AI: minor code improvements (best cover calculation).

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9273 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2022-01-23 03:10:13 +00:00
parent 24775ee398
commit f8be9a0db1
+10 -11
View File
@@ -505,7 +505,6 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT32 sMyGridNo, INT32 iMyThreat, INT32 i
iMyPosValue /= pMe->aiData.bOppCnt;
}
// if my positional value is worth something at all here
if (iMyPosValue > 0)
{
@@ -533,13 +532,12 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT32 sMyGridNo, INT32 iMyThreat, INT32 i
iRangeFactor = (iRangeChange * iRCD) / 2;
// sevenfm: reduce range bonus depending on cover
if (gGameExternalOptions.fAIBetterCover)
if (gGameExternalOptions.fAIBetterCover &&
pMe->aiData.bAIMorale < MORALE_FEARLESS &&
AIGunRange(pMe) >= PythSpacesAway(sMyGridNo, sHisGridNo) &&
!AnyCoverFromSpot(sMyGridNo, bMyLevel, sHisGridNo, bHisLevel))
{
if (!AnyCoverFromSpot(sMyGridNo, bMyLevel, sHisGridNo, bHisLevel) &&
CountSeenEnemiesLastTurn(pMe) > CountNearbyFriends(pMe, sMyGridNo, TACTICAL_RANGE / 2))
{
iRangeFactor = iRangeFactor * (100 - bHisCTGT * __min(Threat[uiThreatIndex].iAPs, APBPConstants[AP_MAXIMUM]) / APBPConstants[AP_MAXIMUM]) / 100;
}
iRangeFactor = iRangeFactor * (100 - bHisCTGT * Threat[uiThreatIndex].iAPs / (2 * APBPConstants[AP_MAXIMUM])) / 100;
}
#ifdef DEBUGCOVER
@@ -626,14 +624,15 @@ INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
UINT32 uiLoop;
INT32 iCurrentCoverValue, iCoverValue, iBestCoverValue;
INT32 iCurrentScale = -1, iCoverScale = -1, iBestCoverScale = -1;
INT32 iDistFromOrigin, iDistCoverFromOrigin, iThreatCertainty;
INT32 iDistFromOrigin, iDistCoverFromOrigin;
//INT32 iThreatCertainty;
INT32 sGridNo, sBestCover = NOWHERE;
INT32 iPathCost;
INT32 iThreatRange, iClosestThreatRange = 1500;
// INT16 sClosestThreatGridno = NOWHERE;
INT32 iMyThreatValue;
INT32 sThreatLoc;
INT32 iMaxThreatRange;
//INT32 sThreatLoc;
//INT32 iMaxThreatRange;
UINT32 uiThreatCnt = 0;
INT32 iMaxMoveTilesLeft, iSearchRange, iRoamRange;
INT16 sMaxLeft, sMaxRight, sMaxUp, sMaxDown, sXOffset, sYOffset;
@@ -641,7 +640,7 @@ INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
INT32 * pusLastLoc;
INT8 * pbPersOL;
INT8 * pbPublOL;
SOLDIERTYPE *pOpponent;
//SOLDIERTYPE *pOpponent;
UINT16 usMovementMode;
UINT8 ubBackgroundLightLevel;