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Re: Trunk AI and improvements[message #359707 is a reply to message #359669] Thu, 23 April 2020 05:58 Go to previous messageGo to previous message
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Messages:2656
Registered:December 2012
Location: Russian Federation
r8791

AI toss attack improvements:
- 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, STATIONARY/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/jeep 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)

In general, AI should be able now to attack recently seen/heard opponent with mortars and grenade launchers, and use them more effectively and more often.

[Updated on: Thu, 23 April 2020 06:01]




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