New option AI_SHOOT_UNSEEN (disabled by default): allow AI to shoot at recently seen/heard enemies (targets that nobody from soldier's team sees currently).

CalcBestShot:
- improved hit rate calculation, take into account possible options INCREASE_AIMING_COSTS, FIRST_AIM_READY_COST_DIVISOR
- minor code improvements
New AI function LOS_Raised checks LOS with forced raised gun status, to get max view distance with scope

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8889 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2020-08-18 08:23:39 +00:00
parent b49de1de60
commit fa557a0dea
6 changed files with 87 additions and 331 deletions
+2 -1
View File
@@ -2304,7 +2304,8 @@ void LoadGameExternalOptions()
gGameExternalOptions.fAITacticalRetreat = iniReader.ReadBoolean("Tactical AI Settings", "AI_TACTICAL_RETREAT", FALSE);
gGameExternalOptions.fAIMovementMode = iniReader.ReadBoolean("Tactical AI Settings", "AI_MOVEMENT_MODE", TRUE);
gGameExternalOptions.fAIPathTweaks = iniReader.ReadBoolean("Tactical AI Settings", "AI_PATH_TWEAKS", TRUE);
gGameExternalOptions.fAIDecisionInfo = iniReader.ReadBoolean("Tactical AI Settings", "AI_DECISION_INFO", false, false);
gGameExternalOptions.fAIDecisionInfo = iniReader.ReadBoolean("Tactical AI Settings", "AI_DECISION_INFO", FALSE);
gGameExternalOptions.fAIShootUnseen = iniReader.ReadBoolean("Tactical AI Settings", "AI_SHOOT_UNSEEN", FALSE);
}
+1
View File
@@ -1565,6 +1565,7 @@ typedef struct
BOOLEAN fAIMovementMode;
BOOLEAN fAIPathTweaks;
BOOLEAN fAIDecisionInfo;
BOOLEAN fAIShootUnseen;
} GAME_EXTERNAL_OPTIONS;
+7 -270
View File
@@ -10679,275 +10679,12 @@ FLOAT CalcCounterForceChange( SOLDIERTYPE * pShooter, UINT32 uiCounterForceAccur
return dDelta;
}
#if 0
// sevenfm: AI function to quickly determine LOS between soldiers, forcing raised gun status to get max view distance
INT32 LOS_Raised(SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, int iTileSightLimit, UINT8 ubAimLocation)
{
INT32 cntx, cnty;
INT8 bX, bY;
INT16 sAngleSum = 0;
INT8 bNumSums = 0;
INT16 sAngleAv;
BOOLEAN fOkX, fOkY;
BOOLEAN fGoodX, fGoodY;
//OK, center on xy and goforit!
for ( cntx = 0; cntx < 3; cntx++ )
{
bX = bLOSX + ( cntx - 1 );
// Check for boundry conditions, use same as one before boundary
if ( bX < 0 || bX > 4 )
{
fOkX = 0;
}
else
{
fOkX = 1;
}
for ( cnty = 0; cnty < 3; cnty++ )
{
fGoodX = fGoodY = TRUE;
bY = bLOSY + ( cnty - 1 );
if ( bY < 0 || bY > 4 )
{
fOkY = 0;
}
else
{
fOkY = 1;
}
if ( bY < 0 )
{
if ( fOkX )
{
bY = 0;
}
else
{
fGoodY = FALSE;
}
}
if ( bY > 4 )
{
if ( fOkX )
{
bY = 4;
}
else
{
fGoodY = FALSE;
}
}
if ( bX < 0 )
{
if ( fOkY )
{
bX = 0;
}
else
{
fGoodX = FALSE;
}
}
if ( bX > 4 )
{
if ( fOkX )
{
bX = 4;
}
else
{
fGoodX = FALSE;
}
}
if ( !fGoodX || !fGoodY )
{
continue;
}
if (((*(pStructure->pShape))[bX][bY] & AtHeight[ bLOSZ ]) > 0)
{
// OK, now add angles, but not the center!
if ( cntx == 1 && cnty == 1 )
{
}
else
{
sAngleSum += gsLOSDirLUT[ cntx ][cnty];
bNumSums++;
}
}
}
}
// Average angle
if ( bNumSums > 0)
{
sAngleAv = sAngleSum / bNumSums;
// This is our normal in XY plane!
// Get unit vector from this
*pdNormalX = cos( ( (float)sAngleAv / 180 ) * PI );
*pdNormalY = sin( ( (float)sAngleAv / 180 ) * PI );
// OK done, now determine direction
if ( dDeltaX > 0 )
{
*pdNormalX *= -1;
}
if ( dDeltaY > 0 )
{
*pdNormalY *= -1;
}
if ( bLOSZ == 3 )
{
// Prependicular
*pdNormalX = 0;
*pdNormalY = 0;
*pdNormalZ = -1;
}
else if ( bLOSZ > 0 && (((*(pStructure->pShape))[bLOSX][bLOSY] & AtHeight[ bLOSZ +1 ]) ) == 0)
{
*pdNormalX = 0;
*pdNormalY = 0;
*pdNormalZ = -1;
}
else
{
*pdNormalZ = 0;
}
return( TRUE );
}
else
{
*pdNormalX = 0;
*pdNormalY = 0;
return( FALSE );
}
INT32 result;
gbForceWeaponReady = true;
result = SoldierToSoldierLineOfSightTest(pStartSoldier, pEndSoldier, TRUE, iTileSightLimit, ubAimLocation);
gbForceWeaponReady = false;
return result;
}
{
INT32 cntx, cnty;
INT8 bX, bY;
INT16 sAngleSum = 0;
INT8 bNumSums = 0;
INT16 sAngleAv;
BOOLEAN fAlongX, fAlongY;
fAlongX = fAlongY = FALSE;
//1) LOOK ALONG X
bX = bLOSX - 1;
bY = bLOSY;
if ( bX >= 0 && bX <= 4 )
{
if (((*(pStructure->pShape))[bX][bY] & AtHeight[ bLOSZ ]) > 0 )
{
fAlongX = TRUE;
}
}
bX = bLOSX + 1;
bY = bLOSY;
if ( bX >= 0 && bX <= 4 )
{
if (((*(pStructure->pShape))[bX][bY] & AtHeight[ bLOSZ ]) > 0 )
{
fAlongX = TRUE;
}
}
//1) LOOK ALONG Y
bX = bLOSX;
bY = bLOSY - 1;
if ( bY >= 0 && bY <= 4 )
{
if (((*(pStructure->pShape))[bX][bY] & AtHeight[ bLOSZ ]) > 0 )
{
fAlongY = TRUE;
}
}
bX = bLOSX;
bY = bLOSY + 1;
if ( bY >= 0 && bY <= 4 )
{
if (((*(pStructure->pShape))[bX][bY] & AtHeight[ bLOSZ ]) > 0 )
{
fAlongY = TRUE;
}
}
if ( fAlongX )
{
*pdNormalY = 1;
}
else
{
*pdNormalY = 0;
}
if ( fAlongY )
{
*pdNormalX = 1;
}
else
{
*pdNormalX = 0;
}
// OK done, now determine direction
if ( dDeltaX > 0 )
{
*pdNormalX *= -1;
}
if ( dDeltaY < 0 )
{
*pdNormalY *= -1;
}
if ( bLOSZ < 4 && (((*(pStructure->pShape))[bLOSX][bLOSY] & AtHeight[ bLOSZ +1 ]) ) == 0)
{
*pdNormalX = 0;
*pdNormalY = 0;
*pdNormalZ = -1;
}
else
{
*pdNormalZ = 0;
}
if ( *pdNormalX == 0 && *pdNormalY == 0 && *pdNormalZ == 0 )
{
return( FALSE );
}
else
{
return( TRUE );
}
}
#endif
+2
View File
@@ -154,6 +154,8 @@ UINT8 AISoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIER
UINT8 AISoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel );
UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT8 ubTargetID );
INT32 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT32 sEndGridNo );
// sevenfm: AI LOS functions
INT32 LOS_Raised(SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, int iTileSightLimit = CALC_FROM_ALL_DIRS, UINT8 ubAimLocation = LOS_POS);
// sevenfm: added start/end LOS heights
INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, INT32 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit, FLOAT dStartPos = STANDING_LOS_POS, FLOAT dEndPos = STANDING_LOS_POS);
+73 -59
View File
@@ -170,21 +170,23 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
{
UINT32 uiLoop;
INT32 iAttackValue, iThreatValue, iHitRate, iBestHitRate, iPercentBetter, iEstDamage, iTrueLastTarget;
UINT16 usTrueState, usTurningCost, usRaiseGunCost;
INT16 ubAimTime;
INT16 ubMinAPcost;
INT16 ubRawAPCost;
UINT16 usTrueState, usTurningCost, usRaiseGunCost;
INT16 sMinAPcost;
INT16 sRawAPCost;
INT16 sAimAPCost;
INT16 sBestAPcost;
INT16 ubChanceToHit;
INT16 ubBestAimTime;
INT16 ubChanceToGetThrough;
INT16 ubBestChanceToGetThrough;
INT16 sChanceToHit;
INT16 sAimTime;
INT16 sBestAimTime;
INT16 sMaxPossibleAimTime;
UINT8 ubChanceToGetThrough;
UINT8 ubBestChanceToGetThrough;
UINT8 ubFriendlyFireChance;
UINT8 ubBestFriendlyFireChance;
INT16 ubBestChanceToHit;
INT16 sBestChanceToHit;
INT16 sStanceAPcost;
BOOLEAN fAddingTurningCost, fAddingRaiseGunCost;
UINT8 ubMaxPossibleAimTime, ubStance, ubBestStance, ubChanceToReallyHit;
UINT8 ubStance, ubBestStance, ubChanceToReallyHit;
INT8 bScopeMode;
SOLDIERTYPE *pOpponent;
@@ -272,11 +274,18 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
// sevenfm: determine if we shoot on unseen target for suppression
if (bPersonalKnowledge != SEEN_CURRENTLY &&
bPublicKnowledge != SEEN_CURRENTLY &&
!SoldierToSoldierLineOfSightTest(pSoldier, pOpponent, TRUE, CALC_FROM_ALL_DIRS))
//!SoldierToSoldierLineOfSightTest(pSoldier, pOpponent, TRUE, CALC_FROM_ALL_DIRS))
!LOS_Raised(pSoldier, pOpponent, CALC_FROM_ALL_DIRS))
{
fSuppression = TRUE;
}
// sevenfm: shooting at unseen opponents is optional
if (fSuppression && !gGameExternalOptions.fAIShootUnseen)
{
continue; // next opponent
}
// determine enemy location
if (fSuppression)
{
@@ -309,7 +318,8 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
// no fire on unseen opponents with throwing knives
if ((Item[pSoldier->usAttackingWeapon].usItemClass & IC_THROWING_KNIFE) &&
bPersonalKnowledge != SEEN_CURRENTLY &&
!SoldierToSoldierLineOfSightTest(pSoldier, pOpponent, TRUE, CALC_FROM_ALL_DIRS))
//!SoldierToSoldierLineOfSightTest(pSoldier, pOpponent, TRUE, CALC_FROM_ALL_DIRS))
!LOS_Raised(pSoldier, pOpponent, CALC_FROM_ALL_DIRS))
{
continue;
}
@@ -335,7 +345,8 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
// shoot through wall check
if( bPersonalKnowledge != SEEN_CURRENTLY &&
!SoldierToSoldierLineOfSightTest(pSoldier, pOpponent, TRUE, CALC_FROM_ALL_DIRS) &&
//!SoldierToSoldierLineOfSightTest(pSoldier, pOpponent, TRUE, CALC_FROM_ALL_DIRS) &&
!LOS_Raised(pSoldier, pOpponent, CALC_FROM_ALL_DIRS) &&
!SoldierToVirtualSoldierLineOfSightTest(pSoldier, sTarget, bLevel, ANIM_STAND, TRUE, NO_DISTANCE_LIMIT) &&
!LocationToLocationLineOfSightTest(pSoldier->sGridNo, pSoldier->pathing.bLevel, sTarget, bLevel, TRUE, NO_DISTANCE_LIMIT) &&
!fReturnFire &&
@@ -348,11 +359,11 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
#ifdef DEBUGATTACKS
DebugAI( String( "%s sees %s at gridno %d\n",pSoldier->GetName(),ExtMen[pOpponent->ubID].GetName(),pOpponent->sGridNo ) );
#endif
ubMinAPcost = MinAPsToAttack(pSoldier, sTarget, DONTADDTURNCOST, 0);
sMinAPcost = MinAPsToAttack(pSoldier, sTarget, DONTADDTURNCOST, 0);
// later will be decide if shoot is possible this here is just best guess so ignore turnover
// if we don't have enough APs left to shoot even a snap-shot at this guy
if (ubMinAPcost > pSoldier->bActionPoints)
if (sMinAPcost > pSoldier->bActionPoints)
continue; // next opponent
// sevenfm: check CTGT and friendly fire for each stance instead since they can be different
@@ -455,13 +466,13 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
else
usRaiseGunCost = 0;
}
ubRawAPCost = MinAPsToShootOrStab(pSoldier, sTarget, 0, FALSE, 2);
ubMinAPcost = ubRawAPCost + usTurningCost + sStanceAPcost + usRaiseGunCost;
sRawAPCost = MinAPsToShootOrStab(pSoldier, sTarget, 0, FALSE, 2);
sMinAPcost = sRawAPCost + usTurningCost + sStanceAPcost + usRaiseGunCost;
if(pSoldier->bActionPoints - ubMinAPcost >= 0)
if(pSoldier->bActionPoints - sMinAPcost >= 0)
{
// calc next attack's minimum shooting cost (excludes readying & turning & raise gun)
ubMaxPossibleAimTime = CalcAimingLevelsAvailableWithAP(pSoldier, sTarget, pSoldier->bActionPoints - ubMinAPcost);
sMaxPossibleAimTime = CalcAimingLevelsAvailableWithAP(pSoldier, sTarget, pSoldier->bActionPoints - sMinAPcost);
// sevenfm: check CTGT and friendly fire chance for every stance
gUnderFire.Clear();
@@ -476,21 +487,22 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
// sevenfm: only use this stance if we can hit target and cannot hit friends
if (ubChanceToGetThrough > 0 && ubFriendlyFireChance <= MIN_CHANCE_TO_ACCIDENTALLY_HIT_SOMEONE)
{
for (ubAimTime = 0; ubAimTime <= ubMaxPossibleAimTime; ubAimTime++)
for (sAimTime = 0; sAimTime <= sMaxPossibleAimTime; sAimTime++)
{
ubChanceToHit = AICalcChanceToHitGun(pSoldier, sTarget, ubAimTime, AIM_SHOT_TORSO, bLevel, STANDING);
iHitRate = ubChanceToHit * (pSoldier->bActionPoints - (ubMinAPcost - ubRawAPCost)) / (ubRawAPCost + ubAimTime * APBPConstants[AP_CLICK_AIM]);
sChanceToHit = AICalcChanceToHitGun(pSoldier, sTarget, sAimTime, AIM_SHOT_TORSO, bLevel, STANDING);
sAimAPCost = CalcAPCostForAiming(pSoldier, sTarget, (INT8)sAimTime);
iHitRate = sChanceToHit * (pSoldier->bActionPoints - (sMinAPcost - sRawAPCost)) / (sRawAPCost + sAimAPCost);
// sevenfm: take into account CTGT for every stance
if (iHitRate * ubChanceToGetThrough > iBestHitRate * ubBestChanceToGetThrough ||
(Item[pSoldier->usAttackingWeapon].usItemClass & IC_THROWING_KNIFE) && ubChanceToHit > ubBestChanceToHit)// rather take best chance for throwing knives
(Item[pSoldier->usAttackingWeapon].usItemClass & IC_THROWING_KNIFE) && sChanceToHit > sBestChanceToHit)// rather take best chance for throwing knives
{
iBestHitRate = iHitRate;
ubBestAimTime = ubAimTime;
ubBestChanceToHit = ubChanceToHit;
sBestAimTime = sAimTime;
sBestChanceToHit = sChanceToHit;
ubBestChanceToGetThrough = ubChanceToGetThrough;
ubBestFriendlyFireChance = ubFriendlyFireChance;
bScopeMode = pSoldier->bScopeMode;
sBestAPcost = ubMinAPcost;
sBestAPcost = sMinAPcost;
ubBestStance = ubStance;
}
}
@@ -526,12 +538,12 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
else
usRaiseGunCost = 0;
}
ubRawAPCost = MinAPsToShootOrStab(pSoldier, sTarget, 0, FALSE, 2);
ubMinAPcost = ubRawAPCost + usTurningCost + sStanceAPcost + usRaiseGunCost;
sRawAPCost = MinAPsToShootOrStab(pSoldier, sTarget, 0, FALSE, 2);
sMinAPcost = sRawAPCost + usTurningCost + sStanceAPcost + usRaiseGunCost;
if(pSoldier->bActionPoints - ubMinAPcost >= 0)
if(pSoldier->bActionPoints - sMinAPcost >= 0)
{
ubMaxPossibleAimTime = CalcAimingLevelsAvailableWithAP(pSoldier, sTarget, pSoldier->bActionPoints - ubMinAPcost);
sMaxPossibleAimTime = CalcAimingLevelsAvailableWithAP(pSoldier, sTarget, pSoldier->bActionPoints - sMinAPcost);
// sevenfm: check CTGT and friendly fire chance for every stance
gUnderFire.Clear();
@@ -546,20 +558,21 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
// sevenfm: only use this stance if we can hit target and cannot hit friends
if (ubChanceToGetThrough > 0 && ubFriendlyFireChance <= MIN_CHANCE_TO_ACCIDENTALLY_HIT_SOMEONE)
{
for (ubAimTime = 0; ubAimTime <= ubMaxPossibleAimTime; ubAimTime++)
for (sAimTime = 0; sAimTime <= sMaxPossibleAimTime; sAimTime++)
{
ubChanceToHit = AICalcChanceToHitGun(pSoldier, sTarget, ubAimTime, AIM_SHOT_TORSO, bLevel, CROUCHING);
iHitRate = ubChanceToHit * (pSoldier->bActionPoints - (ubMinAPcost - ubRawAPCost)) / (ubRawAPCost + ubAimTime * APBPConstants[AP_CLICK_AIM]);
sChanceToHit = AICalcChanceToHitGun(pSoldier, sTarget, sAimTime, AIM_SHOT_TORSO, bLevel, CROUCHING);
sAimAPCost = CalcAPCostForAiming(pSoldier, sTarget, (INT8)sAimTime);
iHitRate = sChanceToHit * (pSoldier->bActionPoints - (sMinAPcost - sRawAPCost)) / (sRawAPCost + sAimAPCost);
// sevenfm: take into account CTGT for every stance
if (iHitRate * ubChanceToGetThrough > iBestHitRate * ubBestChanceToGetThrough)
{
iBestHitRate = iHitRate;
ubBestAimTime = ubAimTime;
ubBestChanceToHit = ubChanceToHit;
sBestAimTime = sAimTime;
sBestChanceToHit = sChanceToHit;
ubBestChanceToGetThrough = ubChanceToGetThrough;
ubBestFriendlyFireChance = ubFriendlyFireChance;
bScopeMode = pSoldier->bScopeMode;
sBestAPcost = ubMinAPcost;
sBestAPcost = sMinAPcost;
ubBestStance = ubStance;
}
}
@@ -589,12 +602,12 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
GetAPChargeForShootOrStabWRTGunRaises(pSoldier, sTarget, TRUE, &fAddingTurningCost, &fAddingRaiseGunCost, 0);
usTurningCost = CalculateTurningCost(pSoldier, pSoldier->usAttackingWeapon, fAddingTurningCost);
usRaiseGunCost = CalculateRaiseGunCost(pSoldier, fAddingRaiseGunCost, sTarget, 0);
ubRawAPCost = MinAPsToShootOrStab(pSoldier, sTarget, 0, FALSE, 2);
ubMinAPcost = ubRawAPCost + usTurningCost + sStanceAPcost + usRaiseGunCost;
sRawAPCost = MinAPsToShootOrStab(pSoldier, sTarget, 0, FALSE, 2);
sMinAPcost = sRawAPCost + usTurningCost + sStanceAPcost + usRaiseGunCost;
if (pSoldier->bActionPoints - ubMinAPcost >= 0)
if (pSoldier->bActionPoints - sMinAPcost >= 0)
{
ubMaxPossibleAimTime = CalcAimingLevelsAvailableWithAP(pSoldier, sTarget, pSoldier->bActionPoints - ubMinAPcost);
sMaxPossibleAimTime = CalcAimingLevelsAvailableWithAP(pSoldier, sTarget, pSoldier->bActionPoints - sMinAPcost);
// sevenfm: check CTGT and friendly fire chance for every stance
gUnderFire.Clear();
@@ -609,20 +622,21 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
// sevenfm: only use this stance if we can hit target and cannot hit friends
if (ubChanceToGetThrough > 0 && ubFriendlyFireChance <= MIN_CHANCE_TO_ACCIDENTALLY_HIT_SOMEONE)
{
for (ubAimTime = 0; ubAimTime <= ubMaxPossibleAimTime; ubAimTime++)
for (sAimTime = 0; sAimTime <= sMaxPossibleAimTime; sAimTime++)
{
ubChanceToHit = AICalcChanceToHitGun(pSoldier, sTarget, ubAimTime, AIM_SHOT_TORSO, bLevel, PRONE);
iHitRate = ubChanceToHit * (pSoldier->bActionPoints - (ubMinAPcost - ubRawAPCost)) / (ubRawAPCost + ubAimTime * APBPConstants[AP_CLICK_AIM]);
sChanceToHit = AICalcChanceToHitGun(pSoldier, sTarget, sAimTime, AIM_SHOT_TORSO, bLevel, PRONE);
sAimAPCost = CalcAPCostForAiming(pSoldier, sTarget, (INT8)sAimTime);
iHitRate = sChanceToHit * (pSoldier->bActionPoints - (sMinAPcost - sRawAPCost)) / (sRawAPCost + sAimAPCost);
// sevenfm: take into account CTGT for every stance
if (iHitRate * ubChanceToGetThrough > iBestHitRate * ubBestChanceToGetThrough)
{
iBestHitRate = iHitRate;
ubBestAimTime = ubAimTime;
ubBestChanceToHit = ubChanceToHit;
sBestAimTime = sAimTime;
sBestChanceToHit = sChanceToHit;
ubBestChanceToGetThrough = ubChanceToGetThrough;
ubBestFriendlyFireChance = ubFriendlyFireChance;
bScopeMode = pSoldier->bScopeMode;
sBestAPcost = ubMinAPcost;
sBestAPcost = sMinAPcost;
ubBestStance = ubStance;
}
}
@@ -639,7 +653,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
continue; // next opponent
// calculate chance to REALLY hit: shoot accurately AND get past cover
ubChanceToReallyHit = (UINT8)ceil((ubBestChanceToHit * ubBestChanceToGetThrough) / 100.0f);
ubChanceToReallyHit = (UINT8)ceil((sBestChanceToHit * ubBestChanceToGetThrough) / 100.0f);
// if we can't REALLY hit at all
if (ubChanceToReallyHit == 0)
@@ -654,7 +668,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
iThreatValue = CalcManThreatValue(pOpponent, pSoldier->sGridNo, TRUE, pSoldier);
// estimate the damage this shot would do to this opponent
iEstDamage = EstimateShotDamage(pSoldier, pOpponent, ubBestChanceToHit);
iEstDamage = EstimateShotDamage(pSoldier, pOpponent, sBestChanceToHit);
//NumMessage("SHOT EstDamage = ",iEstDamage);
// calculate the combined "attack value" for this opponent
@@ -752,7 +766,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
// OOOF! That was a lot of work! But we've got a new best target!
pBestShot->ubPossible = TRUE;
pBestShot->ubOpponent = pOpponent->ubID;
pBestShot->ubAimTime = ubBestAimTime;
pBestShot->ubAimTime = sBestAimTime;
pBestShot->ubChanceToReallyHit = ubChanceToReallyHit;
pBestShot->sTarget = sTarget;
pBestShot->bTargetLevel = bLevel;
@@ -903,7 +917,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
return;
usGrenade = pSoldier->inv[bPayloadPocket].usItem;
ubSafetyMargin = (UINT8)(1 + max(Explosive[Item[usGrenade].ubClassIndex].ubRadius, min(TACTICAL_RANGE / 2, Explosive[Item[usGrenade].ubClassIndex].ubFragRange / CELL_X_SIZE)));
ubSafetyMargin = (UINT8)(1 + max(Explosive[Item[usGrenade].ubClassIndex].ubRadius, min((UINT8)TACTICAL_RANGE / 2, Explosive[Item[usGrenade].ubClassIndex].ubFragRange / CELL_X_SIZE)));
fMortar = TRUE;
}
// if he's got a GL in his hand, make sure he has some type of GRENADE avail.
@@ -926,12 +940,12 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
if(pAttachment->exists())
{
usGrenade = pAttachment->usItem;
ubSafetyMargin = (UINT8)(1 + max(Explosive[Item[usGrenade].ubClassIndex].ubRadius, min(TACTICAL_RANGE / 2, Explosive[Item[usGrenade].ubClassIndex].ubFragRange / CELL_X_SIZE)));
ubSafetyMargin = (UINT8)(1 + max(Explosive[Item[usGrenade].ubClassIndex].ubRadius, min((UINT8)TACTICAL_RANGE / 2, Explosive[Item[usGrenade].ubClassIndex].ubFragRange / CELL_X_SIZE)));
}
else if((bPayloadPocket=FindAmmoToReload(pSoldier, bPayloadPocket, NO_SLOT)) != NO_SLOT)
{
usGrenade = pSoldier->inv[bPayloadPocket].usItem;
ubSafetyMargin = (UINT8)(1 + max(Explosive[Item[usGrenade].ubClassIndex].ubRadius, min(TACTICAL_RANGE / 2, Explosive[Item[usGrenade].ubClassIndex].ubFragRange / CELL_X_SIZE)));
ubSafetyMargin = (UINT8)(1 + max(Explosive[Item[usGrenade].ubClassIndex].ubRadius, min((UINT8)TACTICAL_RANGE / 2, Explosive[Item[usGrenade].ubClassIndex].ubFragRange / CELL_X_SIZE)));
}
else
{
@@ -954,7 +968,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
if (Item[usInHand].usBuddyItem && Item[Item[usInHand].usBuddyItem].usItemClass & IC_EXPLOSV)
{
usGrenade = Item[usInHand].usBuddyItem;
ubSafetyMargin = (UINT8)(1 + max(Explosive[Item[usGrenade].ubClassIndex].ubRadius, min(TACTICAL_RANGE / 2, Explosive[Item[usGrenade].ubClassIndex].ubFragRange / CELL_X_SIZE)));
ubSafetyMargin = (UINT8)(1 + max(Explosive[Item[usGrenade].ubClassIndex].ubRadius, min((UINT8)TACTICAL_RANGE / 2, Explosive[Item[usGrenade].ubClassIndex].ubFragRange / CELL_X_SIZE)));
}
else
{
@@ -975,7 +989,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
return; // no ammo, can't fire
}
usGrenade = pSoldier->inv[bPayloadPocket].usItem;
ubSafetyMargin = (UINT8)(1 + max(Explosive[Item[usGrenade].ubClassIndex].ubRadius, min(TACTICAL_RANGE / 2, Explosive[Item[usGrenade].ubClassIndex].ubFragRange / CELL_X_SIZE)));
ubSafetyMargin = (UINT8)(1 + max(Explosive[Item[usGrenade].ubClassIndex].ubRadius, min((UINT8)TACTICAL_RANGE / 2, Explosive[Item[usGrenade].ubClassIndex].ubFragRange / CELL_X_SIZE)));
}
fRocketLauncher = TRUE;
}
@@ -992,7 +1006,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
return; // no ammo, can't fire
}
usGrenade = pSoldier->inv[bPayloadPocket].usItem;
ubSafetyMargin = (UINT8)(1 + max(Explosive[Item[pSoldier->inv[bPayloadPocket].usItem].ubClassIndex].ubRadius, min(TACTICAL_RANGE / 2, Explosive[Item[pSoldier->inv[bPayloadPocket].usItem].ubClassIndex].ubFragRange / CELL_X_SIZE)));
ubSafetyMargin = (UINT8)(1 + max(Explosive[Item[pSoldier->inv[bPayloadPocket].usItem].ubClassIndex].ubRadius, min((UINT8)TACTICAL_RANGE / 2, Explosive[Item[pSoldier->inv[bPayloadPocket].usItem].ubClassIndex].ubFragRange / CELL_X_SIZE)));
fCannon = TRUE;
}
@@ -1002,7 +1016,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"calcbestthrow: buddy's got a grenade");
bPayloadPocket = HANDPOS;
usGrenade = pSoldier->inv[bPayloadPocket].usItem;
ubSafetyMargin = (UINT8)(1 + max(Explosive[Item[usGrenade].ubClassIndex].ubRadius, min(TACTICAL_RANGE / 4, Explosive[Item[usGrenade].ubClassIndex].ubFragRange / CELL_X_SIZE)));
ubSafetyMargin = (UINT8)(1 + max(Explosive[Item[usGrenade].ubClassIndex].ubRadius, min((UINT8)TACTICAL_RANGE / 4, Explosive[Item[usGrenade].ubClassIndex].ubFragRange / CELL_X_SIZE)));
if ( Item[usGrenade].flare )
{
@@ -3878,13 +3892,13 @@ void CheckTossFriendSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
bFriendLevel = pFriend->pathing.bLevel;
sClosestOpponent = ClosestKnownOpponent(pFriend, NULL, NULL);
if (PythSpacesAway(sSpot, sFriendSpot) <= DAY_VISION_RANGE &&
PythSpacesAway(sSpot, sFriendSpot) > DAY_VISION_RANGE / 4 &&
if (PythSpacesAway(sSpot, sFriendSpot) <= (INT16)DAY_VISION_RANGE &&
PythSpacesAway(sSpot, sFriendSpot) > (INT16)DAY_VISION_RANGE / 4 &&
!InSmoke(sFriendSpot, bFriendLevel) &&
(!NightLight() || InLightAtNight(sFriendSpot, bFriendLevel)) &&
!Water(sFriendSpot, bFriendLevel) &&
!TileIsOutOfBounds(sClosestOpponent) &&
PythSpacesAway(sFriendSpot, sClosestOpponent) > DAY_VISION_RANGE / 4 &&
PythSpacesAway(sFriendSpot, sClosestOpponent) > (INT16)DAY_VISION_RANGE / 4 &&
!ProneSightCoverAtSpot(pFriend, sFriendSpot, TRUE) &&
//!SightCoverAtSpot(pFriend, sFriendSpot, FALSE) &&
//!AnyCoverAtSpot(pFriend, sFriendSpot) &&
+2 -1
View File
@@ -3033,7 +3033,8 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
ARMED_VEHICLE(pSoldier) || // tanks don't need cover
pSoldier->aiData.bUnderFire && (pSoldier->ubPreviousAttackerID == BestShot.ubOpponent || pSoldier->ubNextToPreviousAttackerID == BestShot.ubOpponent || MercPtrs[BestShot.ubOpponent]->sLastTarget == pSoldier->sGridNo) || // return fire
Chance((BestShot.ubChanceToReallyHit + 100) / 2) || // 50% chance to fire without cover
SoldierToSoldierLineOfSightTest(pSoldier, MercPtrs[BestShot.ubOpponent], TRUE, CALC_FROM_ALL_DIRS)) && // can see target after turning
//SoldierToSoldierLineOfSightTest(pSoldier, MercPtrs[BestShot.ubOpponent], TRUE, CALC_FROM_ALL_DIRS)) && // can see target after turning
LOS_Raised(pSoldier, MercPtrs[BestShot.ubOpponent], CALC_FROM_ALL_DIRS)) && // can see target after turning
// reduce chance to shoot if target is beyond weapon range
(AICheckIsMachinegunner(pSoldier) ||
ARMED_VEHICLE(pSoldier) ||