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Split DecideAction into several specialized DecideAction functions
* Removes the need to constantly check for fCivilian, ARMED_VEHICLE, ENEMY_ROBOT etc inside DecideAction * Move AI decision checks into their own functions, such as DecideActionRadioRedAlert * Add new entry to ActionType. AI_ACTION_INVALID signals that no valid action was found when a function returns, or no valid action is possible * Do a weighted random selection for choosing target under DecideActionBlackSoldier
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@@ -6,6 +6,10 @@ set(ModularizedTacticalAISrc
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"${CMAKE_CURRENT_SOURCE_DIR}/src/LegacyAIPlanFactory.cpp"
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"${CMAKE_CURRENT_SOURCE_DIR}/src/LegacyCreaturePlan.cpp"
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"${CMAKE_CURRENT_SOURCE_DIR}/src/LegacyZombiePlan.cpp"
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"${CMAKE_CURRENT_SOURCE_DIR}/src/BoxerPlan.cpp"
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"${CMAKE_CURRENT_SOURCE_DIR}/src/CivilianPlan.cpp"
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"${CMAKE_CURRENT_SOURCE_DIR}/src/RobotPlan.cpp"
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"${CMAKE_CURRENT_SOURCE_DIR}/src/SoldierPlan.cpp"
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"${CMAKE_CURRENT_SOURCE_DIR}/src/NullPlan.cpp"
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"${CMAKE_CURRENT_SOURCE_DIR}/src/NullPlanFactory.cpp"
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"${CMAKE_CURRENT_SOURCE_DIR}/src/Plan.cpp"
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