Commit Graph
307 Commits
Author SHA1 Message Date
Sevenfm b45af3f575 FindNearestUngassedLand, FindNearbyDarkerSpot:
- 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
2020-10-17 06:30:23 +00:00
Sevenfm 43ab995ecd Only show "suppression fire" message if target soldier cannot be seen after turning.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8903 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-10-16 20:44:21 +00:00
Sevenfm b5cbc32261 EstimateStabDamage: updated code.
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
2020-10-16 19:52:57 +00:00
Sevenfm 47c58e79d5 AI:
- 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
2020-10-16 17:53:02 +00:00
Sevenfm e5f8518674 Red AI:
- 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
2020-09-28 07:32:09 +00:00
Sevenfm 8c8115e3f2 Red AI:
- 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
2020-09-28 05:05:52 +00:00
Sevenfm 144cdc0131 FindAmmoToReload: added assert messages to indicate that searching attached weapon failed.
DecideAction: initialize bWeaponMode = WM_NORMAL to prevent FindAmmoToReload from crashing.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8892 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-08-31 16:35:56 +00:00
Sevenfm f5162b31d2 Fixed minor error in previous commit.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8890 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-08-18 08:28:25 +00:00
Sevenfm fa557a0dea 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
2020-08-18 08:23:39 +00:00
Sevenfm 95a4bde357 CalcBestThrow:
- improved AI code to avoid hitting friends with grenades
- correctly set usGrenade for mortar attacks

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8887 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-08-16 04:20:31 +00:00
Sevenfm c7d1acff01 fix: climbing related AI deadlocks (by anv)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8883 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-08-13 04:54:23 +00:00
Sevenfm 5903abee09 Various AI improvements.
FindThrowableGrenade: allows to specify type and damage of searched grenade.
New counter SOLDIER_COUNTER_RETREAT allows to set number of turns which soldier will try to retreat and take cover.
FindBestNearbyCover: use PrepareThreatlist as unified function to make list of all known opponents.

Militia Control:
- start retreating mode for 2 turns when ordering retreat
- replace AI_ACTION_RUN_AWAY with AI_ACTION_TAKE_COVER order so that militia do not retreat from sector

New AI behavior:
- soldier can use smoke grenade to cover himself when under fire
- soldier can use use smoke grenade on his friend to cover him
- if soldier used smoke, he starts retreat mode for 2 turns
- added retreat code to Red, Black AI
- improved Main Red AI for civilians (they only run away)

Improved suppression code:
- less chance of suppression when opponent has high shock level
- prefer using suppression fire when soldier is in cover

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8879 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-08-07 12:12:31 +00:00
Sevenfm 93c41f2f97 AI suppression fire improvements.
CalcBestShot:
- added standard check for valid opponent
- use standard knowledge functions
- blind soldier can only attack seen/heard personally
- determine suppression fire (shooting at target nobody sees currently)
- don't shoot if target location is seen and empty
- no fire on unseen opponents with throwing knives
- only enemy team can use blind suppression fire
- only try to suppress alive and conscious human targets
- additional check to limit shooting through walls
- alt weapon holding scope mode is used only when ubAllowAlternativeWeaponHolding == 3
- hip firing allowed only for human bodytypes
- take into account direction when checking stance
- shoot heavy guns in standing stance only when using hip fire
- penalize suppression fire

Red AI suppression fire:
- check valid target
- check weapon/ammo requirements
- check that soldier is not sniper
- check friendly fire chance
- reduce chance to shoot if target is beyond weapon range
- check that we have spare ammo

Improved code to prepare suppression fire:
- change stance first of needed
- allow shooting with aiming
- reserve APs to hide if no cover or enemy is close
- added debug messages

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8878 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-08-06 07:53:12 +00:00
Sevenfm e959d6893b Added new soldier flags: SOLDIER_BACK_ATTACK, SOLDIER_SNEAK_ATTACK (work for punch and stab attacks only).
ClosestKnownOpponent() now can return ID of closest opponent.
CalcCoverValue: improved code to avoid friendly fire.
EVENT_SoldierBeginPunchAttack: use supplied gridno as sTargetGridNo may not be set yet

Boxing:
- added possibility of counterattack after failed attack
- added possibility of opportunity attack a passing enemy
- bonus in CTH for boxers for attack from the back

Boxing AI:
- for boxers, always use high morale so that they attack
- cautious boxer approach, reserve AP for two attacks (only if not attacking from the back)
- try to avoid frontal attack
- sometimes boxer may decide to restore breath instead of moving and attacking
- boxer can step back to move away from opponent, if he is low on breath
- improved main boxer AI

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8876 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-08-02 16:35:10 +00:00
Sevenfm 5b71be4045 CalcCoverValue: improved friendly fire check.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8874 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-07-31 12:02:45 +00:00
Sevenfm 6b706f2747 Increased max possible soldiers stored for friendly fire check to 256.
Friendly fire chance code also checks for soldiers of the same side and optionally neutral civilians.
CalcCoverValue: check friendly fire chance for each position, penalize position if friendly fire chance is high (needs AI_BETTER_COVER = TRUE)

UnderFire::Add: 
- store friendly fire CTH for new added person
- use max value when replacing friendly fire CTH for existing person

CalcBestShot:
- check CTGT and friendly fire chance for every stance
- ignore possible shot if can hit friends in this stance

CalcMoraleNew: improved code to make enemy slightly more aggressive.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8873 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-07-31 10:26:07 +00:00
Flugente 098dc8e280 Disease update:
- <InfectionChance_WOUND_FIRE> can cause infections when taking fire damage
- <InfectionChance_WOUND_GAS> can cause infections when taking non-fire gas damage
- <fSpecialFlagLimitedUseArms> causes the infected to be unable to use one arm
- <fSpecialFlagLimitedUseLegs> causes the infected to be unable to run, and walk and travel slowly
- JA2_options.ini option DISEASE_SEVERE_LIMITATIONS controls whether <fSpecialFlagContractDisability>, <fSpecialFlagLimitedUseArms> and <fSpecialFlagLimitedUseLegs> are used

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22099&goto=360451&#msg_360451

- Gas damage split up in fire and non-fire damage.
- Flamethrower projectile damaged is affected by fire resistance.

Requires GameDir >= r2553.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8828 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-06-25 22:42:44 +00:00
Sevenfm 9995b70ee9 CalcBestThrow:
- for mortars and grenade launchers, first try to find non smoke grenade/shell
- don't use mortar in building or underground
- don't use grenade launcher underground
- blinded soldier cannot use mortar/grenade launcher
- when calculating safety margin, correctly use BuddyItem defined for single shot RPG
- limit ubSafetyMargin to TACTICAL_RANGE / 2 in case radius set too high in XML
- use flares only at night
- use ValidOpponent() check to determine opponent
- use new knowledge functions
- allow attacking recently seen/heard opponents with mortar/grenade launcher
- improved code to spare grenade, don't spare: non lethal grenades, if some friends killed, when under attack, STATIONART/SNIPER, when on the roof, when there are friends under attack nearby
- increase possible distance from opponent when opponent in a building or when using gas grenade
- improved check for gas/smoke when using gas/smoke grenade
- don't use smoke grenade if there's already smoke nearby (it can spread to this tile later)
- improved code for AP to attack calculation
- when attacking enemy in a building with mortar, allow shooting on the roof above the enemy, hoping that roof will collapse
- limit RPG use, unless can hit several enemies, shooting at tank or opponent is in a room
- soldiers should use RPGs against tanks/jeeps more often
- modify smoke attack value depending on range (less effective if too far from opponent)

Red AI:
- improved code to prepare throw attack
- added code to change stance before throwing if needed

Black AI:
- simplified code to change stance before shooting, always change stance first if needed
- improved code to prepare attack, added code to change stance before throwing if needed

CalcBestShot:
- always change stance first, then turn
- don't allow going prone and turning at the same time

New AI functions:
- NightLight
- DuskLight
- InSmokeNearby
- CountTeamUnderAttack
- SectorCurfew
- TeamPercentKilled
- TeamHighPercentKilled
- ArmyPercentKilled
- ArmyPercentKilledTolerance
- Knowledge
- KnownLocation
- KnownLevel
- UsePersonalKnowledge
- PersonalKnowledge
- KnownPersonalLocation
- KnownPersonalLevel
- PublicKnowledge
- KnownPublicLocation
- KnownPublicLevel

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8791 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-04-23 02:54:36 +00:00
Sevenfm 32b6ffe70f Improved watched location AI code:
- check that we can see enemy if we raise weapon when considering using noise spot as watched location
- prefer hiding first when in dangerous place if hiding is possible

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8790 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-04-20 22:14:45 +00:00
Sevenfm 3fe13b9161 Increment watched location when soldier hears enemy and can possibly see noise location.
Suppression:
- when calculating suppression effectiveness for shotgun, modify damage for pellets.
- set attacker spot as watched location
- alert enemy soldier if he is under fire

Red AI:
- no Main Red AI for civilians
- set watched location to closest position where enemy can appear
- snipers and soldiers with scoped guns should decide watch more often

Improved Red AI watch code:
- crouch if not crouched
- raise weapon if not raised
- turn to watched location
- possibly go prone, if soldier has LOS to watched location

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8789 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-04-20 20:10:30 +00:00
Sevenfm 8840353c78 Improved code for AI tooltips.
RangeChangeDesire: improved code for better balance.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8785 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-04-11 12:17:53 +00:00
Sevenfm 3eb699c45f Walkman: bonus 20% to morale when in head slot.
Update soldier morale every turn.
Update soldier morale when changing inventory.
Improved code for 'l' hotkey.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8783 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-04-10 21:20:05 +00:00
Sevenfm 4e34605f86 Red, Black AI: try to use sidearm if not enough AP to shoot with main weapon.
Black AI: improved check to avoid friendly fire.
FindAIUsableObjClass: by default search for weapon with longest range, if fSidearm = TRUE search for fastest weapon.
AICalcChanceToHitGun: if AI_EXTRA_SUPPRESSION = TRUE, always return min 1% for AI.
RangeChangeDesire:
- civilians only want to run away
- added small bonus to range change desire if soldier has no gun or short range weapon
CalcBestShot, CheckIfShotPossible: always check if can shoot at target seen by another soldier.
CalcBestShot, CalcBestThrow, CalcBestStab: initialize attack data.
Removed obsolete code.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8782 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-04-08 21:24:56 +00:00
Sevenfm 3e07b01a45 Removed old zombie AI code.
Improved AI path tweaks:
- tanks prefer moving in straight directions to avoid sliding effect
- combat jeeps prefer moving on roads (PAVED_ROAD, DIRT_ROAD)
- armed vehicles avoid moving into buildings (FLAT_FLOOR)
- increased value to avoid light and corpses for enemy soldiers

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8770 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-03-09 23:21:25 +00:00
Sevenfm 9e1b5338a6 More AI logging information.
PanicAI: use correct movement and stealth mode when determining AP needed.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8768 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-03-08 22:39:21 +00:00
Sevenfm a94a32aa97 Solution for Visual Studio 2019 (by Asdow).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8765 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-02-27 18:19:27 +00:00
Sevenfm 32482f20f6 New option AI_DECISION_INFO enables extended logging for AI decisions.
Moved zombie AI into separate file ZombieDecideAction.cpp
New zombie AI:
- simplified code
- advancing using cover
- if zombie cannot reach any opponent, he tries to hide
- if zombie cannot reach opponent and cannot hide and he is under fire, he will retreat, seeking cover away from known opponents
- if zombie doesn't know enemy location, he will try to run to closest friend who knows enemy location
- new zombie AI has extended AI logging
More water splash sounds (Data\Sounds\Misc\Splash1.ogg .. SplashN.ogg).
CalcCoverValue: 
- allow moving into shallow water if it provides better position
- special calculations for zombies: zombie is very dangerous at close range
- if soldier has no gun, use different calculation based on distance instead of CTGT
FindBestNearbyCover: zombies only choose spots that provide sight cover.
Added functions for extended AI log.
ClosestReachableDisturbance:
- if soldier is zombie and he cannot climb, skip location
- zombies do not attack vehicles
- improved check to avoid choosing dying opponents
EstimatePathCostToLocation: return 0 if checking for zombie which cannot climb and path needs climbing.
RoamingRange: always max roaming range for zombies.
SightCoverAtSpot, ProneSightCoverAtSpot:
- improved max sight range calculation
- added option for unlimited sight range check
New AI functions:
- AIDirection
- AICheckIsSniper
- AICheckIsMarksman
- AICheckIsMedic
- AICheckIsMortarOperator
- AICheckIsGLOperator
- AICheckIsOfficer
- AICheckIsCommander
- AICheckIsMachinegunner
- AIGunInHandScoped
- AIGunScoped
- AIGunRange
- AIGunClass
- AIGunType
- AIGunDeadliness
- AIGunAmmo
- AIGunAutofireCapable
- FindObstacleNearSpot
- InSmoke
- CorpseWarning
- CorpseEnemyTeam
- CorpseMilitiaTeam
- AICheckUnderground
- AnyCoverAtSpot
- AICheckHasWeaponOfType
- AICheckHasGun
- AICheckShortWeaponRange
GetCorpseAtGridNo: additional check for valid gridno.
More zombie raise sounds (Data\Sounds\Misc\ZombieRaise1.ogg .. ZombieRaiseN.ogg).
GetCorpseRotFactor: improved code to return FLOAT value between 0 and 1.
New debug topic id TOPIC_DECISIONS for logging AI decisions.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8760 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-02-21 23:33:25 +00:00
Sevenfm 73cbc27ea4 Play sound when dragging something (Sounds\Misc\DragBody1.ogg .. DragBodyN.ogg).
Mercs always make movement noise when dragging.
Stop dragging if another merc starts dragging this merc/body.
Stop dragging if dragged merc gets up from collapsed state.
Stop dragging when changing stance/cowering under suppression.
Fixed grenade pin sound for signal smoke.
CalcBestShot: if new opponent is dying and best opponent is ok, ignore new opponent.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8759 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-02-20 12:28:55 +00:00
Sevenfm 4fb6369368 AI pathing: avoid deep water if not in deep water already and not SEEKENEMY (allow max 2 tiles of deep water for other soldiers).
CONSIDERED_NEUTRAL: removed dying check as it may cause problems with AI.
Improved code to avoid moving into gas/deep water/light/artillery danger zone.
ClosestReachableDisturbance: 
- skip dying opponent if found not dying
- when in deep water, skip opponents in deep water
ClosestKnownOpponent: skip dying opponent if found not dying.
RedSmokeDanger: consider deep water as safe from artillery strike.
Allow deep water flanking for soldiers of ENEMY_TEAM with SEEKENEMY orders and CUNNINGSOLO attitude or athletics trait.
CalcBestShot:
- dying, cowering or unconscious soldiers have very low priority
- added safety checks
- if best opponent is dying and new opponent is ok, use new opponent
DecideAction: improved deep water checks.
Red, Black AI: when SEEKENEMY soldier is in deep water, move to closest opponent on the ground.
FindNearestUngassedLand: 
- increased max search distance to 35
- added speed optimization
- removed max AP budget
FindNearbyDarkerSpot:
- increased max search range to 25
- added speed optimization
- removed max AP budget
FindFlankingSpot: added condition to allow deep water flanking


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8758 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-02-17 19:20:28 +00:00
Sevenfm 0330e6c1a8 Improved code to avoid dangerous locations.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8756 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-02-16 14:08:47 +00:00
Sevenfm 25701acf7b Added LegalNPCDestination check to AI location search routines.
SearchForItems: avoid locations with bombs or red smoke danger.
FindFlankingSpot: removed check for edge of the map.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8754 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-02-15 13:38:41 +00:00
Sevenfm fe838ad7d9 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
2020-02-15 12:54:59 +00:00
Sevenfm e4d30987bf Fix possible bug when executing AI_ACTION_STOP_COWERING.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8742 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-02-06 17:18:49 +00:00
Sevenfm 1455409057 AI:
- before deciding anything, stop cowering animation
- before deciding anything, stop giving aid animation
- before deciding to raise weapon, check if weapon can be raised
- simplified scope check
- removed duplicate code in Red AI

Added missing actions to gzActionStr[].
Fixed OKLIFE checks.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8740 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-01-25 19:02:53 +00:00
Sevenfm 77f5a7770d l_SetMercProfiles: allow serting zero values for sSectorX and sSectorY.
Added more restriction for using grenades in CalcBestThrow:
- blinded soldier can only attack recently seen/heard opponents
- limit explosives type when attacking zombies
- limit smoke grenade use
- limit explosives type when attacking robots, vehicles and tanks
- don't use grenades against dying enemies
- limit explosives type when attacking collapsed enemies
- don't use flare if soldier is in light
- don't use flares against opponents on roof

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8736 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-01-20 18:01:18 +00:00
Sevenfm 26a1b0aa5a New option SHOW_BACKPACK_OWNER (TRUE by default): show backpack owner's name on the ground and in taking items interface.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8735 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-01-19 19:38:30 +00:00
Sevenfm c023f21694 New option AI_MOVEMENT_MODE enables AI movement mode tweaks.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8734 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-01-18 09:25:25 +00:00
Sevenfm 168f9b9f6d Improved AI path tweaks.
FindBestNearbyCover: avoid moving into light if not in light already and not under attack.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8729 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-01-12 09:07:31 +00:00
Sevenfm f10590587a New option AUTO_HIDE_PB (TRUE) enables auto hiding of the progress bar when mouse cursor is on the top map row.
AI soldiers will now avoid staying at top map row.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8723 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-01-05 08:20:42 +00:00
Sevenfm 58308434f7 FindNearbyDarkerSpot should return INT32 value to prevent bugs when used with big maps (by bfant).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8722 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2020-01-01 10:14:37 +00:00
Sevenfm 470bae3c20 New option AI_TACTICAL_RETREAT (false by default) controls tactical enemy retreat from battle.
Moved options AI_YELLOW_FLANKING, AI_EXTRA_SUPPRESSION, AI_NEW_MORALE and AI_BETTER_COVER to [Tactical AI Settings]
AI_NEW_MORALE:
- zombies always have high morale
- always low morale when soldier is blinded
- neutrals always have low morale even if they have guns, so they don't run into the heat of battle
- prevent hopeless morale when not under attack
UpdateAniTiles: also check EXPLOSV_CREATUREGAS (from merc05's fixes)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8721 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2019-12-30 08:45:08 +00:00
Sevenfm 7908dc2ff3 Reverted resetting next action in CancelAIAction() as it doesn't work as expected.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8697 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2019-10-18 21:31:19 +00:00
Sevenfm 30df6c350a CalcTargetMovementOffset: better integer calculation for max tiles penalty.
SOLDIERTYPE::initialize: initialize additional data.
EVENT_FireSoldierWeapon: if shooting soldier is invisible, locate screen to target spot.
CancelAIAction: reset next AI action.
FindBestPath: improved gas avoiding code.
InGas: improved code, also check the spot itself.
LegalNPCDestination: disabled additional checks to prevent AI deadlock.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8695 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2019-10-03 16:49:04 +00:00
Sevenfm c7cac0dff2 FindClosestBoxingRingSpot: player boxer should try to move out of ring as close to Darren as possible.
LUA: added new functions SetgfBoxersResting(), SetgubBoxersRests() to change boxers status.
ResetBoxers(): keep gfBoxerFought[] unchanged as it will be reset every day at 15:00 by HourlyQuestUpdate() in HourlyUpdate.lua

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8687 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2019-08-13 09:39:47 +00:00
silversurfer 8b58f9a1bf Fixes (by Sevenfm):
- wrong level calculation for suppression resistance with friends
- incorrect buddy handling
- incorrect PoW, medic, wounded determination

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8643 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2018-12-02 14:59:08 +00:00
silversurfer 384572098b - fixed incorrect rounding in several places in the code
- diagonal movement now uses the proper amount of AP and BP

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8634 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2018-11-03 16:11:21 +00:00
silversurfer 54d5bb0317 fix (by Sevenfm): some functions ignored the last member of a team
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8629 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2018-10-16 11:59:54 +00:00
Flugente 494dbc6e69 Store the profile type in the profile structure and remove superfluous code
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8620 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2018-09-24 19:36:28 +00:00
Sevenfm 5d04583e13 - update "improved auto fast forward" feature
- disable radio animation for invisible soldiers and soldiers in water

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8603 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2018-08-26 01:24:06 +00:00
Flugente 0762a04501 When setting up autobandage, use first aid kits before using medkits.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8576 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2018-07-14 19:41:51 +00:00