AI update (by sevenfm):

- removed AI_EXTRA_FLANKING option
- LocationToLocationLineOfSightTest allows to check sight with specified height
- IsActionAffordable allows to specify action to check without faking it
- ClosestReachableDisturbance: correctly calculate path to each disturbance, added safety checks, update for noise checks
- CalcMoraleNew: update
- CalcBestShot: allow shooting at empty vehicles, but they have low priority
- allow AI to fire at dying opponents to avoid AI decision problems
- CheckIfShotPossible: allow any soldier with long range weapon to shoot in RED state (if he can hit)
- Flanking update
- WATCH decision update
- removed distance check for HELP decision to allow vanilla behavior, don't help if seen enemy recently or under fire
- suppression fire update
- pick up item decision: check that location is safe

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8125 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-03-26 13:41:54 +00:00
parent 285a7841c2
commit dba9e3eb88
10 changed files with 585 additions and 425 deletions
+12 -7
View File
@@ -2501,20 +2501,22 @@ INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32
return( LineOfSightTest( (FLOAT) CenterX( pStartSoldier->sGridNo ), (FLOAT) CenterY( pStartSoldier->sGridNo ), dStartZPos, (FLOAT) sXPos, (FLOAT) sYPos, dEndZPos, iTileSightLimit, bAware, HasThermalOptics( pStartSoldier), NULL, false ) );
}
INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, INT32 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit )
INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, INT32 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit, FLOAT dStartPos, FLOAT dEndPos )
{
FLOAT dStartZPos, dEndZPos;
INT16 sStartXPos, sStartYPos, sEndXPos, sEndYPos;
UINT8 ubStartID;
ubStartID = WhoIsThere2( sStartGridNo, bStartLevel );
// sevenfm: always use standing heights
/*ubStartID = WhoIsThere2( sStartGridNo, bStartLevel );
if ( ubStartID != NOBODY )
{
return( SoldierTo3DLocationLineOfSightTest( MercPtrs[ ubStartID ], sEndGridNo, bEndLevel, 0, bAware, iTileSightLimit ) );
}
}*/
// else... assume standing heights
dStartZPos = STANDING_LOS_POS + bStartLevel * HEIGHT_UNITS;
// sevenfm: use height argument
dStartZPos = dStartPos + bStartLevel * HEIGHT_UNITS;
// add in ground height
dStartZPos += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ sStartGridNo ].sHeight );
@@ -2522,7 +2524,8 @@ INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, I
sStartXPos = sStartXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
sStartYPos = sStartYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
dEndZPos = STANDING_LOS_POS + bEndLevel * HEIGHT_UNITS;
// sevenfm: use height argument
dEndZPos = dEndPos + bEndLevel * HEIGHT_UNITS;
// add in ground height
dEndZPos += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ sEndGridNo ].sHeight );
@@ -2530,10 +2533,12 @@ INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, I
sEndXPos = sEndXPos * CELL_X_SIZE + (CELL_X_SIZE / 2);
sEndYPos = sEndYPos * CELL_Y_SIZE + (CELL_Y_SIZE / 2);
if (iTileSightLimit == CALC_FROM_ALL_DIRS || iTileSightLimit == CALC_FROM_WANTED_DIR) {
if (iTileSightLimit == CALC_FROM_ALL_DIRS || iTileSightLimit == CALC_FROM_WANTED_DIR)
{
iTileSightLimit = MaxNormalDistanceVisible();
}
else if (iTileSightLimit == NO_DISTANCE_LIMIT) {
else if (iTileSightLimit == NO_DISTANCE_LIMIT)
{
iTileSightLimit = 255 + MaxNormalDistanceVisible();
}
return( LineOfSightTest( (FLOAT)sStartXPos, (FLOAT)sStartYPos, dStartZPos, (FLOAT) sEndXPos, (FLOAT) sEndYPos, dEndZPos, iTileSightLimit, bAware, FALSE, NULL ) );
+16 -13
View File
@@ -77,19 +77,6 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
#define CALC_FROM_WANTED_DIR -2
#define NO_DISTANCE_LIMIT -3
INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS, UINT8 ubAimLocation = LOS_POS, bool adjustForSight = true, bool cthCalc = false );
INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, INT8 bAware, int ubSightLimit = CALC_FROM_ALL_DIRS, bool adjustForSight = true );
INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bStance, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS );
UINT8 SoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier );
UINT8 SoldierToSoldierBodyPartChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, UINT8 ubAimLocation );
UINT8 AISoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier );
UINT8 AISoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel );
UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT8 ubTargetID );
INT32 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT32 sEndGridNo );
INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, INT32 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS );
BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * pdZPos );
#define HEIGHT_UNITS 256
#define HEIGHT_UNITS_PER_INDEX (HEIGHT_UNITS / PROFILE_Z_SIZE)
#define MAX_STRUCTURE_HEIGHT 50
@@ -154,6 +141,22 @@ BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * p
#define CLOSE_TO_FIRER 25
#define VERY_CLOSE_TO_FIRER 21
INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS, UINT8 ubAimLocation = LOS_POS, bool adjustForSight = true, bool cthCalc = false );
INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, INT8 bAware, int ubSightLimit = CALC_FROM_ALL_DIRS, bool adjustForSight = true );
INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bStance, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS );
UINT8 SoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier );
UINT8 SoldierToSoldierBodyPartChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, UINT8 ubAimLocation );
UINT8 AISoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier );
UINT8 AISoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel );
UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT8 ubTargetID );
INT32 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT32 sEndGridNo );
// sevenfm: added start/end LOS heights
INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, INT32 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit, FLOAT dStartPos = STANDING_LOS_POS, FLOAT dEndPos = STANDING_LOS_POS);
//INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, INT32 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS );
BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * pdZPos );
#ifdef LOS_DEBUG
typedef struct LOSResults
{