More AI logging information.

PanicAI: use correct movement and stealth mode when determining AP needed.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8768 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2020-03-08 22:39:21 +00:00
parent 5b8f91912f
commit 9e1b5338a6
18 changed files with 190 additions and 47 deletions
+1
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@@ -6463,6 +6463,7 @@ SOLDIERTYPE * pSoldier;
pSoldier = FindSoldierByProfileID( ID, FALSE );
if (pSoldier)
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: lua cancel action"));
CancelAIAction( pSoldier, TRUE );
}
}
+2
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@@ -82,6 +82,7 @@ void ExitBoxing( void )
SetSoldierNeutral( pSoldier );
RecalculateOppCntsDueToBecomingNeutral( pSoldier );
}
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: exit boxing"));
CancelAIAction( pSoldier, TRUE );
pSoldier->aiData.bAlertStatus = STATUS_GREEN;
pSoldier->aiData.bUnderFire = 0;
@@ -396,6 +397,7 @@ BOOLEAN PickABoxer( void )
pBoxer->flags.uiStatusFlags |= SOLDIER_BOXER;
SetSoldierNonNeutral( pBoxer );
RecalculateOppCntsDueToNoLongerNeutral( pBoxer );
DebugAI(AI_MSG_INFO, pBoxer, String("CancelAIAction: pick a boxer"));
CancelAIAction( pBoxer, TRUE );
RESETTIMECOUNTER( pBoxer->timeCounters.AICounter, 0 );
gfBoxerFought[ uiLoop ] = TRUE;
+1
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@@ -468,6 +468,7 @@ void ProcessImplicationsOfPCMessingWithDoor( SOLDIERTYPE * pSoldier )
// alert her if she hasn't been alerted
pGoon->aiData.bAlertStatus = STATUS_RED;
CheckForChangingOrders( pGoon );
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: tixa door"));
CancelAIAction( pGoon, TRUE );
}
}
+1
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@@ -6604,6 +6604,7 @@ void RemoveBlueFlag( INT32 sGridNo, INT8 bLevel )
void MakeNPCGrumpyForMinorOffense( SOLDIERTYPE * pSoldier, SOLDIERTYPE *pOffendingSoldier )
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: MakeNPCGrumpyForMinorOffense"));
CancelAIAction( pSoldier, TRUE );
switch( pSoldier->ubProfile )
+1
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@@ -2722,6 +2722,7 @@ void UIHandleMercAttack( SOLDIERTYPE *pSoldier , SOLDIERTYPE *pTargetSoldier, IN
if ( NPCFirstDraw( pSoldier, pTargetSoldier ) )
{
// go into turnbased for that person
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: UIHandleMercAttack"));
CancelAIAction( pTargetSoldier, TRUE );
AddToShouldBecomeHostileOrSayQuoteList( pTargetSoldier->ubID );
//MakeCivHostile( pTargetSoldier, 2 );
+4
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@@ -3510,6 +3510,7 @@ void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier )
{
if ( pSoldier->ubAutoBandagingMedic != NOBODY )
{
DebugAI(AI_MSG_INFO, MercPtrs[pSoldier->ubAutoBandagingMedic], String("CancelAIAction: stop autobandaging in HandlePlayerTeamMemberDeath"));
CancelAIAction( MercPtrs[ pSoldier->ubAutoBandagingMedic ], TRUE );
}
}
@@ -6073,6 +6074,7 @@ void CommonEnterCombatModeCode( )
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
// END AI actions
DebugAI(AI_MSG_INFO, MercPtrs[pSoldier->ubAutoBandagingMedic], String("CancelAIAction: enter combat mode"));
CancelAIAction( pSoldier, TRUE );
// turn off AI controlled flag
@@ -8812,6 +8814,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
// AI people will have to have their actions canceled
if (!(pSoldier->flags.uiStatusFlags & SOLDIER_PC))
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: suppression: change stance/cower"));
CancelAIAction( pSoldier, TRUE );
#if 0
pSoldier->aiData.bAction = AI_ACTION_CHANGE_STANCE;
@@ -9768,6 +9771,7 @@ void CencelAllActionsForTimeCompression( )
if ( pSoldier->bInSector )
{
// Hault!
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: time compression"));
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
// END AI actions
+2
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@@ -1987,6 +1987,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
if ( pTSoldier->bTeam != gbPlayerNum )
{
DebugAI(AI_MSG_INFO, pTSoldier, String("CancelAIAction: dodge"));
CancelAIAction( pTSoldier, TRUE );
}
@@ -2493,6 +2494,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
{
if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination))
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: end door open code"));
CancelAIAction( pSoldier, FORCE );
}
}
+26 -10
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@@ -12649,6 +12649,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
if ( pTSoldier->bTeam != gbPlayerNum )
{
DebugAI(AI_MSG_INFO, pTSoldier, String("CancelAIAction: begin blade attack"));
CancelAIAction( pTSoldier, TRUE );
}
@@ -12984,6 +12985,7 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio
if ( pTSoldier->bTeam != gbPlayerNum )
{
DebugAI(AI_MSG_INFO, pTSoldier, String("CancelAIAction: begin blade attack"));
CancelAIAction( pTSoldier, TRUE );
}
@@ -16522,16 +16524,6 @@ BOOLEAN SOLDIERTYPE::IsAssassin( )
return FALSE;
}
BOOLEAN SOLDIERTYPE::CheckInitialAP(void)
{
if (this->bActionPoints < this->bInitialActionPoints || this->usSoldierFlagMask2 & SOLDIER_SPENT_AP)
{
return FALSE;
}
return TRUE;
}
UINT8 SOLDIERTYPE::GetMultiTurnAction( )
{
return usMultiTurnAction;
@@ -22171,6 +22163,7 @@ BOOLEAN SOLDIERTYPE::PlayerSoldierStartTalking( UINT8 ubTargetID, BOOLEAN fValid
{
// Start combat etc
DeleteTalkingMenu( );
DebugAI(AI_MSG_INFO, pTSoldier, String("CancelAIAction: assasin: start talking"));
CancelAIAction( pTSoldier, TRUE );
AddToShouldBecomeHostileOrSayQuoteList( pTSoldier->ubID );
}
@@ -24789,3 +24782,26 @@ BOOLEAN ApplyConsumable( SOLDIERTYPE* pSoldier, OBJECTTYPE *pObj, BOOLEAN fForce
return FALSE;
}
// sevenfm: service functions
BOOLEAN SOLDIERTYPE::CheckInitialAP(void)
{
if (this->bActionPoints < this->bInitialActionPoints || this->usSoldierFlagMask2 & SOLDIER_SPENT_AP)
{
return FALSE;
}
return TRUE;
}
BOOLEAN SOLDIERTYPE::IsFlanking(void)
{
if (this->aiData.bAlertStatus < STATUS_YELLOW ||
this->numFlanks == 0 ||
this->numFlanks >= MAX_FLANKS_RED)
{
return FALSE;
}
return TRUE;
}
+4 -1
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@@ -1840,9 +1840,12 @@ public:
// lose disguise or take off any clothes item and switch back to original clothes
void Strip();
// check wether our disguise is any good
// check whether our disguise is any good
void SpySelfTest();
// sevenfm: service functions
BOOLEAN IsFlanking(void);
// Flugente: prisoner system
BOOLEAN CanProcessPrisoners();
UINT32 GetSurrenderStrength();
+4 -1
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@@ -1843,7 +1843,7 @@ void HandleManNoLongerSeen( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent, INT
{
// unauthorized!
// make guard run to block guard room
CancelAIAction( pSoldier, TRUE );
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: make guard run to block guard room")); CancelAIAction( pSoldier, TRUE );
RESETTIMECOUNTER( pSoldier->timeCounters.AICounter, 0 );
pSoldier->aiData.bNextAction = AI_ACTION_RUN;
pSoldier->aiData.usNextActionData = 13250;
@@ -2298,6 +2298,7 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
if ( pSoldier->aiData.bOppCnt == 0 )
{
// didn't see anyone before!
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: NPC with profile: change orders, reset action"));
CancelAIAction( pSoldier, TRUE );
SetNewSituation( pSoldier );
}
@@ -2314,6 +2315,7 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
}
else if ( ( CheckFact( FACT_ANGEL_LEFT_DEED, ANGEL ) == TRUE ) && ( CheckFact( FACT_ANGEL_MENTIONED_DEED, ANGEL ) == FALSE ) )
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: NPC: Angel code"));
CancelAIAction( pSoldier, TRUE );
pSoldier->sAbsoluteFinalDestination = NOWHERE;
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
@@ -2389,6 +2391,7 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
if ( pSoldier->aiData.bOppCnt == 0 )
{
// didn't see anyone before!
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: assasin: didn't see anyone before!"));
CancelAIAction( pSoldier, TRUE );
SetNewSituation( pSoldier );
}
+30 -4
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@@ -81,6 +81,9 @@ extern BOOLEAN gfWaitingForTriggerTimer;
UINT8 gubAICounter;
extern STR16 gStrAction[];
extern STR szAction[];
//
// Commented out/ to fix:
// lots of other stuff, I think
@@ -572,6 +575,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
#endif
// stunned/collapsed!
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: collapsed"));
CancelAIAction( pSoldier, FORCE );
EndAIGuysTurn( pSoldier );
return;
@@ -612,6 +616,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
{
// don't force, don't want escorted mercs reacting to new opponents, etc.
// now we don't have AI controlled escorted mercs though - CJC
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: escorted merc"));
CancelAIAction( pSoldier, FORCE );
// zap any next action too
if ( pSoldier->aiData.bAction != AI_ACTION_END_COWER_AND_MOVE )
@@ -645,8 +650,6 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
Start of new overall AI system
********/
if (gfTurnBasedAI)
{
if ( ( GetJA2Clock() - gTacticalStatus.uiTimeSinceMercAIStart ) > ( (UINT32)gGameExternalOptions.gubDeadLockDelay * 1000 ) && !gfUIInDeadlock )
@@ -654,6 +657,9 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
// ATE: Display message that deadlock occured...
LiveMessage( "Breaking Deadlock" );
//ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, L"Aborting AI deadlock for [%d] %s data %d", pSoldier->ubID, gStrAction[pSoldier->aiData.bAction], pSoldier->aiData.usActionData);
DebugAI(String("Aborting AI deadlock for [%d] %s data %d", pSoldier->ubID, szAction[pSoldier->aiData.bAction], pSoldier->aiData.usActionData));
#ifdef JA2TESTVERSION
// display deadlock message
gfUIInDeadlock = TRUE;
@@ -923,6 +929,12 @@ void EndAIDeadlock(void)
DebugAI( String("Ending turn for %d because breaking deadlock", pSoldier->ubID ) );
}
#endif
// sevenfm: abort flanking
if (pSoldier->IsFlanking())
{
pSoldier->numFlanks = MAX_FLANKS_RED + 1;
DebugAI(AI_MSG_INFO, pSoldier, String("abort flanking, numFlanks = %d", pSoldier->numFlanks));
}
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Number of bullets in the air is %ld", guiNumBullets ) );
@@ -936,7 +948,6 @@ void EndAIDeadlock(void)
}
}
if (!bFound)
{
StartPlayerTeamTurn( TRUE, FALSE );
@@ -1428,6 +1439,8 @@ void CancelAIAction(SOLDIERTYPE *pSoldier, UINT8 ubForce)
}
#endif
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction"));
// re-enable cover checking, something is new or something strange happened
if ( gGameExternalOptions.fEnemyTanksCanMoveInTactical || !ARMED_VEHICLE( pSoldier ) )//dnl ch64 290813
SkipCoverCheck = FALSE;
@@ -1708,9 +1721,15 @@ void RefreshAI(SOLDIERTYPE *pSoldier)
DecideAlertStatus(pSoldier);
if (pSoldier->aiData.bAlertStatus == STATUS_YELLOW)
{
SkipCoverCheck = FALSE;
if ( !gGameExternalOptions.fEnemyTanksCanMoveInTactical && ARMED_VEHICLE( pSoldier ) )//dnl ch64 290813 tanks don't have move animations
DebugAI(AI_MSG_INFO, pSoldier, String("RefreshAI: disable SkipCoverCheck in yellow AI"));
}
if (!gGameExternalOptions.fEnemyTanksCanMoveInTactical && ARMED_VEHICLE(pSoldier))//dnl ch64 290813 tanks don't have move animations
{
SkipCoverCheck = TRUE;
DebugAI(AI_MSG_INFO, pSoldier, String("RefreshAI: enable SkipCoverCheck for armed vehicle"));
}
// if he's in battle or knows opponents are here
if (gfTurnBasedAI)
@@ -2064,12 +2083,14 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
if (!pSoldier->pathing.bPathStored)
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: no path stored, could not find path"));
CancelAIAction(pSoldier,FORCE);
return(FALSE); // nothing is in progress
}
}
else
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: no path stored"));
CancelAIAction(pSoldier,FORCE);
return(FALSE); // nothing is in progress
}
@@ -2124,6 +2145,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
pSoldier->pathing.sBlackList = (INT16) pSoldier->aiData.usActionData;
DebugAI( String( "Setting blacklist for %d to %d", pSoldier->ubID, pSoldier->pathing.sBlackList ) );
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: sFinalDestination != usActionData"));
CancelAIAction(pSoldier,FORCE);
return(FALSE); // nothing is in progress
@@ -2214,6 +2236,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
DebugAI( String( "AI %d got error code %ld from HandleItem, doing action %d, has %d APs... aborting deadlock!", pSoldier->ubID, iRetCode, pSoldier->aiData.bAction, pSoldier->bActionPoints ) );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d got error code %ld from HandleItem, doing action %d... aborting deadlock!", pSoldier->ubID, iRetCode, pSoldier->aiData.bAction );
}
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: !ITEM_HANDLE_OK"));
CancelAIAction( pSoldier, FORCE);
#ifdef TESTAICONTROL
if (gfTurnBasedAI)
@@ -2391,6 +2414,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
iRetCode = HandleItem( pSoldier, pSoldier->aiData.usActionData, 0, pSoldier->inv[HANDPOS].usItem, FALSE );
if ( iRetCode != ITEM_HANDLE_OK)
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: AI_ACTION_GIVE_AID: !ITEM_HANDLE_OK"));
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_ERROR, L"AI %d got error code %ld from HandleItem, doing action %d... aborting deadlock!", pSoldier->ubID, iRetCode, pSoldier->aiData.bAction );
#endif
@@ -2429,6 +2453,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_ERROR, L"AI %d tried to open door it could not then find in %d", pSoldier->ubID, sDoorGridNo );
#endif
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: door: cannot find structure"));
CancelAIAction( pSoldier, FORCE);
#ifdef TESTAICONTROL
if (gfTurnBasedAI)
@@ -2459,6 +2484,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
//if ( pSoldier->aiData.bOrders == SNIPER && pSoldier->aiData.bLastAction == AI_ACTION_RAISE_GUN)
if ( pSoldier->aiData.bLastAction == AI_ACTION_RAISE_GUN)
{
DebugAI(AI_MSG_INFO, pSoldier, String("sniper deadlock fix !!! repeated AI_ACTION_RAISE_GUN, set next action to AI_ACTION_END_TURN"));
pSoldier->aiData.bNextAction = AI_ACTION_END_TURN;
}
+1 -1
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@@ -3729,7 +3729,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
}
// sevenfm: possibly start RED flanking
if ( ( pSoldier->aiData.bAttitude == CUNNINGAID || pSoldier->aiData.bAttitude == CUNNINGSOLO ||
if (( pSoldier->aiData.bAttitude == CUNNINGAID || pSoldier->aiData.bAttitude == CUNNINGSOLO ||
( pSoldier->aiData.bAttitude == BRAVESOLO || pSoldier->aiData.bAttitude == BRAVEAID ) && fOvercrowded ) &&
pSoldier->bTeam == ENEMY_TEAM &&
gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE &&
+55 -5
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@@ -1897,6 +1897,7 @@ INT32 FindNearbyDarkerSpot(SOLDIERTYPE *pSoldier)
INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
{
DebugMsg(TOPIC_JA2AI,DBG_LEVEL_3,String("SearchForItems"));
DebugAI(AI_MSG_INFO, pSoldier, String("SearchForItems [%d] bReason %d usItem %d", pSoldier->ubID, bReason, usItem));
INT32 iSearchRange;
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
@@ -1915,20 +1916,24 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
// No fair picking up weapons while boxing!
if (gTacticalStatus.bBoxingState == BOXING)
{
DebugAI(AI_MSG_INFO, pSoldier, String("no picking up items for boxers!"));
return AI_ACTION_NONE;
}
if (pSoldier->bActionPoints < GetBasicAPsToPickupItem( pSoldier ))
{
DebugAI(AI_MSG_INFO, pSoldier, String("not enough AP!"));
return( AI_ACTION_NONE );
}
if ( !IS_MERC_BODY_TYPE( pSoldier ) )
{
DebugAI(AI_MSG_INFO, pSoldier, String("not merc bodytype!"));
return( AI_ACTION_NONE );
}
iSearchRange = gbDiff[DIFF_MAX_COVER_RANGE][ SoldierDifficultyLevel( pSoldier ) ];
DebugAI(AI_MSG_INFO, pSoldier, String("use search range %d", iSearchRange));
switch (pSoldier->aiData.bAttitude)
{
@@ -1995,8 +2000,11 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
FindBestPath( pSoldier, GRIDSIZE, pSoldier->pathing.bLevel, DetermineMovementMode( pSoldier, AI_ACTION_PICKUP_ITEM ), COPYREACHABLE, 0 );//dnl ch50 071009
// Flugente: if the soldier is 'dumb enough', he may pick up certain items... which can be used to lure the AI into traps
if ( pSoldier->stats.bWisdom < 70 )
if (pSoldier->stats.bWisdom < 70)
{
DebugAI(AI_MSG_INFO, pSoldier, String("dumb enough to pick up items"));
fDumbEnoughtoPickup = TRUE;
}
// SET UP DOUBLE-LOOP TO STEP THROUGH POTENTIAL GRID #s
for (sYOffset = -sMaxUp; sYOffset <= sMaxDown; sYOffset++)
@@ -2030,16 +2038,21 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
continue;
}
DebugAI(AI_MSG_INFO, pSoldier, String("check spot %d, found items", sGridNo));
iValue = 0;
GetItemPool( sGridNo, &pItemPool, pSoldier->pathing.bLevel );
switch( bReason )
{
case SEARCH_AMMO:
// we are looking for ammo to match the gun in usItem
DebugAI(AI_MSG_INFO, pSoldier, String("SEARCH_AMMO"));
while( pItemPool )
{
pObj = &(gWorldItems[ pItemPool->iItemIndex ].object);
pItem = &(Item[pObj->usItem]);
DebugAI(AI_MSG_INFO, pSoldier, String("check item %d at %d status %d", pObj->usItem, sGridNo, (*pObj)[0]->data.objectStatus));
if ( pItem->usItemClass == IC_GUN && (*pObj)[0]->data.objectStatus >= MINIMUM_REQUIRED_STATUS )
{
// maybe this gun has ammo (adjust for whether it is better than ours!)
@@ -2054,14 +2067,19 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
}
else if (ValidAmmoType( usItem, pObj->usItem ) )
{
DebugAI(AI_MSG_INFO, pSoldier, String("good ammo"));
iTempValue = TotalPoints( pObj );
}
else
{
DebugAI(AI_MSG_INFO, pSoldier, String("not gun, not ammo - skip"));
iTempValue = 0;
}
DebugAI(AI_MSG_INFO, pSoldier, String("iTempValue %d", iTempValue));
if (iTempValue > iValue )
{
DebugAI(AI_MSG_INFO, pSoldier, String("select this ammo"));
iValue = iTempValue;
iItemIndex = pItemPool->iItemIndex;
}
@@ -2069,19 +2087,25 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
}
break;
case SEARCH_WEAPONS:
DebugAI(AI_MSG_INFO, pSoldier, String("SEARCH_WEAPONS"));
while( pItemPool )
{
pObj = &(gWorldItems[ pItemPool->iItemIndex ].object);
pItem = &(Item[pObj->usItem]);
DebugAI(AI_MSG_INFO, pSoldier, String("check item %d at %d status %d", pObj->usItem, sGridNo, (*pObj)[0]->data.objectStatus));
if (pItem->usItemClass & IC_WEAPON && (*pObj)[0]->data.objectStatus >= MINIMUM_REQUIRED_STATUS )
{
DebugAI(AI_MSG_INFO, pSoldier, String("weapon has good status"));
if ( (pItem->usItemClass & IC_GUN) && ((*pObj)[0]->data.gun.bGunAmmoStatus < 0 || (*pObj)[0]->data.gun.ubGunShotsLeft == 0 || (( Item[pObj->usItem].fingerprintid ) && (*pObj)[0]->data.ubImprintID != NOBODY && (*pObj)[0]->data.ubImprintID != pSoldier->ubID) ) )
{
// jammed or out of ammo, skip it!
DebugAI(AI_MSG_INFO, pSoldier, String("jammed or out of ammo, skip it!"));
iTempValue = 0;
}
else if ( Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_WEAPON )
{
DebugAI(AI_MSG_INFO, pSoldier, String("compare with gun in hand"));
if (Weapon[pObj->usItem].ubDeadliness > Weapon[pSoldier->inv[HANDPOS].usItem].ubDeadliness)
{
iTempValue = 100 * Weapon[pObj->usItem].ubDeadliness / Weapon[pSoldier->inv[HANDPOS].usItem].ubDeadliness;
@@ -2098,10 +2122,14 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
}
else
{
DebugAI(AI_MSG_INFO, pSoldier, String("not weapon or bad status"));
iTempValue = 0;
}
DebugAI(AI_MSG_INFO, pSoldier, String("iTempValue %d", iTempValue));
if (iTempValue > iValue )
{
DebugAI(AI_MSG_INFO, pSoldier, String("select this weapon"));
iValue = iTempValue;
iItemIndex = pItemPool->iItemIndex;
}
@@ -2109,19 +2137,26 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
}
break;
default:
DebugAI(AI_MSG_INFO, pSoldier, String("search items"));
while( pItemPool )
{
pObj = &(gWorldItems[ pItemPool->iItemIndex ].object);
pItem = &(Item[pObj->usItem]);
DebugAI(AI_MSG_INFO, pSoldier, String("check item %d at %d status %d", pObj->usItem, sGridNo, (*pObj)[0]->data.objectStatus));
if ( pItem->usItemClass & IC_WEAPON && (*pObj)[0]->data.objectStatus >= MINIMUM_REQUIRED_STATUS )
{
DebugAI(AI_MSG_INFO, pSoldier, String("gun has good status"));
if ( (pItem->usItemClass & IC_GUN) && ((*pObj)[0]->data.gun.bGunAmmoStatus < 0 || (*pObj)[0]->data.gun.ubGunShotsLeft == 0 || (( Item[pObj->usItem].fingerprintid ) && (*pObj)[0]->data.ubImprintID != NOBODY && (*pObj)[0]->data.ubImprintID != pSoldier->ubID) ) )
{
// jammed or out of ammo, skip it!
DebugAI(AI_MSG_INFO, pSoldier, String("jammed or out of ammo, skip it!"));
iTempValue = 0;
}
else if ( (Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_WEAPON) )
else if (pSoldier->inv[HANDPOS].exists() && (Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_WEAPON))
{
DebugAI(AI_MSG_INFO, pSoldier, String("compare with weapon in hand"));
if (Weapon[pObj->usItem].ubDeadliness > Weapon[pSoldier->inv[HANDPOS].usItem].ubDeadliness)
{
if ((Weapon[pSoldier->inv[HANDPOS].usItem].ubDeadliness != NULL) && (Weapon[pSoldier->inv[HANDPOS].usItem].ubDeadliness > 0))
@@ -2142,14 +2177,17 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
{
iTempValue = 200 + Weapon[pObj->usItem].ubDeadliness;
}
DebugAI(AI_MSG_INFO, pSoldier, String("iTempValue %d", iTempValue));
}
else if (pItem->usItemClass == IC_ARMOUR && (*pObj)[0]->data.objectStatus >= MINIMUM_REQUIRED_STATUS )
{
DebugAI(AI_MSG_INFO, pSoldier, String("armour has good status"));
iTempValue = 0;
switch( Armour[pItem->ubClassIndex].ubArmourClass )
{
case ARMOURCLASS_HELMET:
DebugAI(AI_MSG_INFO, pSoldier, String("ARMOURCLASS_HELMET"));
if (pSoldier->inv[HELMETPOS].exists() == false)
{
iTempValue = 200 + EffectiveArmour( pObj );
@@ -2158,8 +2196,10 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
{
iTempValue = 100 * EffectiveArmour( pObj ) / (EffectiveArmour( &(pSoldier->inv[HELMETPOS]) ) + 1);
}
DebugAI(AI_MSG_INFO, pSoldier, String("iTempValue %d", iTempValue));
break;
case ARMOURCLASS_VEST:
DebugAI(AI_MSG_INFO, pSoldier, String("ARMOURCLASS_VEST"));
if (pSoldier->inv[VESTPOS].exists() == false)
{
iTempValue = 200 + EffectiveArmour( pObj );
@@ -2168,8 +2208,10 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
{
iTempValue = 100 * EffectiveArmour( pObj ) / (EffectiveArmour( &(pSoldier->inv[VESTPOS]) ) + 1);
}
DebugAI(AI_MSG_INFO, pSoldier, String("iTempValue %d", iTempValue));
break;
case ARMOURCLASS_LEGGINGS:
DebugAI(AI_MSG_INFO, pSoldier, String("ARMOURCLASS_LEGGINGS"));
if (pSoldier->inv[LEGPOS].exists() == false)
{
iTempValue = 200 + EffectiveArmour( pObj );
@@ -2178,6 +2220,7 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
{
iTempValue = 100 * EffectiveArmour( pObj ) / (EffectiveArmour( &(pSoldier->inv[LEGPOS]) ) + 1);
}
DebugAI(AI_MSG_INFO, pSoldier, String("iTempValue %d", iTempValue));
break;
default:
{
@@ -2188,6 +2231,7 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
// Flugente: if the soldier is 'dumb enough', he may pick up 'interesting items'. This can be used to lure him into traps (a certain scene in FMJ comes to mind)
else if ( fDumbEnoughtoPickup && pItem->usItemClass == IC_MISC && HasItemFlag(pObj->usItem, ATTENTION_ITEM) )
{
DebugAI(AI_MSG_INFO, pSoldier, String("dumb soldier picks up item!"));
// oooh... shiny!
iTempValue = 1000;
}
@@ -2195,9 +2239,11 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
{
iTempValue = 0;
}
DebugAI(AI_MSG_INFO, pSoldier, String("iTempValue %d", iTempValue));
if (iTempValue > iValue )
{
DebugAI(AI_MSG_INFO, pSoldier, String("select item"));
iValue = iTempValue;
iItemIndex = pItemPool->iItemIndex;
}
@@ -2206,8 +2252,12 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
break;
}
iValue = (3 * iValue) / (3 + PythSpacesAway( sGridNo, pSoldier->sGridNo ));
DebugAI(AI_MSG_INFO, pSoldier, String("iBestValue %d", iBestValue));
DebugAI(AI_MSG_INFO, pSoldier, String("value modified by distance %d", iValue));
if (iValue > iBestValue )
{
DebugAI(AI_MSG_INFO, pSoldier, String("select item at %d", sGridNo));
sBestSpot = sGridNo;
iBestValue = iValue;
iBestItemIndex = iItemIndex;
@@ -2218,7 +2268,7 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
if (!TileIsOutOfBounds(sBestSpot))
{
DebugAI( String( "%d decides to pick up %S", pSoldier->ubID, ItemNames[ gWorldItems[ iBestItemIndex ].object.usItem ] ) );
DebugAI(AI_MSG_INFO, pSoldier, String("%d decides to pick up %S", pSoldier->ubID, ItemNames[gWorldItems[iBestItemIndex].object.usItem]));
if (Item[gWorldItems[ iBestItemIndex ].object.usItem].usItemClass == IC_GUN)
{
//CHRISL: This is the line from ADB's code but I removed it, for now, to match what 0verhaul has been working on
@@ -2232,14 +2282,14 @@ INT8 SearchForItems( SOLDIERTYPE * pSoldier, INT8 bReason, UINT16 usItem )
if (pSoldier->inv[HANDPOS].fFlags & OBJECT_UNDROPPABLE)
{
// destroy this item!
DebugAI( String( "%d decides he must drop %S first so destroys it", pSoldier->ubID, ItemNames[ pSoldier->inv[HANDPOS].usItem ] ) );
DebugAI(AI_MSG_INFO, pSoldier, String("%d decides he must drop %S first so destroys it", pSoldier->ubID, ItemNames[pSoldier->inv[HANDPOS].usItem]));
DeleteObj( &(pSoldier->inv[HANDPOS]) );
DeductPoints( pSoldier, GetBasicAPsToPickupItem( pSoldier ), 0, AFTERACTION_INTERRUPT );
}
else
{
// we want to drop this item!
DebugAI( String( "%d decides he must drop %S first", pSoldier->ubID, ItemNames[ pSoldier->inv[HANDPOS].usItem ] ) );
DebugAI(AI_MSG_INFO, pSoldier, String("%d decides he must drop %S first", pSoldier->ubID, ItemNames[pSoldier->inv[HANDPOS].usItem]));
pSoldier->aiData.bNextAction = AI_ACTION_PICKUP_ITEM;
pSoldier->aiData.usNextActionData = sBestSpot;
+1
View File
@@ -108,6 +108,7 @@ void CallEldinTo( INT32 sGridNo )
pSoldier->aiData.bAlertStatus = STATUS_RED;
if ( (pSoldier->aiData.bAction != AI_ACTION_GET_CLOSER) || CheckFact( FACT_MUSEUM_ALARM_WENT_OFF, 0 ) == FALSE )
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: CallEldinTo"));
CancelAIAction( pSoldier, TRUE );
pSoldier->aiData.bNextAction = AI_ACTION_GET_CLOSER;
pSoldier->aiData.usNextActionData = sGridNo;
+1
View File
@@ -382,6 +382,7 @@ INT8 FindBestPatient( SOLDIERTYPE * pSoldier, BOOLEAN * pfDoClimb )
if (pBestPatient->ubAutoBandagingMedic != NOBODY)
{
// cancel that medic
DebugAI(AI_MSG_INFO, MercPtrs[pBestPatient->ubAutoBandagingMedic], String("CancelAIAction: medic: find patient"));
CancelAIAction( MercPtrs[ pBestPatient->ubAutoBandagingMedic ], TRUE );
}
pBestPatient->ubAutoBandagingMedic = pSoldier->ubID;
+8
View File
@@ -163,6 +163,7 @@ int TryToResumeMovement(SOLDIERTYPE *pSoldier, INT32 sGridNo)
#endif
// must work even for escorted civs, can't just set the flag
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: could not resume movement"));
CancelAIAction(pSoldier,FORCE);
}
@@ -188,6 +189,7 @@ int TryToResumeMovement(SOLDIERTYPE *pSoldier, INT32 sGridNo)
if (!pSoldier->aiData.bUnderEscort)
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: not under escort"));
CancelAIAction(pSoldier,DONTFORCE); // no need to force this
}
else
@@ -222,6 +224,7 @@ int TryToResumeMovement(SOLDIERTYPE *pSoldier, INT32 sGridNo)
if (ubGottaCancel)
{
// can't get close, gotta abort the movement!
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: can't get close, abort movement"));
CancelAIAction(pSoldier,FORCE);
// tell the player doing the escorting that civilian has stopped
@@ -754,18 +757,21 @@ void SoldierTriesToContinueAlongPath(SOLDIERTYPE *pSoldier)
if (pSoldier->aiData.bNewSituation == IS_NEW_SITUATION)
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: IS_NEW_SITUATION"));
CancelAIAction(pSoldier,DONTFORCE);
return;
}
if (TileIsOutOfBounds(pSoldier->aiData.usActionData))
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: bad usActionData"));
CancelAIAction(pSoldier,DONTFORCE);
return;
}
if (!NewOKDestination( pSoldier,pSoldier->aiData.usActionData, TRUE, pSoldier->pathing.bLevel ))
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: !NewOKDestination"));
CancelAIAction(pSoldier,DONTFORCE);
return;
}
@@ -801,6 +807,7 @@ void SoldierTriesToContinueAlongPath(SOLDIERTYPE *pSoldier)
}
else
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: !IsActionAffordable"));
CancelAIAction(pSoldier,DONTFORCE);
#ifdef TESTAI
DebugMsg( TOPIC_JA2AI, DBG_LEVEL_3,
@@ -826,6 +833,7 @@ void SoldierTriesToContinueAlongPath(SOLDIERTYPE *pSoldier)
}
else
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: not enough AP"));
CancelAIAction(pSoldier,DONTFORCE);
#ifdef TESTAI
DebugMsg( TOPIC_JA2AI, DBG_LEVEL_3,
+1
View File
@@ -2240,6 +2240,7 @@ void Converse( UINT8 ubNPC, UINT8 ubMerc, INT8 bApproach, UINT32 uiApproachData
case OLGA:
case TYRONE:
// Start combat etc
DebugAI(AI_MSG_INFO, pNPC, String("CancelAIAction: NPC coverse"));
CancelAIAction( pNPC, TRUE );
AddToShouldBecomeHostileOrSayQuoteList( pNPC->ubID );
default:
+47 -25
View File
@@ -249,14 +249,17 @@ void PossiblyMakeThisEnemyChosenOne( SOLDIERTYPE * pSoldier )
INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
{
BOOLEAN fFoundRoute = FALSE;
INT8 bSlot;
INT32 iPathCost;
INT8 bPanicTrigger;
INT32 sPanicTriggerGridNo;
#ifdef DEBUGDECISIONS
STR16 tempstr;
#endif
BOOLEAN fFoundRoute = FALSE;
INT8 bSlot;
INT32 iPathCost;
INT8 bPanicTrigger;
INT32 sPanicTriggerGridNo;
UINT16 usMovementMode;
#ifdef DEBUGDECISIONS
STR16 tempstr;
#endif
DebugAI(AI_MSG_TOPIC, pSoldier, String("[Panic AI]"));
// if there are panic bombs here
if (gTacticalStatus.fPanicFlags & PANIC_BOMBS_HERE)
@@ -265,6 +268,7 @@ INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
bSlot = FindTrigger( pSoldier );
if (bSlot != NO_SLOT)
{
DebugAI(AI_MSG_TOPIC, pSoldier, String("found trigger, slot %d", bSlot));
//////////////////////////////////////////////////////////////////////
// ACTIVATE DETONATOR: blow up sector's panic bombs
//////////////////////////////////////////////////////////////////////
@@ -277,11 +281,13 @@ INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
PopMessage(tempstr);
#endif
// blow up all the PANIC bombs!
DebugAI(AI_MSG_TOPIC, pSoldier, String("blow up panic bomb"));
return(AI_ACTION_USE_DETONATOR);
}
else // otherwise, wait a turn
{
pSoldier->aiData.usActionData = NOWHERE;
DebugAI(AI_MSG_TOPIC, pSoldier, String("wait a turn"));
return(AI_ACTION_NONE);
}
}
@@ -292,54 +298,66 @@ INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
// if there's a panic trigger here (DOESN'T MATTER IF ANY PANIC BOMBS EXIST!)
if ( gTacticalStatus.fPanicFlags & PANIC_TRIGGERS_HERE )
{
DebugAI(AI_MSG_TOPIC, pSoldier, String("found panic trigger"));
usMovementMode = DetermineMovementMode(pSoldier, AI_ACTION_GET_CLOSER);
DebugAI(AI_MSG_TOPIC, pSoldier, String("movement mode %d", usMovementMode));
// Have WE been chosen to go after the trigger?
if (pSoldier->ubID == gTacticalStatus.ubTheChosenOne)
{
bPanicTrigger = ClosestPanicTrigger( pSoldier );
if (bPanicTrigger == -1)
{
// augh!
return( -1 );
}
sPanicTriggerGridNo = gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ];
DebugAI(AI_MSG_TOPIC, pSoldier, String("closest panic trigger %d, spot %d", bPanicTrigger, sPanicTriggerGridNo));
// if not standing on the panic trigger
if (pSoldier->sGridNo != sPanicTriggerGridNo)
{
// determine whether we can still get there
iPathCost = PlotPath( pSoldier, sPanicTriggerGridNo, FALSE, FALSE, FALSE, RUNNING, FALSE, FALSE, 0);
//iPathCost = PlotPath( pSoldier, sPanicTriggerGridNo, FALSE, FALSE, FALSE, RUNNING, FALSE, FALSE, 0);
iPathCost = PlotPath(pSoldier, sPanicTriggerGridNo, FALSE, FALSE, FALSE, usMovementMode, pSoldier->bStealthMode, FALSE, 0);
if (iPathCost != 0)
{
DebugAI(AI_MSG_TOPIC, pSoldier, String("found route to panic trigger, path cost %d", iPathCost));
fFoundRoute = TRUE;
}
}
else
{
DebugAI(AI_MSG_TOPIC, pSoldier, String("standing at panic trigger spot"));
fFoundRoute = TRUE;
}
// if we managed to find an adjacent spot
if (fFoundRoute)
{
DebugAI(AI_MSG_TOPIC, pSoldier, String("have good route to panic triger"));
/*
*** COMMENTED OUT BECAUSE WE DON'T HAVE SUPPORT ROUTINES YET
/*
*** COMMENTED OUT BECAUSE WE DON'T HAVE SUPPORT ROUTINES YET
// make sure it's not in water (those triggers can't be pulled)
if (Water(Terrain(gTacticalStatus.sHandGrid),Structure(gTacticalStatus.sHandGrid)))
{
#ifdef BETAVERSION
PopMessage("BAD SCENARIO DESIGN: Enemies can't use this panic trigger!");
#endif
gTacticalStatus.ubTheChosenOne = NOBODY; // strip him of his Chosen One status
// don't bother replacing him either, the next won't have more luck!
return(-1);
}
*/
// make sure it's not in water (those triggers can't be pulled)
if (Water(Terrain(gTacticalStatus.sHandGrid),Structure(gTacticalStatus.sHandGrid)))
{
#ifdef BETAVERSION
PopMessage("BAD SCENARIO DESIGN: Enemies can't use this panic trigger!");
#endif
gTacticalStatus.ubTheChosenOne = NOBODY; // strip him of his Chosen One status
// don't bother replacing him either, the next won't have more luck!
return(-1);
}
*/
// if we are at that spot now
if (pSoldier->sGridNo == sPanicTriggerGridNo)
{
DebugAI(AI_MSG_TOPIC, pSoldier, String("we are at the spot, activate the trigger!"));
////////////////////////////////////////////////////////////////
// PULL THE PANIC TRIGGER!
////////////////////////////////////////////////////////////////
@@ -355,11 +373,12 @@ INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
pSoldier->name,pSoldier->aiData.usActionData);
PopMessage(tempstr);
#endif
DebugAI(AI_MSG_TOPIC, pSoldier, String("enough AP, activate trigger!"));
return(AI_ACTION_PULL_TRIGGER);
}
else // otherwise, wait a turn
{
DebugAI(AI_MSG_TOPIC, pSoldier, String("wait a turn, not enough AP"));
pSoldier->aiData.usActionData = NOWHERE;
return(AI_ACTION_NONE);
}
@@ -380,7 +399,7 @@ INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
sprintf(tempstr,"%s - GETTING CLOSER to PANIC TRIGGER at grid %d (Trigger at %d)", pSoldier->name,pSoldier->aiData.usActionData,sPanicTriggerGridNo);
AIPopMessage(tempstr);
#endif
DebugAI(AI_MSG_TOPIC, pSoldier, String("move closet to panic trigger %d", sPanicTriggerGridNo));
return(AI_ACTION_GET_CLOSER);
}
else // Oh oh, the chosen one can't get to the trigger!
@@ -388,12 +407,14 @@ INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
#ifdef TESTVERSION
PopMessage("TEST MSG: Oh oh! !legalDest - ChosenOne can't get to the trigger!");
#endif
DebugAI(AI_MSG_TOPIC, pSoldier, String("cannot move to the trigger, find another chosen one"));
gTacticalStatus.ubTheChosenOne = NOBODY; // strip him of his Chosen One status
MakeClosestEnemyChosenOne(); // and replace him!
}
}
else // can't move, wait 1 turn
{
DebugAI(AI_MSG_TOPIC, pSoldier, String("cannot move, wait one turn"));
pSoldier->aiData.usActionData = NOWHERE;
return(AI_ACTION_NONE);
}
@@ -404,6 +425,7 @@ INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
#ifdef TESTVERSION
PopMessage("TEST MSG: Oh oh! !adjacentFound - ChosenOne can't get to the trigger!");
#endif
DebugAI(AI_MSG_TOPIC, pSoldier, String("cannot find route to the trigger, find another chosen one"));
gTacticalStatus.ubTheChosenOne = NOBODY; // strip him of his Chosen One status
MakeClosestEnemyChosenOne(); // and replace him!
}