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
If "Battle B" music file is found, use it instead of tensor B for the second original battle music. Allows us to replace either the enemy present or battle version of the same track instead of always both when "tensor B" is replaced.
Additional music can be added by placing sound files into Dataa/Music folder following this naming convention
musicmode_runningNumber.fileformat, so for example:
Mainmenu_001.mp3
Mainmenu_002.ogg
Laptop_002.ogg
Tactical_003.wav
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Different musicmodes are
Mainmenu_ <-- Mainmenu music
Laptop_ <-- Laptop music
Tactical_ <-- Tactical with nothing special going on
Enemy_ <-- Tactical, enemy present
Battle_ <-- Tactical, enemy present and visible
Victory_ <-- Tactical, battle victory
Death_ <-- Tactical, battle defeat
Creepy_ <-- Tactical, creatures present
CreepyBattle_ <-- Tactical, creatures present and visible
Music files can be .mp3, .ogg or .wav formats and 100 songs in each category is supported.
The running numbering starts from 000
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A few filenames are treated in a special way to facilitate easy replacement of original music.
To replace original music, insert the following named files into this folder
"menumix1" <-- Mainmenu music
"marimbad 2" <-- Laptop music
"nothing A" <-- Tactical with nothing special going on
"nothing B"
"nothing C"
"nothing D"
"tensor A" <-- Tactical, enemy present
"tensor B"
"tensor C"
"triumph"
"death"
"battle A" <-- Tactical, enemy present and visible
"tensor B" <-- This file is also used as battle music
"creepy" <-- Tactical, creatures present
"creature battle" <-- Tactical, creatures present and visible
* User center insertion point for merc arrival
instead of initial arrival gridno that is meant only for the very first helidrop arrival at the start of a game.
* Prevent possible nullptr dereference
There was a bug in a provided save where a merc's group had persistent flag set, even though the assignment was DRILL_MILITIA, which should never have a persistent group. When the code was calling RemoveGroup instead of RemovePlayerFromGroup at this point, it would crash the game with an assertion error in CancelEmptyPersistentGroupMovement() as the group in fact was not empty! Now we're removing the merc first and then checking if the group is empty and if so, attempt to delete it.