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Enemy roles improvement:
- lowered ENEMYROLES_TURNSTOUNCOVER - increased ENEMY_MEDICS_SEARCHRADIUS - new option: ENEMY_MEDICS_WOUND_MINAMOUNT controls how serious a wound must be before a medic considers it worthy of attention - new option: ENEMY_MEDICS_HEAL_SELF: medics can heal themselves - new option: ENEMY_OFFICERS_SURRENDERSTRENGTHBONUS adds a team surrender strength bonus for officers - tanks cannot become medics, and can't be treated by them either - Menubutton for Role symbol toggle is red if off and green if on - wounded soldiers seek medics, max range is ENEMY_MEDICS_SEARCHRADIUS / 2 - direct sight line between medic and target is no longer required - if hostile civilians allied to the army are in sector, their surrender strength is added to the enemy team git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7080 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -936,7 +936,20 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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{
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UINT8 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
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if ( ubPerson != NOBODY )
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// are we ourselves the patient?
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if ( ubPerson == pSoldier->ubID )
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{
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// if not already crouched, crouch down first
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if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_CROUCH && IsValidStance( pSoldier, ANIM_CROUCH ) && GetAPsToChangeStance( pSoldier, ANIM_CROUCH ) <= pSoldier->bActionPoints )
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{
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pSoldier->aiData.usActionData = ANIM_CROUCH;
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return(AI_ACTION_CHANGE_STANCE);
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}
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return(AI_ACTION_DOCTOR_SELF);
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}
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else if ( ubPerson != NOBODY )
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{
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if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
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{
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@@ -965,6 +978,24 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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{
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pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, MercPtrs[ubPerson]->sGridNo, 20, AI_ACTION_SEEK_FRIEND, 0);
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if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
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{
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return(AI_ACTION_SEEK_FRIEND);
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}
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}
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}
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}
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// if we are not a medic, but are wounded, seek a medic
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else if ( pSoldier->iHealableInjury >= gGameExternalOptions.sEnemyMedicsWoundMinAmount )
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{
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UINT8 ubPerson = GetClosestMedicSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius / 2, pSoldier->bTeam);
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if ( ubPerson != NOBODY )
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{
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if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) > 1 )
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{
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pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, MercPtrs[ubPerson]->sGridNo, 20, AI_ACTION_SEEK_FRIEND, 0);
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if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
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{
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return(AI_ACTION_SEEK_FRIEND);
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@@ -1619,7 +1650,20 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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{
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UINT8 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
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if ( ubPerson != NOBODY )
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// are we ourselves the patient?
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if ( ubPerson == pSoldier->ubID )
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{
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// if not already crouched, crouch down first
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if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_CROUCH && IsValidStance( pSoldier, ANIM_CROUCH ) && GetAPsToChangeStance( pSoldier, ANIM_CROUCH ) <= pSoldier->bActionPoints )
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{
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pSoldier->aiData.usActionData = ANIM_CROUCH;
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return(AI_ACTION_CHANGE_STANCE);
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}
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return(AI_ACTION_DOCTOR_SELF);
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}
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else if ( ubPerson != NOBODY )
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{
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if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
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{
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@@ -1648,6 +1692,24 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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{
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pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, MercPtrs[ubPerson]->sGridNo, 20, AI_ACTION_SEEK_FRIEND, 0);
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if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
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{
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return(AI_ACTION_SEEK_FRIEND);
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}
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}
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}
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}
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// if we are not a medic, but are wounded, seek a medic
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else if ( pSoldier->iHealableInjury >= gGameExternalOptions.sEnemyMedicsWoundMinAmount )
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{
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UINT8 ubPerson = GetClosestMedicSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius / 2, pSoldier->bTeam);
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if ( ubPerson != NOBODY )
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{
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if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) > 1 )
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{
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pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, MercPtrs[ubPerson]->sGridNo, 20, AI_ACTION_SEEK_FRIEND, 0);
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if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
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{
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return(AI_ACTION_SEEK_FRIEND);
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@@ -2943,7 +3005,20 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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{
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UINT8 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
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if ( ubPerson != NOBODY )
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// are we ourselves the patient?
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if ( ubPerson == pSoldier->ubID )
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{
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// if not already crouched, crouch down first
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if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_CROUCH && IsValidStance( pSoldier, ANIM_CROUCH ) && GetAPsToChangeStance( pSoldier, ANIM_CROUCH ) <= pSoldier->bActionPoints )
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{
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pSoldier->aiData.usActionData = ANIM_CROUCH;
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return(AI_ACTION_CHANGE_STANCE);
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}
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return(AI_ACTION_DOCTOR_SELF);
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}
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else if ( ubPerson != NOBODY )
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{
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if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) < 2 )
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{
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@@ -2972,6 +3047,24 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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{
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pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, MercPtrs[ubPerson]->sGridNo, 20, AI_ACTION_SEEK_FRIEND, 0);
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if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
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{
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return(AI_ACTION_SEEK_FRIEND);
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}
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}
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}
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}
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// if we are not a medic, but are wounded, seek a medic
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else if ( pSoldier->iHealableInjury >= gGameExternalOptions.sEnemyMedicsWoundMinAmount )
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{
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UINT8 ubPerson = GetClosestMedicSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius / 2, pSoldier->bTeam);
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if ( ubPerson != NOBODY )
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{
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if ( PythSpacesAway(pSoldier->sGridNo, MercPtrs[ubPerson]->sGridNo) > 1 )
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{
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pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, MercPtrs[ubPerson]->sGridNo, 20, AI_ACTION_SEEK_FRIEND, 0);
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if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
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{
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return(AI_ACTION_SEEK_FRIEND);
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