Added new soldier flags: SOLDIER_BACK_ATTACK, SOLDIER_SNEAK_ATTACK (work for punch and stab attacks only).

ClosestKnownOpponent() now can return ID of closest opponent.
CalcCoverValue: improved code to avoid friendly fire.
EVENT_SoldierBeginPunchAttack: use supplied gridno as sTargetGridNo may not be set yet

Boxing:
- added possibility of counterattack after failed attack
- added possibility of opportunity attack a passing enemy
- bonus in CTH for boxers for attack from the back

Boxing AI:
- for boxers, always use high morale so that they attack
- cautious boxer approach, reserve AP for two attacks (only if not attacking from the back)
- try to avoid frontal attack
- sometimes boxer may decide to restore breath instead of moving and attacking
- boxer can step back to move away from opponent, if he is low on breath
- improved main boxer AI

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8876 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2020-08-02 16:35:10 +00:00
parent 1a31b21ea4
commit e959d6893b
8 changed files with 463 additions and 54 deletions
+90
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@@ -3012,6 +3012,96 @@ BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving )
}
}
// sevenfm: check all nearby enemy boxers for opportunity attack
if (IS_MERC_BODY_TYPE(pSoldier) &&
(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
gTacticalStatus.bBoxingState == BOXING &&
pSoldier->aiData.bAlertStatus >= STATUS_RED)
{
UINT32 uiLoop;
UINT8 ubChance;
SOLDIERTYPE *pOpponent;
UINT8 ubDirection;
//loop through all the enemies
for (uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop)
{
pOpponent = MercSlots[uiLoop];
if (!pOpponent ||
SpacesAway(pSoldier->sGridNo, pOpponent->sGridNo) > 1 ||
pOpponent->stats.bLife < OKLIFE ||
!ValidOpponent(pSoldier, pOpponent) ||
pOpponent->bCollapsed ||
pOpponent->bBreathCollapsed ||
!IS_MERC_BODY_TYPE(pOpponent) ||
!(pOpponent->flags.uiStatusFlags & SOLDIER_BOXER) ||
gAnimControl[pOpponent->usAnimState].ubEndHeight < ANIM_STAND ||
pOpponent->pathing.bLevel != pSoldier->pathing.bLevel ||
!SoldierToSoldierLineOfSightTest(pOpponent, pSoldier, TRUE, CALC_FROM_WANTED_DIR) ||
pOpponent->bActionPoints <= 0 ||
pOpponent->inv[HANDPOS].exists() && pOpponent->inv[SECONDHANDPOS].exists() && !(Item[pOpponent->inv[HANDPOS].usItem].usItemClass & (IC_BLADE | IC_THROWING_KNIFE | IC_PUNCH)))
{
continue; // next merc
}
ubChance = EffectiveAgility(pSoldier, FALSE) * (100 + pSoldier->bBreath) / 200;
ubDirection = AIDirection(pOpponent->sGridNo, pSoldier->sGridNo);
if (pOpponent->ubDirection == ubDirection)
ubChance = ubChance * 3 / 4;
else if (pOpponent->ubDirection == gOneCDirection[ubDirection] || pOpponent->ubDirection == gOneCCDirection[ubDirection])
ubChance = ubChance / 2;
else if (pOpponent->ubDirection == gTwoCDirection[ubDirection] || pOpponent->ubDirection == gTwoCCDirection[ubDirection])
ubChance = ubChance / 4;
else
ubChance = 0;
if (!Chance(ubChance))
{
continue;
}
if (!(Item[pOpponent->inv[HANDPOS].usItem].usItemClass & (IC_BLADE | IC_THROWING_KNIFE | IC_PUNCH)) &&
!pOpponent->inv[SECONDHANDPOS].exists())
{
UINT16 usOldHandItem = pOpponent->inv[HANDPOS].usItem;
SwapHandItems(pOpponent);
pOpponent->ReLoadSoldierAnimationDueToHandItemChange(usOldHandItem, pOpponent->inv[HANDPOS].usItem);
HandleSight(pOpponent, SIGHT_LOOK);
if (pOpponent->bTeam == gbPlayerNum)
{
fCharacterInfoPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
}
}
// stop soldier
(*pfKeepMoving) = FALSE;
pSoldier->EVENT_StopMerc(pSoldier->sGridNo, pSoldier->ubDirection);
SetNewSituation(pSoldier);
ActionDone(pSoldier);
// prepare attack
pOpponent->aiData.bAimTime = 0;
if (pOpponent->bActionPoints >= MinAPsToAttack(pOpponent, pSoldier->sGridNo, TRUE, 1, 0) && Chance(pOpponent->stats.bLife))
pOpponent->aiData.bAimTime = 1;
pOpponent->bAimShotLocation = AIM_SHOT_RANDOM;
if (gAnimControl[pSoldier->usAnimState].ubEndHeight > ANIM_PRONE)
{
if (Chance((6 + EffectiveDexterity(pOpponent, FALSE) / 10 + 5 * NUM_SKILL_TRAITS(pOpponent, MARTIAL_ARTS_NT)) * 100 / (100 + pSoldier->bBreath)))
pOpponent->bAimShotLocation = AIM_SHOT_HEAD;
else if (Chance(pSoldier->bBreath * EffectiveWisdom(pOpponent) / (100 + EffectiveDexterity(pOpponent, FALSE))))
pOpponent->bAimShotLocation = AIM_SHOT_LEGS;
else
pOpponent->bAimShotLocation = AIM_SHOT_TORSO;
}
HandleItem(pOpponent, pSoldier->sGridNo, pOpponent->pathing.bLevel, pOpponent->inv[HANDPOS].usItem, FALSE);
}
}
HandleSystemNewAISituation( pSoldier, FALSE );
// Flugente: tracker...
+53 -6
View File
@@ -7891,6 +7891,10 @@ void SOLDIERTYPE::EVENT_BeginMercTurn( BOOLEAN fFromRealTime, INT32 iRealTimeCou
this->usSoldierFlagMask2 &= ~SOLDIER_TAKEN_LARGE_HIT;
}
// sevenfm: reset AI flags
this->usSoldierFlagMask2 &= ~SOLDIER_BACK_ATTACK;
this->usSoldierFlagMask2 &= ~SOLDIER_SNEAK_ATTACK;
// Flugente: reset extra stats. Currently they only depend on drug effects, and those are reset every turn
this->ResetExtraStats( );
@@ -12780,13 +12784,32 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
{
GetSoldier( &pTSoldier, usSoldierIndex );
// sevenfm: set flag indicating back attack and sneak attack
if (pTSoldier)
{
pTSoldier->usSoldierFlagMask2 &= ~SOLDIER_BACK_ATTACK;
pTSoldier->usSoldierFlagMask2 &= ~SOLDIER_SNEAK_ATTACK;
UINT8 ubAttackDirection = AIDirection(this->sGridNo, pTSoldier->sGridNo);
if (ubAttackDirection == pTSoldier->ubDirection ||
ubAttackDirection == gOneCDirection[pTSoldier->ubDirection] ||
ubAttackDirection == gOneCCDirection[pTSoldier->ubDirection])
{
pTSoldier->usSoldierFlagMask2 |= SOLDIER_BACK_ATTACK;
}
if (pTSoldier->aiData.bOppList[this->ubID] != SEEN_CURRENTLY &&
pTSoldier->aiData.bOppList[this->ubID] != SEEN_THIS_TURN &&
pTSoldier->aiData.bOppList[this->ubID] != HEARD_THIS_TURN)
{
pTSoldier->usSoldierFlagMask2 |= SOLDIER_SNEAK_ATTACK;
}
}
// Flugente: if we attack with a bayonet, we don't need to change stance if even if we are standing and the target is prone...
// so we simulate here that the target is still standing
UINT8 targetheight = gAnimControl[pTSoldier->usAnimState].ubEndHeight;
#if 0//dnl ch73 031013 several reasons why disabling this; 1. no animation for bayonet, 2. if target is prone it look ridicules to swing through air instead stub target, 3. incorrect APs calculation
if ( this->bWeaponMode == WM_ATTACHED_BAYONET )
targetheight = ANIM_STAND;
#endif
// Look at stance of target
switch ( targetheight )
{
@@ -12927,8 +12950,10 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio
//}
// get target.....
usSoldierIndex = WhoIsThere2( this->sTargetGridNo, this->pathing.bLevel );
// sevenfm: use supplied gridno as sTargetGridNo may not be set yet
//usSoldierIndex = WhoIsThere2( this->sTargetGridNo, this->pathing.bLevel );
usSoldierIndex = WhoIsThere2(sGridNo, this->pathing.bLevel);
if ( usSoldierIndex != NOBODY )
{
GetSoldier( &pTSoldier, usSoldierIndex );
@@ -12940,6 +12965,28 @@ void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirectio
return;
}
// sevenfm: set flag indicating back attack and sneak attack
if (pTSoldier)
{
pTSoldier->usSoldierFlagMask2 &= ~SOLDIER_BACK_ATTACK;
pTSoldier->usSoldierFlagMask2 &= ~SOLDIER_SNEAK_ATTACK;
UINT8 ubAttackDirection = AIDirection(this->sGridNo, pTSoldier->sGridNo);
if (ubAttackDirection == pTSoldier->ubDirection ||
ubAttackDirection == gOneCDirection[pTSoldier->ubDirection] ||
ubAttackDirection == gOneCCDirection[pTSoldier->ubDirection])
{
pTSoldier->usSoldierFlagMask2 |= SOLDIER_BACK_ATTACK;
}
if (pTSoldier->aiData.bOppList[this->ubID] != SEEN_CURRENTLY &&
pTSoldier->aiData.bOppList[this->ubID] != SEEN_THIS_TURN &&
pTSoldier->aiData.bOppList[this->ubID] != HEARD_THIS_TURN)
{
pTSoldier->usSoldierFlagMask2 |= SOLDIER_SNEAK_ATTACK;
}
}
if ( fChangeDirection )
{
// CHANGE DIRECTION AND GOTO ANIMATION NOW
+2
View File
@@ -429,6 +429,8 @@ enum
#define SOLDIER_DRAG_SOUND 0x00080000 // played sound when started dragging
#define SOLDIER_SPENT_AP 0x00100000 // soldier has spent some AP this turn (including realtime)
#define SOLDIER_TURNCOAT 0x00200000 // this enemy soldier will switch to the militia team if ordered to
#define SOLDIER_BACK_ATTACK 0x00400000 // soldier was attacked from the back
#define SOLDIER_SNEAK_ATTACK 0x00800000 // soldier was attacked by unseen enemy
#define SOLDIER_INTERROGATE_ALL 0x000001F8 // all interrogation flags
// ----------------------------------------------------------------
+69 -8
View File
@@ -4091,7 +4091,9 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
{
iHitChance = 0;
}
else if ( pTargetSoldier->aiData.bOppList[ pSoldier->ubID ] == NOT_HEARD_OR_SEEN )
// sevenfm: use sneak attack code
//else if ( pTargetSoldier->aiData.bOppList[ pSoldier->ubID ] == NOT_HEARD_OR_SEEN )
else if (pTargetSoldier->usSoldierFlagMask2 & SOLDIER_SNEAK_ATTACK)
{
// give bonus for surprise, but not so much as struggle would still occur
iHitChance = CalcChanceToSteal( pSoldier, pTargetSoldier, pSoldier->aiData.bAimTime ) + 20;
@@ -4108,13 +4110,26 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
}
else
{
if ( pTargetSoldier->aiData.bOppList[ pSoldier->ubID ] == NOT_HEARD_OR_SEEN || pTargetSoldier->stats.bLife < OKLIFE || pTargetSoldier->bCollapsed )
// sevenfm: use sneak attack code
//if ( pTargetSoldier->aiData.bOppList[ pSoldier->ubID ] == NOT_HEARD_OR_SEEN || pTargetSoldier->stats.bLife < OKLIFE || pTargetSoldier->bCollapsed )
if (pTargetSoldier->usSoldierFlagMask2 & SOLDIER_SNEAK_ATTACK || pTargetSoldier->stats.bLife < OKLIFE || pTargetSoldier->bCollapsed)
{
iHitChance = 100;
}
else
{
iHitChance = CalcChanceToPunch( pSoldier, pTargetSoldier, pSoldier->aiData.bAimTime );
// sevenfm: bonus for boxers for attack from the back
if (iHitChance < 100 &&
(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
!pSoldier->bBlindedCounter &&
gAnimControl[pTargetSoldier->usAnimState].ubEndHeight > ANIM_PRONE &&
(pTargetSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
pTargetSoldier->usSoldierFlagMask2 & SOLDIER_BACK_ATTACK)
{
iHitChance += (100 - iHitChance) / 2;
}
}
}
@@ -4714,13 +4729,59 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
PossiblyStartEnemyTaunt( pSoldier, TAUNT_MISS_HTH, pTargetSoldier->ubID );
if( pTargetSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
PossiblyStartEnemyTaunt( pTargetSoldier, TAUNT_GOT_MISSED_HTH, pSoldier->ubID );
//INT16 sMinAPCost = MinAPsToAttack(pTargetSoldier, pSoldier->sGridNo, TRUE, 0, 0);
UINT8 ubCounterattackChance = EffectiveDexterity(pTargetSoldier, FALSE) * (100 + pTargetSoldier->bBreath) / 200;
// halve chance for counterattack if boxer was hit recently
if (pTargetSoldier->usSoldierFlagMask2 & SOLDIER_TAKEN_LARGE_HIT)
ubCounterattackChance /= 2;
// sevenfm: possibly counterattack when boxing
if (pTargetSoldier->bActionPoints > 0 &&
gGameOptions.fNewTraitSystem &&
gTacticalStatus.bBoxingState == BOXING &&
(pTargetSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
Chance(ubCounterattackChance) &&
IS_MERC_BODY_TYPE(pSoldier) &&
IS_MERC_BODY_TYPE(pTargetSoldier) &&
gAnimControl[pTargetSoldier->usAnimState].ubEndHeight == ANIM_STAND &&
!(pTargetSoldier->usSoldierFlagMask2 & SOLDIER_BACK_ATTACK) &&
(!pTargetSoldier->inv[HANDPOS].exists() || Item[pTargetSoldier->inv[HANDPOS].usItem].usItemClass & (IC_BLADE | IC_THROWING_KNIFE | IC_PUNCH) || !pTargetSoldier->inv[SECONDHANDPOS].exists()))
{
if (!(Item[pTargetSoldier->inv[HANDPOS].usItem].usItemClass & (IC_BLADE | IC_THROWING_KNIFE | IC_PUNCH)) &&
!pTargetSoldier->inv[SECONDHANDPOS].exists())
{
UINT16 usOldHandItem = pTargetSoldier->inv[HANDPOS].usItem;
SwapHandItems(pTargetSoldier);
pTargetSoldier->ReLoadSoldierAnimationDueToHandItemChange(usOldHandItem, pTargetSoldier->inv[HANDPOS].usItem);
HandleSight(pTargetSoldier, SIGHT_LOOK);
if (pTargetSoldier->bTeam == gbPlayerNum)
{
fCharacterInfoPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
}
}
pTargetSoldier->aiData.bAimTime = 0;
if (pTargetSoldier->bActionPoints >= MinAPsToAttack(pTargetSoldier, pSoldier->sGridNo, TRUE, 1, 0) && Chance(EffectiveStrength(pTargetSoldier, FALSE) / 4))
pTargetSoldier->aiData.bAimTime = 1;
pTargetSoldier->bAimShotLocation = AIM_SHOT_RANDOM;
if (gAnimControl[pSoldier->usAnimState].ubEndHeight > ANIM_PRONE)
{
if (Chance((6 + EffectiveDexterity(pTargetSoldier, FALSE) / 10 + 5 * NUM_SKILL_TRAITS(pTargetSoldier, MARTIAL_ARTS_NT)) * 100 / (100 + pSoldier->bBreath)))
pTargetSoldier->bAimShotLocation = AIM_SHOT_HEAD;
else if (Chance(pSoldier->bBreath * EffectiveWisdom(pTargetSoldier) / (100 + EffectiveDexterity(pTargetSoldier, FALSE))))
pTargetSoldier->bAimShotLocation = AIM_SHOT_LEGS;
else
pTargetSoldier->bAimShotLocation = AIM_SHOT_TORSO;
}
HandleItem(pTargetSoldier, pSoldier->sGridNo, pTargetSoldier->pathing.bLevel, pTargetSoldier->inv[HANDPOS].usItem, FALSE);
}
}
// 0verhaul: And this too
// else
// {
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - missed in HTH attack") );
// FreeUpAttacker( (UINT8) pSoldier->ubID );
// }
}
}
+10 -1
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@@ -1385,7 +1385,7 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, BOOLEAN * pfChangeLevel
}
INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel)
INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, UINT8 *pubOpponentID)
{
INT32 *psLastLoc,sGridNo, sClosestOpponent = NOWHERE;
UINT32 uiLoop;
@@ -1397,6 +1397,11 @@ INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLev
bClosestLevel = -1;
if (pubOpponentID)
{
*pubOpponentID = NOBODY;
}
// NOTE: THIS FUNCTION ALLOWS RETURN OF UNCONSCIOUS AND UNREACHABLE OPPONENTS
psLastLoc = &(gsLastKnownOppLoc[pSoldier->ubID][0]);
@@ -1500,6 +1505,10 @@ INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLev
{
*pbLevel = bClosestLevel;
}
if (pubOpponentID && pClosestOpponent)
{
*pubOpponentID = pClosestOpponent->ubID;
}
return( sClosestOpponent );
}
+226 -27
View File
@@ -37,6 +37,7 @@
#include "Text.h"
#include "Exit Grids.h" // added by Flugente
#include "Game Clock.h" // sevenfm
#include "SkillCheck.h" // sevenfm
//////////////////////////////////////////////////////////////////////////////
// SANDRO - In this file, all APBPConstants[AP_CROUCH] and APBPConstants[AP_PRONE] were changed to GetAPsCrouch() and GetAPsProne()
@@ -702,6 +703,11 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen, orders = %d",pSoldier->aiData.bOrders));
// sevenfm: disable stealth mode
pSoldier->bStealthMode = FALSE;
// disable reverse movement mode
pSoldier->bReverse = FALSE;
BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP || pSoldier->aiData.bNeutral || (pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) );
BOOLEAN fCivilianOrMilitia = PTR_CIV_OR_MILITIA;
@@ -1545,6 +1551,11 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
STR16 tempstr;
#endif
// sevenfm: disable stealth mode
pSoldier->bStealthMode = FALSE;
// disable reverse movement mode
pSoldier->bReverse = FALSE;
if (fCivilian || (gGameExternalOptions.fAllNamedNpcsDecideAction && pSoldier->ubProfile != NO_PROFILE))
{
if (pSoldier->flags.uiStatusFlags & SOLDIER_COWERING)
@@ -2457,6 +2468,11 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("DecideActionRed: soldier orders = %d",pSoldier->aiData.bOrders));
// sevenfm: disable stealth mode
pSoldier->bStealthMode = FALSE;
// disable reverse movement mode
pSoldier->bReverse = FALSE;
// if we have absolutely no action points, we can't do a thing under RED!
if ( pSoldier->bActionPoints <= 0 ) //Action points can be negative
{
@@ -2593,7 +2609,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
//if (fCivilian && !(pSoldier->ubBodyType == COW || pSoldier->ubBodyType == CRIPPLECIV || pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && gTacticalStatus.bBoxingState == NOT_BOXING)
if (fCivilian && !(pSoldier->ubBodyType == COW || pSoldier->ubBodyType == CRIPPLECIV || pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE))
{
if ( FindAIUsableObjClass( pSoldier, IC_WEAPON ) == ITEM_NOT_FOUND )
if (FindAIUsableObjClass(pSoldier, IC_WEAPON) == NO_SLOT)
{
// cower in fear!!
if ( pSoldier->flags.uiStatusFlags & SOLDIER_COWERING )
@@ -4579,6 +4595,11 @@ INT16 ubMinAPCost;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack");
// sevenfm: disable stealth mode
pSoldier->bStealthMode = FALSE;
// disable reverse movement mode
pSoldier->bReverse = FALSE;
// sevenfm: stop flanking when we see enemy
if( AICheckIsFlanking(pSoldier) )
{
@@ -4674,7 +4695,9 @@ INT16 ubMinAPCost;
bInGas = FALSE;
// calculate our morale
pSoldier->aiData.bAIMorale = CalcMorale(pSoldier);
// sevenfm: for boxer, always use high morale
//pSoldier->aiData.bAIMorale = CalcMorale(pSoldier);
pSoldier->aiData.bAIMorale = MORALE_FEARLESS;
// and continue on...
}
else //????
@@ -4835,7 +4858,6 @@ INT16 ubMinAPCost;
// SOLDIER CAN ATTACK IF NOT IN WATER/GAS AND NOT DOING SOMETHING TOO FUNKY
////////////////////////////////////////////////////////////////////////////
// NPCs in water/tear gas without masks are not permitted to shoot/stab/throw
if ((pSoldier->bActionPoints < 2) || bInDeepWater || bInGas || pSoldier->aiData.bRTPCombat == RTP_COMBAT_REFRAIN)
{
@@ -4850,7 +4872,6 @@ INT16 ubMinAPCost;
{
do
{
bCanAttack = CanNPCAttack(pSoldier);
if (bCanAttack != TRUE)
{
@@ -5322,16 +5343,81 @@ INT16 ubMinAPCost;
// CHOOSE THE BEST TYPE OF ATTACK OUT OF THOSE FOUND TO BE POSSIBLE
//////////////////////////////////////////////////////////////////////////
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CHOOSE THE BEST TYPE OF ATTACK OUT OF THOSE FOUND TO BE POSSIBLE");
BestAttack.iAttackValue = 0;
if (BestShot.ubPossible)
{
BestAttack.iAttackValue = BestShot.iAttackValue;
ubBestAttackAction = AI_ACTION_FIRE_GUN;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"best action = fire gun");
}
else
// cautious boxer approach, reserve AP for two attacks (only if not attacking from the back)
if (BestStab.ubPossible &&
(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
SpacesAway(pSoldier->sGridNo, BestStab.sTarget) > 2 &&
BestStab.ubOpponent != NOBODY &&
MercPtrs[BestStab.ubOpponent] &&
AIDirection(pSoldier->sGridNo, MercPtrs[BestStab.ubOpponent]->sGridNo) != MercPtrs[BestStab.ubOpponent]->ubDirection &&
AIDirection(pSoldier->sGridNo, MercPtrs[BestStab.ubOpponent]->sGridNo) != gOneCDirection[MercPtrs[BestStab.ubOpponent]->ubDirection] &&
AIDirection(pSoldier->sGridNo, MercPtrs[BestStab.ubOpponent]->sGridNo) != gOneCCDirection[MercPtrs[BestStab.ubOpponent]->ubDirection] &&
pSoldier->bInitialActionPoints >= 2 * MinAPsToAttack(pSoldier, pSoldier->sLastTarget, FALSE, 0, 0) + APBPConstants[AP_MOVEMENT_FLAT] + APBPConstants[AP_MODIFIER_WALK] &&
pSoldier->bActionPoints < BestStab.ubAPCost + MinAPsToAttack(pSoldier, pSoldier->sLastTarget, FALSE, 0, 0))
{
BestAttack.iAttackValue = 0;
BestStab.ubPossible = FALSE;
fTryPunching = FALSE;
DebugAI(AI_MSG_INFO, pSoldier, String("boxer cannot reserve APs for second attack - disable stab attack"));
}
// try to avoid frontal attack
if (BestStab.ubPossible &&
(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
SpacesAway(pSoldier->sGridNo, BestStab.sTarget) > 1 &&
BestStab.ubOpponent != NOBODY &&
MercPtrs[BestStab.ubOpponent] &&
gAnimControl[MercPtrs[BestStab.ubOpponent]->usAnimState].ubEndHeight == ANIM_STAND &&
MercPtrs[BestStab.ubOpponent]->bActionPoints > 0 &&
Chance(EffectiveAgility(MercPtrs[BestStab.ubOpponent], FALSE) * (100 + MercPtrs[BestStab.ubOpponent]->bBreath) * EffectiveWisdom(pSoldier) / (100 * 200)))
{
// find closest spot around opponent, avoid front direction
UINT8 ubMovementCost;
INT32 sTempGridNo;
UINT8 ubDirection;
INT32 sPathCost;
INT32 sBestSpot = NOWHERE;
INT32 sBestPathCost = 0;
for (ubDirection = 0; ubDirection < NUM_WORLD_DIRECTIONS; ubDirection++)
{
sTempGridNo = NewGridNo(BestStab.sTarget, DirectionInc(ubDirection));
if (sTempGridNo != BestStab.sTarget)
{
ubMovementCost = gubWorldMovementCosts[sTempGridNo][ubDirection][pSoldier->pathing.bLevel];
if (ubMovementCost < TRAVELCOST_BLOCKED &&
NewOKDestination(pSoldier, sTempGridNo, FALSE, pSoldier->pathing.bLevel) &&
AIDirection(BestStab.sTarget, sTempGridNo) != MercPtrs[BestStab.ubOpponent]->ubDirection)
{
sPathCost = PlotPath(pSoldier, sTempGridNo, FALSE, FALSE, FALSE, DetermineMovementMode(pSoldier, AI_ACTION_GET_CLOSER), pSoldier->bStealthMode, pSoldier->bReverse, 0);
if (TileIsOutOfBounds(sBestSpot) || sPathCost < sBestPathCost)
{
sBestSpot = sTempGridNo;
sBestPathCost = sPathCost;
}
}
}
}
if (!TileIsOutOfBounds(sBestSpot) &&
pSoldier->bActionPoints >= sPathCost + GetAPsToLook(pSoldier) + MinAPsToAttack(pSoldier, pSoldier->sLastTarget, FALSE, 0, 0))
{
pSoldier->aiData.usActionData = sBestSpot;
DebugAI(AI_MSG_INFO, pSoldier, String("boxer: get closer to opponent, avoid front direction"));
return(AI_ACTION_GET_CLOSER);
}
}
if (BestStab.ubPossible && ((BestStab.iAttackValue > BestAttack.iAttackValue) || (ubBestAttackAction == AI_ACTION_NONE)))
{
BestAttack.iAttackValue = BestStab.iAttackValue;
@@ -6100,34 +6186,147 @@ L_NEWAIM:
// try to make boxer close if possible
if (pSoldier->flags.uiStatusFlags & SOLDIER_BOXER )
{
if ( ubCanMove )
DebugAI(AI_MSG_TOPIC, pSoldier, String("[Make boxer close if possible]"));
UINT8 ubOpponentID;
sClosestOpponent = ClosestKnownOpponent(pSoldier, NULL, NULL, &ubOpponentID);
DebugAI(AI_MSG_INFO, pSoldier, String("boxer: found closest opponent [%d] at %d", ubOpponentID, sClosestOpponent));
if (!TileIsOutOfBounds(sClosestOpponent) &&
ubOpponentID != NOBODY &&
MercPtrs[ubOpponentID])
{
sClosestOpponent = ClosestSeenOpponent(pSoldier, NULL, NULL);
if (!TileIsOutOfBounds(sClosestOpponent))
if (pSoldier->bActionPoints > 0)
{
// temporarily make boxer have orders of CLOSEPATROL rather than STATIONARY
// And make him patrol the ring, not his usual place
// so he has a good roaming range
USHORT tgrd = pSoldier->aiData.sPatrolGrid[0];
pSoldier->aiData.sPatrolGrid[0] = pSoldier->sGridNo;
pSoldier->aiData.bOrders = CLOSEPATROL;
pSoldier->aiData.usActionData = GoAsFarAsPossibleTowards( pSoldier, sClosestOpponent, AI_ACTION_GET_CLOSER );
pSoldier->aiData.sPatrolGrid[0] = tgrd;
pSoldier->aiData.bOrders = STATIONARY;
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
if (SpacesAway(pSoldier->sGridNo, sClosestOpponent) > 1)
{
// truncate path to 1 step
pSoldier->aiData.usActionData = pSoldier->sGridNo + DirectionInc( (UINT8) pSoldier->pathing.usPathingData[0] );
pSoldier->pathing.sFinalDestination = pSoldier->aiData.usActionData;
pSoldier->aiData.bNextAction = AI_ACTION_END_TURN;
return( AI_ACTION_GET_CLOSER );
INT16 sReserveAP = GetAPsToLook(pSoldier) + 2 * MinAPsToAttack(pSoldier, pSoldier->sLastTarget, FALSE, 0, 0);
BOOLEAN fLimitOneStep = FALSE;
if (pSoldier->bInitialActionPoints < sReserveAP + APBPConstants[AP_MOVEMENT_FLAT] + APBPConstants[AP_MODIFIER_WALK])
{
sReserveAP = GetAPsToLook(pSoldier) + MinAPsToAttack(pSoldier, pSoldier->sLastTarget, FALSE, 0, 0);
}
if (pSoldier->bInitialActionPoints < sReserveAP + APBPConstants[AP_MOVEMENT_FLAT] + APBPConstants[AP_MODIFIER_WALK] &&
pSoldier->bInitialActionPoints >= GetAPsToLook(pSoldier) + MinAPsToAttack(pSoldier, pSoldier->sLastTarget, FALSE, 0, 0) &&
SpacesAway(pSoldier->sGridNo, sClosestOpponent) > 2)
{
sReserveAP = GetAPsToLook(pSoldier) + 1;
fLimitOneStep = TRUE;
}
// temporarily make boxer have orders of CLOSEPATROL rather than STATIONARY
// And make him patrol the ring, not his usual place
// so he has a good roaming range
INT32 tgrd = pSoldier->aiData.sPatrolGrid[0];
pSoldier->aiData.sPatrolGrid[0] = pSoldier->sGridNo;
pSoldier->aiData.bOrders = CLOSEPATROL;
//pSoldier->aiData.usActionData = GoAsFarAsPossibleTowards( pSoldier, sClosestOpponent, AI_ACTION_GET_CLOSER );
pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, sClosestOpponent, sReserveAP, AI_ACTION_GET_CLOSER, 0);
pSoldier->aiData.sPatrolGrid[0] = tgrd;
pSoldier->aiData.bOrders = STATIONARY;
// decide to restore breath
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData) &&
(pSoldier->bBreath < OKBREATH ||
pSoldier->bBreath < pSoldier->bBreathMax &&
pSoldier->bBreath < MercPtrs[ubOpponentID]->bBreath &&
Chance((100 - pSoldier->bBreath) * (100 - pSoldier->bBreath) / (2 * 100 * 100))))
{
DebugAI(AI_MSG_INFO, pSoldier, String("boxer: restore breath"));
pSoldier->aiData.usActionData = NOWHERE;
}
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
{
// truncate path to 1 step
if (fLimitOneStep)
{
DebugAI(AI_MSG_INFO, pSoldier, String("boxer: limit movement to one step"));
pSoldier->aiData.usActionData = pSoldier->sGridNo + DirectionInc((UINT8)pSoldier->pathing.usPathingData[0]);
pSoldier->pathing.sFinalDestination = pSoldier->aiData.usActionData;
}
//pSoldier->aiData.bNextAction = AI_ACTION_END_TURN;
DebugAI(AI_MSG_INFO, pSoldier, String("boxer: get closer to opponent"));
return(AI_ACTION_GET_CLOSER);
}
}
else if (pSoldier->bBreath < OKBREATH ||
pSoldier->bBreath < pSoldier->bBreathMax &&
(pSoldier->bBreath < MercPtrs[ubOpponentID]->bBreath || !pSoldier->aiData.bLastAttackHit && (pSoldier->usSoldierFlagMask2 & SOLDIER_TAKEN_LARGE_HIT)))
{
// maybe move away from opponent
UINT8 ubOpponentDir = AIDirection(pSoldier->sGridNo, sClosestOpponent);
INT32 sCheckGridNo = NewGridNo(pSoldier->sGridNo, DirectionInc(gOppositeDirection[ubOpponentDir]));
// only use reverse movement if we are facing opponent
if (pSoldier->ubDirection == ubOpponentDir ||
pSoldier->ubDirection == gOneCDirection[ubOpponentDir] ||
pSoldier->ubDirection == gOneCCDirection[ubOpponentDir])
{
pSoldier->bReverse = TRUE;
}
if (!NewOKDestination(pSoldier, sCheckGridNo, FALSE, pSoldier->pathing.bLevel) ||
PlotPath(pSoldier, sCheckGridNo, FALSE, FALSE, FALSE, DetermineMovementMode(pSoldier, AI_ACTION_TAKE_COVER), pSoldier->bStealthMode, pSoldier->bReverse, 0) > pSoldier->bActionPoints - 1)
{
//if (sPathcost > pSoldier->bActionPoints - (GetAPsToLook(pSoldier) + 1))
DebugAI(AI_MSG_INFO, pSoldier, String("boxer: bad destination or high path cost, cannot move away"));
sCheckGridNo = NOWHERE;
}
// maybe try diagonal movement
if (TileIsOutOfBounds(sCheckGridNo) && Chance(50))
{
sCheckGridNo = NewGridNo(pSoldier->sGridNo, DirectionInc(gOneCDirection[gOppositeDirection[ubOpponentDir]]));
if (!NewOKDestination(pSoldier, sCheckGridNo, FALSE, pSoldier->pathing.bLevel) ||
PlotPath(pSoldier, sCheckGridNo, FALSE, FALSE, FALSE, DetermineMovementMode(pSoldier, AI_ACTION_TAKE_COVER), pSoldier->bStealthMode, pSoldier->bReverse, 0) > pSoldier->bActionPoints - 1)
{
//if (sPathcost > pSoldier->bActionPoints - (GetAPsToLook(pSoldier) + 1))
DebugAI(AI_MSG_INFO, pSoldier, String("boxer: bad destination or high path cost, cannot move away"));
sCheckGridNo = NOWHERE;
}
}
if (TileIsOutOfBounds(sCheckGridNo) && Chance(50))
{
sCheckGridNo = NewGridNo(pSoldier->sGridNo, DirectionInc(gOneCCDirection[gOppositeDirection[ubOpponentDir]]));
if (!NewOKDestination(pSoldier, sCheckGridNo, FALSE, pSoldier->pathing.bLevel) ||
PlotPath(pSoldier, sCheckGridNo, FALSE, FALSE, FALSE, DetermineMovementMode(pSoldier, AI_ACTION_TAKE_COVER), pSoldier->bStealthMode, pSoldier->bReverse, 0) > pSoldier->bActionPoints - 1)
{
//if (sPathcost > pSoldier->bActionPoints - (GetAPsToLook(pSoldier) + 1))
DebugAI(AI_MSG_INFO, pSoldier, String("boxer: bad destination or high path cost, cannot move away"));
sCheckGridNo = NOWHERE;
}
}
if (!TileIsOutOfBounds(sCheckGridNo))
{
pSoldier->aiData.usActionData = sCheckGridNo;
DebugAI(AI_MSG_INFO, pSoldier, String("boxer: get away from opponent"));
return(AI_ACTION_TAKE_COVER);
}
pSoldier->bReverse = FALSE;
}
}
UINT8 ubOpponentDir = AIDirection(pSoldier->sGridNo, sClosestOpponent);
// possibly turn to closest opponent
if (pSoldier->ubDirection != ubOpponentDir &&
pSoldier->InternalIsValidStance(ubOpponentDir, gAnimControl[pSoldier->usAnimState].ubEndHeight) &&
pSoldier->bActionPoints >= GetAPsToLook(pSoldier))
{
pSoldier->aiData.usActionData = ubOpponentDir;
DebugAI(AI_MSG_INFO, pSoldier, String("boxer: turn to closest opponent"));
return(AI_ACTION_CHANGE_FACING);
}
}
// otherwise do nothing
return( AI_ACTION_NONE );
DebugAI(AI_MSG_INFO, pSoldier, String("boxer: nothing to do"));
return(AI_ACTION_NONE);
}
////////////////////////////////////////////////////////////////////////////
+12 -11
View File
@@ -403,19 +403,20 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT32 sMyGridNo, INT32 iMyThreat, INT32 i
bMyCTGT = CalcAverageCTGTForPosition( pMe, pHim->ubID, sHisGridNo, pHim->pathing.bLevel, iMyAPsLeft );
gUnderFire.Disable();
ubFriendlyFireChance = gUnderFire.Chance(pMe->bTeam, pMe->bSide, TRUE);
// sevenfm: penalize position if friendly fire chance is high
if (gGameExternalOptions.fAIBetterCover && ubFriendlyFireChance > MIN_CHANCE_TO_ACCIDENTALLY_HIT_SOMEONE)
if (gGameExternalOptions.fAIBetterCover)
{
bMyCTGT = 1;
}
// since NPCs are too dumb to shoot "blind", ie. at opponents that they
// themselves can't see (mercs can, using another as a spotter!), if the
// cover is below the "see_thru" threshold, it's equivalent to perfect cover!
if (bMyCTGT < SEE_THRU_COVER_THRESHOLD)
// sevenfm: penalize position if friendly fire chance is high
if (ubFriendlyFireChance > MIN_CHANCE_TO_ACCIDENTALLY_HIT_SOMEONE)
bMyCTGT = 1;
}
else
{
bMyCTGT = 0;
// since NPCs are too dumb to shoot "blind", ie. at opponents that they
// themselves can't see (mercs can, using another as a spotter!), if the
// cover is below the "see_thru" threshold, it's equivalent to perfect cover!
if (bMyCTGT < SEE_THRU_COVER_THRESHOLD)
bMyCTGT = 0;
}
}
+1 -1
View File
@@ -175,7 +175,7 @@ void CheckForChangingOrders(SOLDIERTYPE *pSoldier );
INT8 ClosestPanicTrigger( SOLDIERTYPE * pSoldier );
INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel);
INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel, UINT8 *pubOpponentID = NULL);
INT32 ClosestPC( SOLDIERTYPE *pSoldier, INT32 * psDistance );
INT32 ClosestUnDisguisedPC( SOLDIERTYPE *pSoldier, INT32 * psDistance ); // Flugente: like ClosestPC(...), but does not account for covert or not visible mercs
BOOLEAN CanAutoBandage( BOOLEAN fDoFullCheck );