- two new options in ja2options.ini
ALTERNATIVE IMP CREATION
- adds new additional backgrounds, exclusive to this option
- which IMP backgrounds will be available at selection is determined by previously made choices for skills, character traits and disablities
- if a tag in background is contradicting to content of skill/character/disability, it won't be shown at selection
- what's considered contradicting is based on what's been found in code for conntent of skill/character/disability
- i.e. HeatIntolerant adds a penalty for desert and tropical sectors, so don't show backgrounds that add bonus for those sectortypes instead
- a new tag <alt_impcreation, has been added to backgrounds for this as well
- if that tag is found, it will be considered as additional IMP background exclusive to the option
REDUCED IMP CREATION
- same as above, but this time only the new additional backgrounds will be avaialable at selection
- same rules for possible restrictions to be shown
ALTERNATIVE IMP CREATION is required for REDUCED IMP CREATION to work
For ja2options.ini, a new category, "Backgrounds" was created.
This will contain the two new options and the general option to enable backgrounds
Accompanying changes in gamedir:
INIEditorJA2Options.xml
ja2options.ini
backgrounds.xml
Functionality for rendering pathfinding and cover values in tactical was behind defunct #ifdefs.
It's now compiled always, but only enabled if cheat level is BEDUG_CHEAT_LEVEL.
Unified rendering the debug info into one function, instead of several nearly identical ones.
Ctrl + Shift + Z cycles through the different debug modes.
Now it should be fairly easy to add more info modes like these two in the future.
This check was preventing enemies from retreating into another sector if tactical AI retreat was enabled, leading into AI deadlock every time AI_ACTION_RUNAWAY was the decision.
Calling InternalGoAsFarAsPossibleTowards() with target's gridno means AI doesn't take into account eg. nearby friendlies resulting in them bunching up and making a beeline straight at whoever they're trying to attack.
We'll first at least attempt to find a cover spot near said target, if it doesn't work, only then head straight at them.
when in water. If our current or last action was AI_ACTION_SEEK_OPPONENT.
The AI tends to flipflop between jumping into water, swimming a certain distance and then "panic" because they're in the water and then try to reach the closest land tile. Which is often right where they entered the water. Adding a bit of decision momentum with this change should help with that.
when in water. If our current or last action was AI_ACTION_SEEK_OPPONENT.
The AI tends to flipflop between jumping into water, swimming a certain distance and then "panic" because they're in the water and then try to reach the closest land tile. Which is often right where they entered the water. Adding a bit of decision momentum with this change should help with that.
Calling InternalGoAsFarAsPossibleTowards() with target's gridno means AI doesn't take into account eg. nearby friendlies resulting in them bunching up and making a beeline straight at whoever they're trying to attack.
We'll first at least attempt to find a cover spot near said target, if it doesn't work, only then head straight at them.
With aiData.bAction = AI_ACTION_NONE and aiData.bNextAction = AI_ACTION_END_TURN, the npc turn is correctly ended in the next call to TurnBasedHandleNPCAI()
Several actions tended to get stuck in an invalid state, where it was completed, but aiData.bActionInProgress was still TRUE resulting in an AI deadlock.
If such a situation is found, Actiondone is now called, preventing the deadlock
Several actions would sometimes get stuck in a forever loop, where they would not be executed, since no proper path for executing the actions is found.
Originally TurnBasedHandleNPCAI() would only be called if aidata.bAction was AI_ACTION_NONE.
Now we'll call it if an action is not already in progress, and will be executed if the action is affordable.
aiData.bRTPCombat is never initialized and is always 0 when valid values should be
#define RTP_COMBAT_AGGRESSIVE 1
#define RTP_COMBAT_CONSERVE 2
#define RTP_COMBAT_REFRAIN 3