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
+1 -3
View File
@@ -566,9 +566,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
{
// successfully moved to roof!
// fake setting action to climb roof and see if we can afford this
pSoldier->aiData.bAction = AI_ACTION_CLIMB_ROOF;
if (IsActionAffordable(pSoldier))
if (IsActionAffordable(pSoldier, AI_ACTION_CLIMB_ROOF))
{
// set action to none and next action to climb roof so we do that next
pSoldier->aiData.bAction = AI_ACTION_NONE;