Migrate +AI features

* Drink canteen
* Jump through window
* Use explosives
* Use wirecutters
This commit is contained in:
Asdow
2026-01-23 23:19:07 +02:00
parent 41945842d5
commit bd9cbd9944
14 changed files with 896 additions and 14 deletions
+89
View File
@@ -9700,6 +9700,85 @@ void SOLDIERTYPE::BeginSoldierClimbWallUp( void )
}
//------------------------------------------------------------------------------------------
void SOLDIERTYPE::BeginSoldierJumpWindowAI(void)
{
DebugAI(AI_MSG_INFO, this, String("check if we can jump through window"));
//UINT8 ubDirection = this->aiData.usActionData;
UINT8 ubDirection = this->ubDirection;
INT32 sWindowGridNo = this->sGridNo;
if ( ubDirection == NORTH || ubDirection == WEST )
sWindowGridNo = NewGridNo(this->sGridNo, (UINT16)DirectionInc((UINT8)ubDirection));
DebugAI(AI_MSG_INFO, this, String("sWindowGridNo %d direction %d", sWindowGridNo, ubDirection));
if (//CheckWindow(this->sGridNo, ubDirection, gGameExternalOptions.fCanJumpThroughClosedWindows) &&
IsJumpableWindowPresentAtGridNo(sWindowGridNo, ubDirection, gGameExternalOptions.fCanJumpThroughClosedWindows) &&
//FindWindowJumpDirection(this, this->sGridNo, bDirection, &bDirection) &&
this->pathing.bLevel == 0 &&
(ubDirection == NORTH || ubDirection == EAST || ubDirection == SOUTH || ubDirection == WEST) )
{
// Flugente: if we are jumping through an intact window, smash it during our animation
if ( gGameExternalOptions.fCanJumpThroughClosedWindows )
{
// is there really an intact window that we jump through?
if ( IsJumpableWindowPresentAtGridNo(sWindowGridNo, ubDirection, TRUE) && !IsJumpableWindowPresentAtGridNo(sWindowGridNo, ubDirection, FALSE) )
{
STRUCTURE* pStructure = FindStructure(sWindowGridNo, STRUCTURE_WALLNWINDOW);
if ( pStructure && !(pStructure->fFlags & STRUCTURE_OPEN) )
{
DebugAI(AI_MSG_INFO, this, String("jumping through closed window, damage soldier"));
// intact window found. Smash it!
WindowHit(sWindowGridNo, pStructure->usStructureID, (ubDirection == SOUTH || ubDirection == EAST), TRUE, PlayerCanHearNoise(this));
// we get a bit of damage for jumping through a window
this->SoldierTakeDamage(0, 2 + 2 * Random(4), 0, 1000, TAKE_DAMAGE_ELECTRICITY, NOBODY, sWindowGridNo, 0);
}
}
}
this->sTempNewGridNo = NewGridNo(this->sGridNo, (UINT16)DirectionInc(ubDirection));
this->flags.fDontChargeTurningAPs = TRUE;
EVENT_InternalSetSoldierDesiredDirection(this, ubDirection, FALSE, this->usAnimState);
this->flags.fTurningUntilDone = TRUE;
// ATE: Reset flag to go back to prone...
// Flugente: In case an animation is missing (civilian bodytypes), we TELEPORT instead
if ( IsAnimationValidForBodyType(this, JUMPWINDOWS) == FALSE )
{
DebugAI(AI_MSG_INFO, this, String("teleport soldier to %d", this->sTempNewGridNo));
// sevenfm: deduct APs for jumping
if ( UsingNewInventorySystem() && FindBackpackOnSoldier(this) != ITEM_NOT_FOUND )
DeductPoints(this, GetAPsToJumpThroughWindows(this, TRUE), GetBPsToJumpThroughWindows(this, TRUE), SP_MOVEMENT_INTERRUPT);
else
DeductPoints(this, GetAPsToJumpThroughWindows(this, FALSE), GetBPsToJumpThroughWindows(this, FALSE), SP_MOVEMENT_INTERRUPT);
TeleportSoldier(this, this->sTempNewGridNo, TRUE);
}
else
{
DebugAI(AI_MSG_INFO, this, String("start jumping"));
this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_OFF;
this->EVENT_InitNewSoldierAnim(JUMPWINDOWS, 0, FALSE);
//this->usPendingAnimation = JUMPWINDOWS;
//EndAIGuysTurn(this);
}
// Flugente: should be fixed now, re-enable if not
// Flugente: if an AI guy, end turn (weird endless clock syndrome)
//if ( this->bTeam != OUR_TEAM )
//EndAIGuysTurn( this);
}
else
{
ScreenMsg(FONT_LTRED, MSG_INTERFACE, L"[%d] %s cannot jump", this->ubID, this->GetName());
DebugAI(AI_MSG_INFO, this, String("CancelAIAction: cannot jump"));
CancelAIAction(this, TRUE);
}
}
UINT32 SleepDartSuccumbChance( SOLDIERTYPE * pSoldier )
{
UINT32 uiChance;
@@ -26297,3 +26376,13 @@ void SOLDIERTYPE::InitializeExtraData(void)
this->delayedDamageFunction = nullptr;
}
UINT8 SOLDIERTYPE::AnimHeight(void) const
{
return gAnimControl[this->usAnimState].ubHeight;
}
UINT8 SOLDIERTYPE::AnimEndHeight(void) const
{
return gAnimControl[this->usAnimState].ubEndHeight;
}