(!fEnable)
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if (!fEnable)
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return;
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if(usUnderFireCnt < MAXUNDERFIRE)
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if (usUnderFireCnt < MAXUNDERFIRE)
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{
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for(int i=0; i<usUnderFireCnt; i++)
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if(usUnderFireID[i] == usID)
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for (int i = 0; i < usUnderFireCnt; i++)
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{
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if (usUnderFireID[i] == usID)
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{
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if(ubUnderFireCTH[i] != ubCTH)
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if (ubUnderFireCTH[i] < ubCTH) // sevenfm: use max value
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ubUnderFireCTH[i] = ubCTH;
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return;
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}
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usUnderFireID[usUnderFireCnt++] = usID;
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}
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ubUnderFireCTH[usUnderFireCnt] = ubCTH; // sevenfm: store CTH too!
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usUnderFireID[usUnderFireCnt] = usID;
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usUnderFireCnt++;
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}
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}
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UINT16 UnderFire::Count(INT8 bTeam)
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{
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UINT16 cnt = 0;
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for(int i=0; i<usUnderFireCnt; i++)
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for (UINT16 i = 0; i < usUnderFireCnt; i++)
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{
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if(MercPtrs[usUnderFireID[i]]->bTeam == bTeam)
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if (MercPtrs[usUnderFireID[i]]->bTeam == bTeam)
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++cnt;
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}
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return(cnt);
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}
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UINT8 UnderFire::Chance(INT8 bTeam)
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UINT8 UnderFire::Chance(INT8 bTeam, INT8 bSide, BOOLEAN fCheckNeutral)
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{
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UINT8 cth = 0;
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for(int i=0; i<usUnderFireCnt; i++)
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for (UINT16 i = 0; i < usUnderFireCnt; i++)
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{
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if(MercPtrs[usUnderFireID[i]]->bTeam == bTeam && ubUnderFireCTH[i] > cth)
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if ((MercPtrs[usUnderFireID[i]]->bTeam == bTeam || MercPtrs[usUnderFireID[i]]->bSide == bSide || fCheckNeutral && MercPtrs[usUnderFireID[i]]->aiData.bNeutral) &&
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ubUnderFireCTH[i] > cth)
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{
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cth = ubUnderFireCTH[i];
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}
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}
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return(cth);
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}
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