- fixed bug when AI soldier was ordered to move to his current spot when trying to get closer
- check if soldier can find cover before disabling the attack
Added more AI log info.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8933 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Implemented Black cover advance code for AI: try to get closer to enemy using cover if soldier has low CTH or enemy too far for shooting or soldier has high morale or no cover at spot.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8931 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- change to stationary stance before jumping (fixes problems with jumping from moving animation)
- switch to standing animation before jumping if soldier is prone (allows to correctly jump from prone stance)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8921 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Main Red AI: fixed decision weight calculation.
Player mercs should avoid moving into gas/fire when in autobandage mode or under AI control.
IsLocationSittable, IsLocationSittableExcludingPeople: return FALSE if location on roof does not exist.
NWSS: play room effect for first shot only.
AI inventory choosing: more variety for mortar shells, improved hand/GL grenade choosing code.
Red AI: improved mortar use code: use next action to fire mortar after stepping back.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8920 3b4a5df2-a311-0410-b5c6-a8a6f20db521
When clicking on move equipment menu, check basic requirements.
If soldiers land into enemy sector from helicopter, use gsGridNoSweetSpot instead of default arrival location when ESC is pressed.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8919 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- check for friendly fire chance when using rocket launcher
- only enemy team will try to use rocket launcher against single opponent in a room
- set min chance to hit 80% when deciding to use rocket launcher, except tanks or when shooting at tank
- changed min chance to hit to use launcher/RPG so that experienced soldiers prefer higher chance to hit
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8907 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- improved civilian cower/run away code
- CancelAIAction: reset bNextAction and next action data
- clear next action data before making decisions
- militia always try to spare grenades unless under attack or using flares
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8905 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- optimization: don't check spots already checked in previous loop
- increase max distance to 35, reduce to 25 if complex AI not allowed, reduce to 15 in realtime
CanDragPerson: use world movement cost instead of LOS check.
Say TAUNT_RELOAD, TAUNT_OUT_OF_AMMO taunts if mag size > 4 or Chance (CHANCE_SAY_ANNOYING_PHRASE).
SpotDangerLevel: also check Water and CorpseWarning for danger level = 1.
ManSeesMan: only call SetNewSituation if location or level are different to reduce frequency of AI re-evaluation.
Only allow radio animation on initial red alert, if sector is not jammed.
Press ESC to stop dragging.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8904 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Black AI:
- reduce stab attack attractiveness if target is not very close
- reduce stab attack attractiveness if soldier sees more than one opponent
- for HTH attacks, skills don't have effect on choosing attack type for boxers
- reduce HTH attack attractiveness if soldier sees more than one opponent
- allow to increase autofire bullets by reducing aim in NCTH if LIMIT_MAX_DEVIATION option is enabled
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8902 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- new option AI_SAFE_SUPPRESSION adds additional checks for AI to avoid hitting friends when using suppression fire.
- chance to use suppression fire depends on actual chance to hit and SUPPRESSION_EFFECTIVENESS option
- reduced short burst to 2 bullets.
- improved code to use short burst
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8901 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- set default bAimShotLocation when checking if shot is possible
- remove second CheckIfShotPossible() call
- only use reloading before suppression fire if weapon is autofire capable and can swap clips
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8896 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- reload before suppression fire less often in dangerous situation, also check AP_MINIMUM so we don't reload when really low on APs
- use CanNPCAttack() check only for sniper and suppression fire as only these actions need usable gun
- when trying to step back to deploy mortar, check if we can reach the spot and have enough APs
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8895 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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