New feature: radio operator trait allows calling in artillery, requesting reinforcements, scanning for enemies and a few other skills.

Also includes mechansim for easy implementation of new skills.

For more info see http://www.bears-pit.com/board/ubbthreads.php/topics/327348.html#Post327348

Requires GameDir >= r1848.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6547 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-10-30 23:05:37 +00:00
parent bef4e7b52b
commit f17829fac9
80 changed files with 4722 additions and 243 deletions
+99
View File
@@ -2609,6 +2609,43 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
return(AI_ACTION_NONE);
}
}
// Flugente: trait skills
// if we are a radio operator
if ( HAS_SKILL_TRAIT( pSoldier, RADIO_OPERATOR_NT ) > 0 && pSoldier->CanUseSkill(SKILLS_RADIO_ARTILLERY, TRUE) )
{
UINT32 tmp;
INT32 skilltargetgridno = 0;
// call reinforcements if we haven't yet done so
if ( !gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition && MoreFriendsThanEnemiesinNearbysectors(pSoldier->bTeam, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ) )
{
// if frequencies are jammed...
if ( SectorJammed() )
{
// if we are jamming, turn it off, otherwise, bad luck...
if ( pSoldier->IsJamming() )
{
pSoldier->usAISkillUse = SKILLS_RADIO_TURNOFF;
pSoldier->aiData.usActionData = skilltargetgridno;
return(AI_ACTION_USE_SKILL);
}
}
// frequencies are clear, lets call for help
else
{
// raise alarm!
return( AI_ACTION_RED_ALERT );
}
}
// if we can't call in artillery, jam frequencies, so that the palyer can't use radio skills
else if ( !pSoldier->IsJamming() && !pSoldier->CanAnyArtilleryStrikeBeOrdered(&tmp) )
{
pSoldier->usAISkillUse = SKILLS_RADIO_JAM;
pSoldier->aiData.usActionData = skilltargetgridno;
return(AI_ACTION_USE_SKILL);
}
}
}
//RELOADING
@@ -3990,6 +4027,10 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
return(AI_ACTION_NONE);
}
// Flugente: dummies if we do not want to check for any conditions or taboos
BOOLEAN SoldierCondTrue(SOLDIERTYPE *pSoldier) { return TRUE; }
BOOLEAN SoldierCondFalse(SOLDIERTYPE *pSoldier) { return FALSE; }
INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
{
INT32 iCoverPercentBetter, iOffense, iDefense, iChance;
@@ -4363,6 +4404,64 @@ INT16 ubMinAPCost;
}
}
// Flugente: trait skills
// if we are a radio operator
if ( HAS_SKILL_TRAIT( pSoldier, RADIO_OPERATOR_NT ) > 0 && pSoldier->CanUseSkill(SKILLS_RADIO_ARTILLERY, TRUE) )
{
// check: would it be possible to call in artillery from neighbouring sectors?
UINT32 tmp;
INT32 skilltargetgridno = 0;
// can we call in artillery?
if ( pSoldier->CanAnyArtilleryStrikeBeOrdered(&tmp) )
{
// if frequencies are jammed...
if ( SectorJammed() )
{
// if we are jamming, turn it off, otherwise, bad luck...
if ( pSoldier->IsJamming() )
{
pSoldier->usAISkillUse = SKILLS_RADIO_TURNOFF;
pSoldier->aiData.usActionData = skilltargetgridno;
return(AI_ACTION_USE_SKILL);
}
}
// frequencies are clear, order a strike
else if ( GetBestAoEGridNo(pSoldier, &skilltargetgridno, max(1, gSkillTraitValues.usVOMortarRadius - 2), 1, 2, SoldierCondTrue, SoldierCondFalse) )
{
pSoldier->usAISkillUse = SKILLS_RADIO_ARTILLERY;
pSoldier->aiData.usActionData = skilltargetgridno;
return(AI_ACTION_USE_SKILL);
}
}
// no access to artillery... we can still call reinforcements if we haven't yet done so
else if ( !gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition && MoreFriendsThanEnemiesinNearbysectors(pSoldier->bTeam, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ) )
{
// if frequencies are jammed...
if ( SectorJammed() )
{
// if we are jamming, turn it off, otherwise, bad luck...
if ( pSoldier->IsJamming() )
{
pSoldier->usAISkillUse = SKILLS_RADIO_TURNOFF;
pSoldier->aiData.usActionData = skilltargetgridno;
return(AI_ACTION_USE_SKILL);
}
}
// frequencies are clear, lets call for help
else
{
// raise alarm!
return( AI_ACTION_RED_ALERT );
}
}
// if we can't call in artillery or reinforcements, then nobody else from our team can. So we better jam communications, so that the player cannot use these skills either
else if ( !pSoldier->IsJamming() )
{
pSoldier->usAISkillUse = SKILLS_RADIO_JAM;
pSoldier->aiData.usActionData = skilltargetgridno;
return(AI_ACTION_USE_SKILL);
}
}
BestShot.ubPossible = FALSE; // by default, assume Shooting isn't possible
BestThrow.ubPossible = FALSE; // by default, assume Throwing isn't possible