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
+55 -5
View File
@@ -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;