- 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
- 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
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
Interrogate prisoner: don't change reinforcement pool when unlimited reinforcements enabled.
EvaluateQueenSituation:
- allow recruiting when pool size drops below iQueenPoolIncrementPerDifficultyLevel, this should result in more stable strategic AI behavior
- with default values, recruiting can result in up to 8 days of doing nothing, I think that skipping once cycle of decisions should be enough
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8787 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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
Increased SOUND_MAX_CHANNELS to 128 for NWSS to work correctly.
New tag in AmmoStrings.xml: <NWSSCaliber>
New tags in Weapons.xml: <ubNWSSCase>, <ubNWSSLast>, <szNWSSSound>
Fixed some warnings.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8780 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Dynamic creation of light effects for fire and signal smoke (ADD_LIGHT_AFTER_EXPLOSION option).
Fixed/improved code to decay light effects so that ubDuration works correctly.
Note: <ubRadius> tag is not used for light effects as they cannot spread, light is always created with <ubStartRadius> and can only decay later.
Improved code to decay smoke effects.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8767 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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
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
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
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
StructureHit: check water level.
Only normal, stun and flashbang explosives create water explosion.
Increase max force when throwing items into water (to compensate for no bouncing).
Increased splash volume from LOWVOLUME to MIDVOLUME.
InternalIgniteExplosion: no fragments in water.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8752 3b4a5df2-a311-0410-b5c6-a8a6f20db521
ENABLE_SSA (default FALSE)
VOLUME_SSA (default 50)
DEBUG_SSA (default FALSE)
Increased number of sound channels to 64.
SoundPlay(): show more information when failed to play sound.
PlayVoiceTaunt(): limit max number of voices to 99.
vfs::String::as_utf16(): show original string if failed to convert.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8745 3b4a5df2-a311-0410-b5c6-a8a6f20db521
New option TAUNT_VOICE_SHOW_INFO (FALSE by default): if true, will show debug info when playing voice taunt.
Restored JA2TESTVERSION for SpreadPatternLog.txt
Allow taunts from militia when using voice taunts.
Don't show noise text messages from militia (if on our side).
Fixed incorrect OKLIFE check in CheckStatusNearbyFriendlies().
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8743 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- 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