- new option: ENEMY_JAMS in [Tactical Gameplay Settings] allows enemy gun jams

- take into account unjam AP cost for jammed weapon
- improved AI_BETTER_COVER option

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8409 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2017-06-21 07:40:36 +00:00
parent 3c4da04532
commit 6ce47c4cef
8 changed files with 163 additions and 12 deletions
+2
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@@ -1430,6 +1430,8 @@ void LoadGameExternalOptions()
gGameExternalOptions.fAccessOtherMercInventories = iniReader.ReadBoolean("Tactical Gameplay Settings","ACCESS_OTHER_MERC_INVENTORIES", TRUE);
gGameExternalOptions.fBackPackWeightLowersAP = iniReader.ReadBoolean("Tactical Gameplay Settings","BACKPACKWEIGHT_LOWERS_AP", TRUE);
gGameExternalOptions.fEnemyJams = iniReader.ReadBoolean("Tactical Gameplay Settings", "ENEMY_JAMS", true, false);
gGameExternalOptions.fExtMouseKeyEnabled = iniReader.ReadBoolean("Tactical Interface Settings", "ENABLE_EXT_MOUSE_KEYS", FALSE);
// sevenfm: new mouse commands
+3
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@@ -556,6 +556,9 @@ typedef struct
// Moa - weight of filled backpack lowers our AP
BOOLEAN fBackPackWeightLowersAP;
// sevenfm: enemy gun jams
BOOLEAN fEnemyJams;
// WDS - Improve Tony's and Devin's inventory like BR's
// silversurfer: not used anymore, see "Tactical\XML_Merchants.cpp" for "useBRSetting"
// BOOLEAN tonyUsesBRSetting;
+10
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@@ -2533,6 +2533,16 @@ INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime,
else
bAPCost += APBPConstants[AP_CHANGE_TARGET];
}
// sevenfm: add unjam AP cost
if( Item[usUBItem].usItemClass == IC_GUN &&
!EXPLOSIVE_GUN( usUBItem ) &&
!(pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO) &&
(*pObjUsed)[0]->data.gun.bGunAmmoStatus < 0)
{
bAPCost += APBPConstants[AP_UNJAM];
}
#if 0//dnl ch63 240813 this seems very wrong, in most case (pSoldier->bActionPoints > bFullAps) and this will return less points then is actually required and could cancel some AI actions, like throwing grenades
// the minimum AP cost of ANY shot can NEVER be more than merc's maximum APs!
if ( bAPCost > bFullAPs )
+4 -1
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@@ -10882,7 +10882,10 @@ BOOLEAN SOLDIERTYPE::InternalDoMercBattleSound( UINT8 ubBattleSoundID, INT8 bSpe
// If we are an enemy.....reduce due to volume
if ( pSoldier->bTeam != gbPlayerNum )
{
spParms.uiVolume = SoundVolume( (UINT8)spParms.uiVolume, pSoldier->sGridNo );
if( ubBattleSoundID == BATTLE_SOUND_CURSE1 )
spParms.uiVolume = (INT8)CalculateSpeechVolume( MIDVOLUME );
else
spParms.uiVolume = SoundVolume( (UINT8)spParms.uiVolume, pSoldier->sGridNo );
}
spParms.uiLoop = 1;
+29 -9
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@@ -1276,16 +1276,23 @@ BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier )
// INT32 iChance, iResult;
// should jams apply to enemies?
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC)
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC || gGameExternalOptions.fEnemyJams)
{
if ( Item[pSoldier->usAttackingWeapon].usItemClass == IC_GUN && !EXPLOSIVE_GUN( pSoldier->usAttackingWeapon ) && !(pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO) )
if( Item[pSoldier->usAttackingWeapon].usItemClass == IC_GUN &&
!EXPLOSIVE_GUN( pSoldier->usAttackingWeapon ) &&
!(pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO) )
{
pObj = pSoldier->GetUsedWeapon(&pSoldier->inv[pSoldier->ubAttackingHand]);
if ((*pObj)[0]->data.gun.bGunAmmoStatus > 0)
{
// Algorithm for jamming
int maxJamChance = 50; // Externalize this?
// sevenfm: max chance depends on weapon reliability
int maxJamChance = 30 - 4 * GetReliability( pObj );
maxJamChance = __max( 10, maxJamChance );
maxJamChance = __min( 50, maxJamChance );
int reliability = GetReliability( pObj );
int condition = (*pObj)[0]->data.gun.bGunStatus;
@@ -1310,12 +1317,14 @@ BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier )
if (invertedBaseJamChance < 0)
invertedBaseJamChance = 0;
else if (invertedBaseJamChance > 100)
invertedBaseJamChance = 100;
invertedBaseJamChance = 100;
int jamChance = 100;
if ( pSoldier->ubAttackingHand == SECONDHANDPOS && pSoldier->IsValidSecondHandBurst() )
jamChance -= (int)sqrt((double)invertedBaseJamChance * ((75.0-(int)((pSoldier->bDoBurst/2)>1)*15) + (double)invertedBaseJamChance / 2.0));
else
jamChance -= (int)sqrt((double)invertedBaseJamChance * ((75.0-(int)(pSoldier->bDoBurst>1)*15) + (double)invertedBaseJamChance / 2.0));
if (jamChance < 0)
jamChance = 0;
else if (jamChance > maxJamChance - reliability)
@@ -1348,29 +1357,40 @@ BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier )
}
}
TacticalCharacterDialogue( pSoldier, QUOTE_JAMMED_GUN );
// sevenfm: use curse battlesound for AI soldiers
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC)
{
TacticalCharacterDialogue( pSoldier, QUOTE_JAMMED_GUN );
}
else
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
}
return( TRUE );
}
}
else if ((*pObj)[0]->data.gun.bGunAmmoStatus < 0)
{
// try to unjam gun
// try to unjam gun
if(EnoughPoints(pSoldier, APBPConstants[AP_UNJAM], APBPConstants[BP_UNJAM], FALSE))
{
DeductPoints(pSoldier, APBPConstants[AP_UNJAM], APBPConstants[BP_UNJAM] );
INT8 bChanceMod;
if ( Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].EasyUnjam )
bChanceMod = 100;
else
bChanceMod = (INT8) (GetReliability( pObj )* 4);
int iResult = SkillCheck( pSoldier, UNJAM_GUN_CHECK, bChanceMod);
if (iResult > 0)
// sevenfm: AI always unjams successfully
if (iResult > 0 || !(pSoldier->flags.uiStatusFlags & SOLDIER_PC))
{
// yay! unjammed the gun
(*pObj)[0]->data.gun.bGunAmmoStatus *= -1;
(*pObj)[0]->data.gun.bGunAmmoStatus *= -1;
// MECHANICAL/DEXTERITY GAIN: Unjammed a gun
+70
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@@ -4026,3 +4026,73 @@ BOOLEAN FindBombNearby( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance )
return FALSE;
}
BOOLEAN AnyCoverFromSpot( INT32 sSpot, INT8 bLevel, INT32 sThreatLoc, INT8 bThreatLevel )
{
UINT8 ubDirection;
INT32 sCoverSpot;
INT8 bCoverHeight;
if( TileIsOutOfBounds( sSpot ) || TileIsOutOfBounds(sThreatLoc) )
{
return FALSE;
}
ubDirection = atan8(CenterX(sSpot), CenterY(sSpot), CenterX(sThreatLoc), CenterY(sThreatLoc));
sCoverSpot = NewGridNo( sSpot, DirectionInc( ubDirection ) );
if ( TileIsOutOfBounds( sCoverSpot ) )
{
return FALSE;
}
if ( WhoIsThere2( sCoverSpot, bLevel ) != NOBODY )
{
return FALSE;
}
if ( IsLocationSittable( sCoverSpot, bLevel ) )
{
return FALSE;
}
bCoverHeight = GetTallestStructureHeight( sCoverSpot, bLevel );
if ( bCoverHeight >= 2 )
{
return TRUE;
}
return FALSE;
}
UINT8 CountSeenEnemiesLastTurn( SOLDIERTYPE* pSoldier )
{
CHECKF(pSoldier);
UINT8 ubTeamLoop;
UINT8 ubIDLoop;
UINT8 cnt = 0;
for( ubTeamLoop = 0; ubTeamLoop < MAXTEAMS; ubTeamLoop++ )
{
if( !gTacticalStatus.Team[ubTeamLoop].bTeamActive )
continue;
if( gTacticalStatus.Team[ ubTeamLoop ].bSide != pSoldier->bSide )
{
// consider guys in this team, which isn't on our side
for( ubIDLoop = gTacticalStatus.Team[ ubTeamLoop ].bFirstID; ubIDLoop <= gTacticalStatus.Team[ ubTeamLoop ].bLastID; ubIDLoop++ )
{
// if this guy SAW an enemy recently...
if( pSoldier->aiData.bOppList[ ubIDLoop ] >= SEEN_CURRENTLY &&
pSoldier->aiData.bOppList[ ubIDLoop ] <= SEEN_LAST_TURN )
{
cnt++;
}
}
}
}
return cnt;
}
+42 -2
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@@ -293,11 +293,21 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT32 sMyGridNo, INT32 iMyThreat, INT32 i
INT32 iRangeChange, iRangeFactor, iRangeFactorMultiplier;
SOLDIERTYPE *pHim;
// sevenfm
INT8 bHisLevel;
INT8 bMyLevel;
INT32 sDist;
UINT8 ubCoverReduction;
dMyX = dMyY = dHisX = dHisY = -1.0;
pHim = Threat[uiThreatIndex].pOpponent;
sHisGridNo = Threat[uiThreatIndex].sGridNo;
// sevenfm
bHisLevel = pHim->pathing.bLevel;
bMyLevel = pMe->pathing.bLevel;
// THE FOLLOWING STUFF IS *VEERRRY SCAARRRY*, BUT SHOULD WORK. IF YOU REALLY
// HATE IT, THEN CHANGE ChanceToGetThrough() TO WORK FROM A GRIDNO TO GRIDNO
@@ -418,6 +428,24 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT32 sMyGridNo, INT32 iMyThreat, INT32 i
iHisPosValue = bHisCTGT * Threat[uiThreatIndex].iValue * Threat[uiThreatIndex].iAPs;
iMyPosValue = bMyCTGT * iMyThreat * iMyAPsLeft;
// add penalty to enemy position, bonus to my position if soldier has cover at spot
// max 25% at DAY_VISION_RANGE/2, 0 at zero range
if( gGameExternalOptions.fAIBetterCover )
{
if( AnyCoverFromSpot(sMyGridNo, bMyLevel, sHisGridNo, bHisLevel) )
{
ubCoverReduction = 25;
sDist = PythSpacesAway(sMyGridNo, sHisGridNo);
if( sDist < DAY_VISION_RANGE / 2 )
{
ubCoverReduction = ubCoverReduction * 2 * sDist / DAY_VISION_RANGE;
}
iHisPosValue -= iHisPosValue * ubCoverReduction / 100;
iMyPosValue += iMyPosValue * ubCoverReduction / 100;
}
}
// try to account for who outnumbers who: the side with the advantage thus
// (hopefully) values offense more, while those in trouble will play defense
@@ -461,6 +489,16 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT32 sMyGridNo, INT32 iMyThreat, INT32 i
//iRangeFactor = (iRangeChange * (morale - 1)) / 4;
iRangeFactor = (iRangeChange * iRangeFactorMultiplier) / 2;
// sevenfm: reduce range bonus depending on cover
if( gGameExternalOptions.fAIBetterCover )
{
if( !AnyCoverFromSpot(sMyGridNo, bMyLevel, sHisGridNo, bHisLevel) &&
CountSeenEnemiesLastTurn(pMe) > CountNearbyFriends(pMe, sMyGridNo, DAY_VISION_RANGE / 2) )
{
iRangeFactor = iRangeFactor * (100 - bHisCTGT * __min(Threat[uiThreatIndex].iAPs, APBPConstants[AP_MAXIMUM]) / APBPConstants[AP_MAXIMUM]) / 100;
}
}
#ifdef DEBUGCOVER
DebugAI( String( "CalcCoverValue: iRangeChange %d, iRangeFactor %d\n", iRangeChange, iRangeFactor ) );
#endif
@@ -808,7 +846,8 @@ INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
// sevenfm: sight test
if( gGameExternalOptions.fAIBetterCover )
{
if ( SoldierToVirtualSoldierLineOfSightTest( Threat[uiLoop].pOpponent, pSoldier->sGridNo, pSoldier->pathing.bLevel, ANIM_PRONE, TRUE, -1 ) != 0 )
if ( LocationToLocationLineOfSightTest( Threat[uiLoop].sGridNo, Threat[uiLoop].pOpponent->pathing.bLevel, pSoldier->sGridNo, pSoldier->pathing.bLevel, TRUE, DAY_VISION_RANGE * 2, STANDING_LOS_POS, PRONE_LOS_POS ) )
//if ( SoldierToVirtualSoldierLineOfSightTest( Threat[uiLoop].pOpponent, pSoldier->sGridNo, pSoldier->pathing.bLevel, ANIM_PRONE, TRUE, NO_DISTANCE_LIMIT ) )
{
fProneCover = FALSE;
}
@@ -1040,7 +1079,8 @@ INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
// sevenfm: sight test
if( gGameExternalOptions.fAIBetterCover )
{
if ( SoldierToVirtualSoldierLineOfSightTest( Threat[uiLoop].pOpponent, sGridNo, pSoldier->pathing.bLevel, ANIM_PRONE, TRUE, -1 ) != 0 )
if ( LocationToLocationLineOfSightTest( Threat[uiLoop].sGridNo, Threat[uiLoop].pOpponent->pathing.bLevel, sGridNo, pSoldier->pathing.bLevel, TRUE, DAY_VISION_RANGE * 2, STANDING_LOS_POS, PRONE_LOS_POS ) )
//if ( SoldierToVirtualSoldierLineOfSightTest( Threat[uiLoop].pOpponent, sGridNo, pSoldier->pathing.bLevel, ANIM_PRONE, TRUE, -1 ) != 0 )
{
fProneCover = FALSE;
}
+3
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@@ -297,6 +297,9 @@ BOOLEAN SightCoverAtSpot( SOLDIERTYPE *pSoldier, INT32 sSpot );
BOOLEAN FindBombNearby( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance );
BOOLEAN AnyCoverFromSpot( INT32 sSpot, INT8 bLevel, INT32 sThreatLoc, INT8 bThreatLevel );
UINT8 CountSeenEnemiesLastTurn( SOLDIERTYPE *pSoldier );
#define MAX_FLANKS_RED 25
#define MAX_FLANKS_YELLOW 25