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
+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;
}
}