mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
FindNearestUngassedLand, FindNearbyDarkerSpot:
- optimization: don't check spots already checked in previous loop - increase max distance to 35, reduce to 25 if complex AI not allowed, reduce to 15 in realtime CanDragPerson: use world movement cost instead of LOS check. Say TAUNT_RELOAD, TAUNT_OUT_OF_AMMO taunts if mag size > 4 or Chance (CHANCE_SAY_ANNOYING_PHRASE). SpotDangerLevel: also check Water and CorpseWarning for danger level = 1. ManSeesMan: only call SetNewSituation if location or level are different to reduce frequency of AI re-evaluation. Only allow radio animation on initial red alert, if sector is not jammed. Press ESC to stop dragging. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8904 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+10
-1
@@ -1793,6 +1793,14 @@ void AIDecideRadioAnimation( SOLDIERTYPE *pSoldier )
|
||||
return;
|
||||
}
|
||||
|
||||
// sevenfm: only allow radio animation on initial red alert
|
||||
if (gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition || SectorJammed())
|
||||
{
|
||||
// don't play animation
|
||||
ActionDone(pSoldier);
|
||||
return;
|
||||
}
|
||||
|
||||
switch( gAnimControl[ pSoldier->usAnimState ].ubEndHeight )
|
||||
{
|
||||
case ANIM_STAND:
|
||||
@@ -2555,7 +2563,8 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
|
||||
if(bSlot != NO_SLOT)
|
||||
{
|
||||
ReloadGun( pSoldier, &(pSoldier->inv[pSoldier->aiData.usActionData]), &(pSoldier->inv[bSlot]) );
|
||||
PossiblyStartEnemyTaunt( pSoldier, TAUNT_RELOAD );
|
||||
if (Chance(gGameExternalOptions.iChanceSayAnnoyingPhrase) || GetMagSize(&(pSoldier->inv[pSoldier->aiData.usActionData])) > 4)
|
||||
PossiblyStartEnemyTaunt( pSoldier, TAUNT_RELOAD );
|
||||
ActionDone( pSoldier );
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -4882,13 +4882,16 @@ UINT8 SpotDangerLevel(SOLDIERTYPE *pSoldier, INT32 sGridNo)
|
||||
fAlerted = TRUE;
|
||||
|
||||
if (!fProfile && !fNeutral && !gGameExternalOptions.fAITacticalRetreat && NorthSpot(sGridNo, pSoldier->pathing.bLevel) ||
|
||||
!fProfile && fGreen && CheckDoorNearGridno(sGridNo))
|
||||
!fProfile && fGreen && CheckDoorNearGridno(sGridNo) ||
|
||||
Water(sGridNo, pSoldier->pathing.bLevel) && !pSoldier->IsFlanking() ||
|
||||
CorpseWarning(pSoldier, sGridNo, pSoldier->pathing.bLevel))
|
||||
ubLevel = 1;
|
||||
|
||||
if (fAlerted && !fNeutral && (InLightAtNight(sGridNo, pSoldier->pathing.bLevel) || FindNearbyExplosiveStructure(sGridNo, pSoldier->pathing.bLevel)))
|
||||
if (fAlerted && !fNeutral &&
|
||||
(InLightAtNight(sGridNo, pSoldier->pathing.bLevel) || FindNearbyExplosiveStructure(sGridNo, pSoldier->pathing.bLevel)))
|
||||
ubLevel = 2;
|
||||
|
||||
if (DeepWater(sGridNo, pSoldier->pathing.bLevel) ||
|
||||
if (DeepWater(sGridNo, pSoldier->pathing.bLevel) && !pSoldier->IsFlanking() ||
|
||||
RedSmokeDanger(sGridNo, pSoldier->pathing.bLevel))
|
||||
ubLevel = 3;
|
||||
|
||||
|
||||
@@ -2732,11 +2732,13 @@ INT8 CanNPCAttack(SOLDIERTYPE *pSoldier)
|
||||
bCanAttack = TryToReload( pSoldier );
|
||||
if( bCanAttack == TRUE )
|
||||
{
|
||||
PossiblyStartEnemyTaunt( pSoldier, TAUNT_RELOAD );
|
||||
if (Chance(gGameExternalOptions.iChanceSayAnnoyingPhrase) || GetMagSize(&(pSoldier->inv[HANDPOS])) > 4)
|
||||
PossiblyStartEnemyTaunt( pSoldier, TAUNT_RELOAD );
|
||||
}
|
||||
else
|
||||
{
|
||||
PossiblyStartEnemyTaunt( pSoldier, TAUNT_OUT_OF_AMMO );
|
||||
if (Chance(gGameExternalOptions.iChanceSayAnnoyingPhrase) || GetMagSize(&(pSoldier->inv[HANDPOS])) > 4)
|
||||
PossiblyStartEnemyTaunt( pSoldier, TAUNT_OUT_OF_AMMO );
|
||||
}
|
||||
}
|
||||
else if (bCanAttack == NOSHOOT_NOWEAPON)
|
||||
|
||||
@@ -1526,13 +1526,19 @@ INT32 FindNearestUngassedLand(SOLDIERTYPE *pSoldier)
|
||||
{
|
||||
INT32 sGridNo, sClosestLand = NOWHERE, sPathCost, sShortestPath = 1000;
|
||||
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
|
||||
INT32 iSearchRange;
|
||||
INT32 iSearchRange, iIgnoreRange = 0;
|
||||
INT32 iMaxSearchRange = 35;
|
||||
UINT16 usMovementMode = DetermineMovementMode(pSoldier, AI_ACTION_LEAVE_WATER_GAS);
|
||||
BOOLEAN fFoundReachable = FALSE;
|
||||
|
||||
if (!gfTurnBasedAI)
|
||||
{
|
||||
iMaxSearchRange = 15;
|
||||
}
|
||||
|
||||
// start with a small search area, and expand it if we're unsuccessful
|
||||
// this should almost never need to search farther than 5 or 10 squares...
|
||||
for (iSearchRange = 5; iSearchRange <= 35 && (fFoundReachable || iSearchRange <= 5); iSearchRange += 10)
|
||||
for (iSearchRange = 5; iSearchRange <= iMaxSearchRange && (fFoundReachable || iSearchRange <= 5); iIgnoreRange = iSearchRange, iSearchRange += 10)
|
||||
{
|
||||
//NumMessage("Trying iSearchRange = ", iSearchRange);
|
||||
|
||||
@@ -1582,6 +1588,12 @@ INT32 FindNearestUngassedLand(SOLDIERTYPE *pSoldier)
|
||||
{
|
||||
for (sXOffset = -sMaxLeft; sXOffset <= sMaxRight; sXOffset++)
|
||||
{
|
||||
// sevenfm: optimization - skip spots checked in previous loop
|
||||
if (sXOffset <= iIgnoreRange && sXOffset >= -iIgnoreRange && sYOffset <= iIgnoreRange && sYOffset >= -iIgnoreRange)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// calculate the next potential gridno
|
||||
sGridNo = pSoldier->sGridNo + sXOffset + (MAXCOL * sYOffset);
|
||||
//NumMessage("Testing gridno #",gridno);
|
||||
@@ -1653,7 +1665,8 @@ INT32 FindNearbyDarkerSpot(SOLDIERTYPE *pSoldier)
|
||||
INT32 sGridNo, sClosestSpot = NOWHERE, sPathCost;
|
||||
INT32 iSpotValue, iBestSpotValue = 1000;
|
||||
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
|
||||
INT32 iSearchRange;
|
||||
INT32 iSearchRange, iIgnoreRange = 0;
|
||||
INT32 iMaxSearchRange = 35;
|
||||
INT8 bLightLevel, bCurrLightLevel, bLightDiff;
|
||||
INT32 iRoamRange;
|
||||
INT32 sOrigin;
|
||||
@@ -1664,9 +1677,14 @@ INT32 FindNearbyDarkerSpot(SOLDIERTYPE *pSoldier)
|
||||
|
||||
iRoamRange = RoamingRange(pSoldier, &sOrigin);
|
||||
|
||||
if (!gfTurnBasedAI)
|
||||
{
|
||||
iMaxSearchRange = 15;
|
||||
}
|
||||
|
||||
// start with a small search area, and expand it if we're unsuccessful
|
||||
// this should almost never need to search farther than 5 or 10 squares...
|
||||
for (iSearchRange = 5; iSearchRange <= 25 && (fFoundReachable || iSearchRange <= 5); iSearchRange += 5)
|
||||
for (iSearchRange = 5; iSearchRange <= iMaxSearchRange && (fFoundReachable || iSearchRange <= 5); iIgnoreRange = iSearchRange, iSearchRange += 10)
|
||||
{
|
||||
// determine maximum horizontal limits
|
||||
sMaxLeft = min(iSearchRange, (pSoldier->sGridNo % MAXCOL));
|
||||
@@ -1714,6 +1732,12 @@ INT32 FindNearbyDarkerSpot(SOLDIERTYPE *pSoldier)
|
||||
{
|
||||
for (sXOffset = -sMaxLeft; sXOffset <= sMaxRight; sXOffset++)
|
||||
{
|
||||
// sevenfm: optimization - skip spots checked in previous loop
|
||||
if (sXOffset <= iIgnoreRange && sXOffset >= -iIgnoreRange && sYOffset <= iIgnoreRange && sYOffset >= -iIgnoreRange)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// calculate the next potential gridno
|
||||
sGridNo = pSoldier->sGridNo + sXOffset + (MAXCOL * sYOffset);
|
||||
//NumMessage("Testing gridno #",gridno);
|
||||
@@ -2603,7 +2627,7 @@ INT32 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT32 sPos, INT8 bAction )
|
||||
INT32 sGridNo;
|
||||
INT32 sBestSpot = NOWHERE;
|
||||
INT32 iSearchRange = 8; // sevenfm: increase search range
|
||||
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
|
||||
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
|
||||
INT16 sDistanceVisible = VISION_RANGE;
|
||||
|
||||
DebugMsg ( TOPIC_JA2AI , DBG_LEVEL_3 , String("FindFlankingSpot: orig loc = %d, loc to flank = %d", pSoldier->sGridNo , sPos));
|
||||
|
||||
Reference in New Issue
Block a user