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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:
+226
-27
@@ -37,6 +37,7 @@
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#include "Text.h"
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#include "Exit Grids.h" // added by Flugente
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#include "Game Clock.h" // sevenfm
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#include "SkillCheck.h" // sevenfm
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//////////////////////////////////////////////////////////////////////////////
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// SANDRO - In this file, all APBPConstants[AP_CROUCH] and APBPConstants[AP_PRONE] were changed to GetAPsCrouch() and GetAPsProne()
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@@ -702,6 +703,11 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DecideActionGreen, orders = %d",pSoldier->aiData.bOrders));
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// sevenfm: disable stealth mode
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pSoldier->bStealthMode = FALSE;
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// disable reverse movement mode
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pSoldier->bReverse = FALSE;
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BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP || pSoldier->aiData.bNeutral || (pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) );
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BOOLEAN fCivilianOrMilitia = PTR_CIV_OR_MILITIA;
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@@ -1545,6 +1551,11 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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STR16 tempstr;
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#endif
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// sevenfm: disable stealth mode
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pSoldier->bStealthMode = FALSE;
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// disable reverse movement mode
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pSoldier->bReverse = FALSE;
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if (fCivilian || (gGameExternalOptions.fAllNamedNpcsDecideAction && pSoldier->ubProfile != NO_PROFILE))
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{
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if (pSoldier->flags.uiStatusFlags & SOLDIER_COWERING)
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@@ -2457,6 +2468,11 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("DecideActionRed: soldier orders = %d",pSoldier->aiData.bOrders));
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// sevenfm: disable stealth mode
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pSoldier->bStealthMode = FALSE;
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// disable reverse movement mode
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pSoldier->bReverse = FALSE;
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// if we have absolutely no action points, we can't do a thing under RED!
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if ( pSoldier->bActionPoints <= 0 ) //Action points can be negative
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{
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@@ -2593,7 +2609,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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//if (fCivilian && !(pSoldier->ubBodyType == COW || pSoldier->ubBodyType == CRIPPLECIV || pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && gTacticalStatus.bBoxingState == NOT_BOXING)
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if (fCivilian && !(pSoldier->ubBodyType == COW || pSoldier->ubBodyType == CRIPPLECIV || pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE))
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{
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if ( FindAIUsableObjClass( pSoldier, IC_WEAPON ) == ITEM_NOT_FOUND )
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if (FindAIUsableObjClass(pSoldier, IC_WEAPON) == NO_SLOT)
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{
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// cower in fear!!
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_COWERING )
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@@ -4579,6 +4595,11 @@ INT16 ubMinAPCost;
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"DecideActionBlack");
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// sevenfm: disable stealth mode
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pSoldier->bStealthMode = FALSE;
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// disable reverse movement mode
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pSoldier->bReverse = FALSE;
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// sevenfm: stop flanking when we see enemy
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if( AICheckIsFlanking(pSoldier) )
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{
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@@ -4674,7 +4695,9 @@ INT16 ubMinAPCost;
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bInGas = FALSE;
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// calculate our morale
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pSoldier->aiData.bAIMorale = CalcMorale(pSoldier);
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// sevenfm: for boxer, always use high morale
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//pSoldier->aiData.bAIMorale = CalcMorale(pSoldier);
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pSoldier->aiData.bAIMorale = MORALE_FEARLESS;
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// and continue on...
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}
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else //????
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@@ -4835,7 +4858,6 @@ INT16 ubMinAPCost;
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// SOLDIER CAN ATTACK IF NOT IN WATER/GAS AND NOT DOING SOMETHING TOO FUNKY
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////////////////////////////////////////////////////////////////////////////
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// NPCs in water/tear gas without masks are not permitted to shoot/stab/throw
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if ((pSoldier->bActionPoints < 2) || bInDeepWater || bInGas || pSoldier->aiData.bRTPCombat == RTP_COMBAT_REFRAIN)
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{
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@@ -4850,7 +4872,6 @@ INT16 ubMinAPCost;
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{
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do
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{
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bCanAttack = CanNPCAttack(pSoldier);
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if (bCanAttack != TRUE)
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{
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@@ -5322,16 +5343,81 @@ INT16 ubMinAPCost;
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// CHOOSE THE BEST TYPE OF ATTACK OUT OF THOSE FOUND TO BE POSSIBLE
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//////////////////////////////////////////////////////////////////////////
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CHOOSE THE BEST TYPE OF ATTACK OUT OF THOSE FOUND TO BE POSSIBLE");
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BestAttack.iAttackValue = 0;
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if (BestShot.ubPossible)
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{
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BestAttack.iAttackValue = BestShot.iAttackValue;
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ubBestAttackAction = AI_ACTION_FIRE_GUN;
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"best action = fire gun");
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}
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else
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// cautious boxer approach, reserve AP for two attacks (only if not attacking from the back)
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if (BestStab.ubPossible &&
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(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
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SpacesAway(pSoldier->sGridNo, BestStab.sTarget) > 2 &&
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BestStab.ubOpponent != NOBODY &&
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MercPtrs[BestStab.ubOpponent] &&
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AIDirection(pSoldier->sGridNo, MercPtrs[BestStab.ubOpponent]->sGridNo) != MercPtrs[BestStab.ubOpponent]->ubDirection &&
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AIDirection(pSoldier->sGridNo, MercPtrs[BestStab.ubOpponent]->sGridNo) != gOneCDirection[MercPtrs[BestStab.ubOpponent]->ubDirection] &&
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AIDirection(pSoldier->sGridNo, MercPtrs[BestStab.ubOpponent]->sGridNo) != gOneCCDirection[MercPtrs[BestStab.ubOpponent]->ubDirection] &&
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pSoldier->bInitialActionPoints >= 2 * MinAPsToAttack(pSoldier, pSoldier->sLastTarget, FALSE, 0, 0) + APBPConstants[AP_MOVEMENT_FLAT] + APBPConstants[AP_MODIFIER_WALK] &&
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pSoldier->bActionPoints < BestStab.ubAPCost + MinAPsToAttack(pSoldier, pSoldier->sLastTarget, FALSE, 0, 0))
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{
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BestAttack.iAttackValue = 0;
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BestStab.ubPossible = FALSE;
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fTryPunching = FALSE;
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DebugAI(AI_MSG_INFO, pSoldier, String("boxer cannot reserve APs for second attack - disable stab attack"));
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}
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// try to avoid frontal attack
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if (BestStab.ubPossible &&
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(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
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SpacesAway(pSoldier->sGridNo, BestStab.sTarget) > 1 &&
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BestStab.ubOpponent != NOBODY &&
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MercPtrs[BestStab.ubOpponent] &&
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gAnimControl[MercPtrs[BestStab.ubOpponent]->usAnimState].ubEndHeight == ANIM_STAND &&
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MercPtrs[BestStab.ubOpponent]->bActionPoints > 0 &&
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Chance(EffectiveAgility(MercPtrs[BestStab.ubOpponent], FALSE) * (100 + MercPtrs[BestStab.ubOpponent]->bBreath) * EffectiveWisdom(pSoldier) / (100 * 200)))
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{
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// find closest spot around opponent, avoid front direction
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UINT8 ubMovementCost;
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INT32 sTempGridNo;
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UINT8 ubDirection;
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INT32 sPathCost;
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INT32 sBestSpot = NOWHERE;
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INT32 sBestPathCost = 0;
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for (ubDirection = 0; ubDirection < NUM_WORLD_DIRECTIONS; ubDirection++)
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{
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sTempGridNo = NewGridNo(BestStab.sTarget, DirectionInc(ubDirection));
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if (sTempGridNo != BestStab.sTarget)
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{
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ubMovementCost = gubWorldMovementCosts[sTempGridNo][ubDirection][pSoldier->pathing.bLevel];
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if (ubMovementCost < TRAVELCOST_BLOCKED &&
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NewOKDestination(pSoldier, sTempGridNo, FALSE, pSoldier->pathing.bLevel) &&
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AIDirection(BestStab.sTarget, sTempGridNo) != MercPtrs[BestStab.ubOpponent]->ubDirection)
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{
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sPathCost = PlotPath(pSoldier, sTempGridNo, FALSE, FALSE, FALSE, DetermineMovementMode(pSoldier, AI_ACTION_GET_CLOSER), pSoldier->bStealthMode, pSoldier->bReverse, 0);
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if (TileIsOutOfBounds(sBestSpot) || sPathCost < sBestPathCost)
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{
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sBestSpot = sTempGridNo;
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sBestPathCost = sPathCost;
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}
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}
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}
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}
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if (!TileIsOutOfBounds(sBestSpot) &&
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pSoldier->bActionPoints >= sPathCost + GetAPsToLook(pSoldier) + MinAPsToAttack(pSoldier, pSoldier->sLastTarget, FALSE, 0, 0))
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{
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pSoldier->aiData.usActionData = sBestSpot;
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DebugAI(AI_MSG_INFO, pSoldier, String("boxer: get closer to opponent, avoid front direction"));
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return(AI_ACTION_GET_CLOSER);
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}
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}
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if (BestStab.ubPossible && ((BestStab.iAttackValue > BestAttack.iAttackValue) || (ubBestAttackAction == AI_ACTION_NONE)))
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{
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BestAttack.iAttackValue = BestStab.iAttackValue;
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@@ -6100,34 +6186,147 @@ L_NEWAIM:
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// try to make boxer close if possible
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if (pSoldier->flags.uiStatusFlags & SOLDIER_BOXER )
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{
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if ( ubCanMove )
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DebugAI(AI_MSG_TOPIC, pSoldier, String("[Make boxer close if possible]"));
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UINT8 ubOpponentID;
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sClosestOpponent = ClosestKnownOpponent(pSoldier, NULL, NULL, &ubOpponentID);
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DebugAI(AI_MSG_INFO, pSoldier, String("boxer: found closest opponent [%d] at %d", ubOpponentID, sClosestOpponent));
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if (!TileIsOutOfBounds(sClosestOpponent) &&
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ubOpponentID != NOBODY &&
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MercPtrs[ubOpponentID])
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{
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sClosestOpponent = ClosestSeenOpponent(pSoldier, NULL, NULL);
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if (!TileIsOutOfBounds(sClosestOpponent))
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if (pSoldier->bActionPoints > 0)
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{
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// temporarily make boxer have orders of CLOSEPATROL rather than STATIONARY
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// And make him patrol the ring, not his usual place
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// so he has a good roaming range
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USHORT tgrd = pSoldier->aiData.sPatrolGrid[0];
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pSoldier->aiData.sPatrolGrid[0] = pSoldier->sGridNo;
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pSoldier->aiData.bOrders = CLOSEPATROL;
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pSoldier->aiData.usActionData = GoAsFarAsPossibleTowards( pSoldier, sClosestOpponent, AI_ACTION_GET_CLOSER );
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pSoldier->aiData.sPatrolGrid[0] = tgrd;
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pSoldier->aiData.bOrders = STATIONARY;
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if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
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if (SpacesAway(pSoldier->sGridNo, sClosestOpponent) > 1)
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{
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// truncate path to 1 step
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pSoldier->aiData.usActionData = pSoldier->sGridNo + DirectionInc( (UINT8) pSoldier->pathing.usPathingData[0] );
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pSoldier->pathing.sFinalDestination = pSoldier->aiData.usActionData;
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pSoldier->aiData.bNextAction = AI_ACTION_END_TURN;
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return( AI_ACTION_GET_CLOSER );
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INT16 sReserveAP = GetAPsToLook(pSoldier) + 2 * MinAPsToAttack(pSoldier, pSoldier->sLastTarget, FALSE, 0, 0);
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BOOLEAN fLimitOneStep = FALSE;
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if (pSoldier->bInitialActionPoints < sReserveAP + APBPConstants[AP_MOVEMENT_FLAT] + APBPConstants[AP_MODIFIER_WALK])
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{
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sReserveAP = GetAPsToLook(pSoldier) + MinAPsToAttack(pSoldier, pSoldier->sLastTarget, FALSE, 0, 0);
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}
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if (pSoldier->bInitialActionPoints < sReserveAP + APBPConstants[AP_MOVEMENT_FLAT] + APBPConstants[AP_MODIFIER_WALK] &&
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pSoldier->bInitialActionPoints >= GetAPsToLook(pSoldier) + MinAPsToAttack(pSoldier, pSoldier->sLastTarget, FALSE, 0, 0) &&
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SpacesAway(pSoldier->sGridNo, sClosestOpponent) > 2)
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{
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sReserveAP = GetAPsToLook(pSoldier) + 1;
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fLimitOneStep = TRUE;
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}
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// temporarily make boxer have orders of CLOSEPATROL rather than STATIONARY
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// And make him patrol the ring, not his usual place
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// so he has a good roaming range
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INT32 tgrd = pSoldier->aiData.sPatrolGrid[0];
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pSoldier->aiData.sPatrolGrid[0] = pSoldier->sGridNo;
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pSoldier->aiData.bOrders = CLOSEPATROL;
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//pSoldier->aiData.usActionData = GoAsFarAsPossibleTowards( pSoldier, sClosestOpponent, AI_ACTION_GET_CLOSER );
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pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, sClosestOpponent, sReserveAP, AI_ACTION_GET_CLOSER, 0);
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pSoldier->aiData.sPatrolGrid[0] = tgrd;
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pSoldier->aiData.bOrders = STATIONARY;
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// decide to restore breath
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if (!TileIsOutOfBounds(pSoldier->aiData.usActionData) &&
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(pSoldier->bBreath < OKBREATH ||
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pSoldier->bBreath < pSoldier->bBreathMax &&
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pSoldier->bBreath < MercPtrs[ubOpponentID]->bBreath &&
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Chance((100 - pSoldier->bBreath) * (100 - pSoldier->bBreath) / (2 * 100 * 100))))
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("boxer: restore breath"));
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pSoldier->aiData.usActionData = NOWHERE;
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}
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if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
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{
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// truncate path to 1 step
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if (fLimitOneStep)
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("boxer: limit movement to one step"));
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pSoldier->aiData.usActionData = pSoldier->sGridNo + DirectionInc((UINT8)pSoldier->pathing.usPathingData[0]);
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pSoldier->pathing.sFinalDestination = pSoldier->aiData.usActionData;
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}
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//pSoldier->aiData.bNextAction = AI_ACTION_END_TURN;
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DebugAI(AI_MSG_INFO, pSoldier, String("boxer: get closer to opponent"));
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return(AI_ACTION_GET_CLOSER);
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}
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}
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else if (pSoldier->bBreath < OKBREATH ||
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pSoldier->bBreath < pSoldier->bBreathMax &&
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(pSoldier->bBreath < MercPtrs[ubOpponentID]->bBreath || !pSoldier->aiData.bLastAttackHit && (pSoldier->usSoldierFlagMask2 & SOLDIER_TAKEN_LARGE_HIT)))
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{
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// maybe move away from opponent
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UINT8 ubOpponentDir = AIDirection(pSoldier->sGridNo, sClosestOpponent);
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INT32 sCheckGridNo = NewGridNo(pSoldier->sGridNo, DirectionInc(gOppositeDirection[ubOpponentDir]));
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// only use reverse movement if we are facing opponent
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if (pSoldier->ubDirection == ubOpponentDir ||
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pSoldier->ubDirection == gOneCDirection[ubOpponentDir] ||
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pSoldier->ubDirection == gOneCCDirection[ubOpponentDir])
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{
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pSoldier->bReverse = TRUE;
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}
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if (!NewOKDestination(pSoldier, sCheckGridNo, FALSE, pSoldier->pathing.bLevel) ||
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PlotPath(pSoldier, sCheckGridNo, FALSE, FALSE, FALSE, DetermineMovementMode(pSoldier, AI_ACTION_TAKE_COVER), pSoldier->bStealthMode, pSoldier->bReverse, 0) > pSoldier->bActionPoints - 1)
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{
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//if (sPathcost > pSoldier->bActionPoints - (GetAPsToLook(pSoldier) + 1))
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DebugAI(AI_MSG_INFO, pSoldier, String("boxer: bad destination or high path cost, cannot move away"));
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sCheckGridNo = NOWHERE;
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}
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// maybe try diagonal movement
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if (TileIsOutOfBounds(sCheckGridNo) && Chance(50))
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{
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sCheckGridNo = NewGridNo(pSoldier->sGridNo, DirectionInc(gOneCDirection[gOppositeDirection[ubOpponentDir]]));
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if (!NewOKDestination(pSoldier, sCheckGridNo, FALSE, pSoldier->pathing.bLevel) ||
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PlotPath(pSoldier, sCheckGridNo, FALSE, FALSE, FALSE, DetermineMovementMode(pSoldier, AI_ACTION_TAKE_COVER), pSoldier->bStealthMode, pSoldier->bReverse, 0) > pSoldier->bActionPoints - 1)
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{
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//if (sPathcost > pSoldier->bActionPoints - (GetAPsToLook(pSoldier) + 1))
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DebugAI(AI_MSG_INFO, pSoldier, String("boxer: bad destination or high path cost, cannot move away"));
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sCheckGridNo = NOWHERE;
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}
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}
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if (TileIsOutOfBounds(sCheckGridNo) && Chance(50))
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{
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sCheckGridNo = NewGridNo(pSoldier->sGridNo, DirectionInc(gOneCCDirection[gOppositeDirection[ubOpponentDir]]));
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if (!NewOKDestination(pSoldier, sCheckGridNo, FALSE, pSoldier->pathing.bLevel) ||
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PlotPath(pSoldier, sCheckGridNo, FALSE, FALSE, FALSE, DetermineMovementMode(pSoldier, AI_ACTION_TAKE_COVER), pSoldier->bStealthMode, pSoldier->bReverse, 0) > pSoldier->bActionPoints - 1)
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{
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//if (sPathcost > pSoldier->bActionPoints - (GetAPsToLook(pSoldier) + 1))
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DebugAI(AI_MSG_INFO, pSoldier, String("boxer: bad destination or high path cost, cannot move away"));
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sCheckGridNo = NOWHERE;
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}
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}
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if (!TileIsOutOfBounds(sCheckGridNo))
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{
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pSoldier->aiData.usActionData = sCheckGridNo;
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DebugAI(AI_MSG_INFO, pSoldier, String("boxer: get away from opponent"));
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return(AI_ACTION_TAKE_COVER);
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}
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pSoldier->bReverse = FALSE;
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}
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}
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UINT8 ubOpponentDir = AIDirection(pSoldier->sGridNo, sClosestOpponent);
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// possibly turn to closest opponent
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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);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
Reference in New Issue
Block a user