From 877ec385ee61a94b34b67b7a73669e7f5a3a66db Mon Sep 17 00:00:00 2001 From: Asdow <20314541+Asdow@users.noreply.github.com> Date: Sat, 10 Feb 2024 18:50:30 +0200 Subject: [PATCH] Whitespace changes --- TacticalAI/DecideAction.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/TacticalAI/DecideAction.cpp b/TacticalAI/DecideAction.cpp index 2fb4b0f5..bb3fbd01 100644 --- a/TacticalAI/DecideAction.cpp +++ b/TacticalAI/DecideAction.cpp @@ -2696,7 +2696,6 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier) } } - //////////////////////////////////////////////////////////////////////// // IF POSSIBLE, FIRE LONG RANGE WEAPONS AT TARGETS REPORTED BY RADIO //////////////////////////////////////////////////////////////////////// @@ -2869,6 +2868,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier) DebugAI(AI_MSG_TOPIC, pSoldier, String("[use smoke to cover friend]"), gLogDecideActionRed); CheckTossFriendSmoke(pSoldier, &BestThrow); + if (BestThrow.ubPossible) { DebugAI(AI_MSG_INFO, pSoldier, String("Throw possible"), gLogDecideActionRed); @@ -3217,7 +3217,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier) return(AI_ACTION_RED_ALERT); } } - // if we can't call in artillery, jam frequencies, so that the palyer can't use radio skills + // if we can't call in artillery, jam frequencies, so that the player can't use radio skills else if (!pSoldier->IsJamming() && !pSoldier->CanAnyArtilleryStrikeBeOrdered(&tmp)) { DebugAI(AI_MSG_INFO, pSoldier, String("Start jamming radio frequencies"), gLogDecideActionRed); @@ -3351,6 +3351,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier) DebugAI(AI_MSG_TOPIC, pSoldier, String("[Provide medical aid]"), gLogDecideActionRed); UINT8 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam); + // are we ourselves the patient? if ( ubPerson == pSoldier->ubID ) { @@ -3418,6 +3419,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier) DebugAI(AI_MSG_TOPIC, pSoldier, String("[Seek medical aid]"), gLogDecideActionRed); UINT8 ubPerson = GetClosestMedicSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius / 2, pSoldier->bTeam); + if ( ubPerson != NOBODY ) { DebugAI(AI_MSG_INFO, pSoldier, String("Found a medic!"), gLogDecideActionRed); @@ -3494,7 +3496,6 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier) } } - //////////////////////////////////////////////////////////////////////// // RED RETREAT //////////////////////////////////////////////////////////////////////// @@ -3608,6 +3609,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier) // (we never want NPCs to choose to radio if they would have to wait a turn) if ( !(pSoldier->usSoldierFlagMask & SOLDIER_RAISED_REDALERT) && !fCivilian && (pSoldier->bActionPoints >= APBPConstants[AP_RADIO]) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector > 1) ) { + DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: checking to radio red alert"); DebugAI(AI_MSG_TOPIC, pSoldier, String("[Radio red alert]"), gLogDecideActionRed); @@ -3747,7 +3749,6 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier) else { DebugAI(AI_MSG_INFO, pSoldier, String("Throw not possible"), gLogDecideActionRed); } } - // sevenfm: no Main Red AI for civilians if ( (gGameExternalOptions.fEnemyTanksCanMoveInTactical || !ARMED_VEHICLE( pSoldier )) && !(pSoldier->flags.uiStatusFlags & (SOLDIER_DRIVER | SOLDIER_PASSENGER)) && @@ -4247,7 +4248,6 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier) DebugAI(AI_MSG_INFO, pSoldier, String("Distance not suitable, seek enemy instead"), gLogDecideActionRed); return AI_ACTION_SEEK_OPPONENT; } - pSoldier->aiData.usActionData = FindFlankingSpot (pSoldier, sClosestDisturbance, action ); if (TileIsOutOfBounds(pSoldier->aiData.usActionData) || pSoldier->numFlanks >= MAX_FLANKS_RED ) @@ -4268,6 +4268,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier) return(AI_ACTION_SEEK_OPPONENT); } } + else { DebugAI(AI_MSG_INFO, pSoldier, String("Seek enemy"), gLogDecideActionRed); @@ -4582,7 +4583,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier) DebugAI(AI_MSG_INFO, pSoldier, String("Soldier is shocked, attempt to run away"), gLogDecideActionRed); // look for best place to RUN AWAY to (farthest from the closest threat) pSoldier->aiData.usActionData = FindSpotMaxDistFromOpponents(pSoldier); - + if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { #ifdef DEBUGDECISIONS @@ -5425,7 +5426,6 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) (!ProneSightCoverAtSpot(pSoldier, pSoldier->sGridNo, FALSE) && !AnyCoverAtSpot(pSoldier, pSoldier->sGridNo) || pSoldier->TakenLargeHit()) && (pSoldier->TakenLargeHit() || pSoldier->ShockLevelPercent() > 20 + Random(80))) { - DebugAI(AI_MSG_TOPIC, pSoldier, String("[Self smoke when under fire]")); DebugAI(AI_MSG_INFO, pSoldier, String("check if soldier can cover himself with smoke")); CheckTossSelfSmoke(pSoldier, &BestThrow);