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Enemy soldiers will try to avoid being hit by artillery strike.
FindBestNearbyCover: - penalty to locations in red smoke danger zone - avoid moving into red smoke danger zone if not in red smoke danger already FindNearestUngassedLand: - improved code - try not to move closer to known enemies. - calculate path with correct movement mode FindNearbyDarkerSpot: - improved code - calculate path with correct movement mode FindFlankingSpot: - avoid locations near bombs - avoid moving into red smoke danger zone git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8753 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -297,6 +297,12 @@ BOOLEAN ProneSightCoverAtSpot( SOLDIERTYPE *pSoldier, INT32 sSpot );
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BOOLEAN SightCoverAtSpot( SOLDIERTYPE *pSoldier, INT32 sSpot );
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BOOLEAN FindBombNearby( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDistance );
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UINT8 RedSmokeDanger(INT32 sGridNo, INT8 bLevel);
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BOOLEAN CheckArtilleryStrike(void);
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BOOLEAN CheckRoof(INT32 sGridNo);
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UINT8 TerrainDensity(INT32 sSpot, INT8 bLevel, UINT8 ubDistance, BOOLEAN fGrass);
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INT16 DistanceToClosestActiveOpponent(SOLDIERTYPE *pSoldier, INT32 sSpot);
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BOOLEAN ValidOpponent(SOLDIERTYPE* pSoldier, SOLDIERTYPE* pOpponent);
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BOOLEAN AnyCoverFromSpot( INT32 sSpot, INT8 bLevel, INT32 sThreatLoc, INT8 bThreatLevel );
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UINT8 CountSeenEnemiesLastTurn( SOLDIERTYPE *pSoldier );
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@@ -320,5 +326,6 @@ BOOLEAN SoldierAI(SOLDIERTYPE *pSoldier);
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// sevenfm: distance for tactical AI checks, roughly equal to normal day vision range
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#define TACTICAL_RANGE (gGameExternalOptions.ubStraightSightRange * STRAIGHT_RATIO * 2)
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#define BOMB_DETECTION_RANGE (TACTICAL_RANGE / 4)
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#endif
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