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
+92 -1
View File
@@ -49,6 +49,7 @@
#include "Soldier Functions.h" // added by SANDRO
#include "Text.h" // sevenfm
#include "english.h" // sevenfm: for ESC key
#include "Food.h"
#include "connect.h"
// needed to use the modularized tactical AI:
@@ -2744,6 +2745,30 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
case AI_ACTION_JUMP_WINDOW:
{
pSoldier->BeginSoldierClimbWindow();
pSoldier->BeginSoldierJumpWindowAI();
if ( gfTurnBasedAI )
{
//if (pSoldier->bActionPoints >= GetAPsToJumpThroughWindows(pSoldier, FALSE) + GetAPsToLook(pSoldier))
if ( pSoldier->bActionPoints >= GetAPsToLook(pSoldier) )
{
pSoldier->aiData.bNextAction = AI_ACTION_CHANGE_FACING;
INT32 sClosestOpponent = ClosestKnownOpponent(pSoldier, NULL, NULL);
if ( !TileIsOutOfBounds(sClosestOpponent) )
pSoldier->aiData.usNextActionData = AIDirection(pSoldier->sGridNo, sClosestOpponent);
else
pSoldier->aiData.usNextActionData = PreRandom(8);
}
else
{
pSoldier->aiData.bNextAction = AI_ACTION_END_TURN;
pSoldier->aiData.usNextActionData = 0;
}
}
else
{
pSoldier->aiData.bNextAction = AI_ACTION_WAIT;
pSoldier->aiData.usNextActionData = REALTIME_AI_DELAY / 10;
}
ActionDone( pSoldier );
}
break;
@@ -2806,7 +2831,73 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
}
break;
default:
case AI_ACTION_DRINK_CANTEEN:
DrinkFromInventory(pSoldier);
ActionDone(pSoldier);
break;
case AI_ACTION_HANDLE_ITEM:
iRetCode = HandleItem(pSoldier, pSoldier->aiData.usActionData, pSoldier->pathing.bLevel, pSoldier->inv[HANDPOS].usItem, FALSE);
if ( iRetCode != ITEM_HANDLE_OK )
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction (AI_ACTION_HANDLE_ITEM): HandleItem error code %d", iRetCode));
CancelAIAction(pSoldier, FORCE);
EndAIGuysTurn(pSoldier);
}
break;
case AI_ACTION_PLANT_BOMB:
if ( pSoldier->inv[HANDPOS].exists() &&
(Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_BOMB) )
{
OBJECTTYPE bombobj;
INT32 sSpot = pSoldier->sGridNo;
if ( !TileIsOutOfBounds(sSpot) &&
pSoldier->inv[HANDPOS].MoveThisObjectTo(bombobj, 1) == 0 )
{
bombobj.fFlags |= OBJECT_ARMED_BOMB;
bombobj[0]->data.misc.bDetonatorType = BOMB_TIMED;
bombobj[0]->data.misc.usBombItem = bombobj.usItem;
//bombobj[0]->data.misc.ubBombOwner = pSoldier->ubID + 2;
bombobj[0]->data.misc.ubBombOwner = 1;
bombobj[0]->data.misc.bDelay = 1 + Random(2);
//pSoldier->inv[HANDPOS][0]->data.bTrap = EffectiveExplosive(pSoldier) / 20 + EffectiveExpLevel(pSoldier, TRUE) / 2;
pSoldier->inv[HANDPOS][0]->data.bTrap = 6 + SoldierDifficultyLevel(pSoldier);
AddItemToPool(sSpot, &bombobj, INVISIBLE, pSoldier->pathing.bLevel, WORLD_ITEM_ARMED_BOMB, 0);
NotifySoldiersToLookforItems();
DeductPoints(pSoldier, APBPConstants[AP_INVENTORY_ARM] + APBPConstants[AP_DROP_BOMB], APBPConstants[BP_INVENTORY_ARM] + APBPConstants[BP_DROP_BOMB]);
if ( gAnimControl[pSoldier->usAnimState].ubHeight == ANIM_STAND )
{
pSoldier->EVENT_InitNewSoldierAnim(DROP_ITEM, 0, FALSE);
}
else if ( gAnimControl[pSoldier->usAnimState].ubHeight == ANIM_CROUCH )
{
pSoldier->EVENT_InitNewSoldierAnim(CUTTING_FENCE, 0, FALSE);
}
if ( pSoldier->bVisible != -1 )
{
PlayJA2Sample(THROW_IMPACT_2, RATE_11025, SoundVolume(MIDVOLUME, pSoldier->sGridNo), 1, SoundDir(pSoldier->sGridNo));
}
ActionDone(pSoldier);
}
else
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction (AI_ACTION_PLANT_BOMB): failed to move object"));
CancelAIAction(pSoldier, FORCE);
EndAIGuysTurn(pSoldier);
}
}
else
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction (AI_ACTION_PLANT_BOMB): failed to find bomb in hand"));
CancelAIAction(pSoldier, FORCE);
EndAIGuysTurn(pSoldier);
}
break;
default:
#ifdef BETAVERSION
NumMessage("ExecuteAction - Illegal action type = ",pSoldier->aiData.bAction);
#endif