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);
}