Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #347736 is a reply to message #347708] Wed, 14 December 2016 19:29 Go to previous messageGo to previous message
sevenfm

 
Messages:2213
Registered:December 2012
Location: Russian Federation
Update with some fixes:
https://www.dropbox.com/s/p31xdpv1pl0sden/ja2_7609en%2BAI_r357.exe?dl=0

No fix yet for bloodcat lair or queen jelly.

Changes r314 - r357:
- updated Chinese translation
- attaching explosives can increase item size
- allow militia team to become medics
- ignore dying target if there's opponent with better health
- attached explosives: allow explosion of grenade attached to tripwire if there is another grenade attached with tripwire activation
- removed options: UPDATE_GARRISON_ADMINS_PROGRESS_MODIFIER, UPDATE_PATROL_ADMINS_PROGRESS_MODIFIER
- Strategic AI: modify speed of admin replacing by difficulty level
- ReloadGun fix: allow AI to always reload to prevent it from marking gun as unusable if there's not enough AP to reload
- militia control: change initial spot when on HOLD order
- FindBombNearby: always check LOS when searching for bomb, set WORLD_ITEM_SEEN_BOMB flag when bomb is found
- TakeNewBombFromInventory: disable taking similar items
- FindBombNearby: neutral civilians don't need to check LOS, don't set flag for neutral civs to prevent enemy team exploiting this
- disabled SHOW_ENEMY_RANK_ICON option - always show enemy role icon
- don't show enemy weapon info if enemy health bars disabled
- less suppression for buckshots in NCTH
- enabled prone cover advance and any cover advance code
- Black advance: check if soldier can find better cover before disabling attack
- CalcCoverValue: check any cover from enemy at spot, add penalty to his attack, add bonus to my attack
- FindBestNearbyCover: use NO_DISTANCE_LIMIT for fSightCover check, in RED state, skip locations with fresh corpses if not in dangerous place or under attack, check if we outnumber enemy when skipping location without sight cover if enemy is beyond weapon range
- allow hiding corpses in water
- allow aimed suppression for machinegunners
- Black AI: new "get closer before shooting" behavior
- better "end turn to wait for full AP when searching for advance spot" code
- allow prone cover advance spot in black state
- DecayPublicOpplist: decay public knowledge if enemy is dying
- WatchedLocLocationIsEmpty: check central gridno for public known enemies
- DetermineMovementMode: use walking for "get closer" decision only if weapon is raised, soldier is not under fire and in black state
- Black AI get closer: try to get closer if enemy is helpless (dying, cowering or unconscious) even if soldier has cover at his current spot
- WatchedLocLocationIsEmpty: decay watched location if known enemy is dying\cowering or collapsed
- main Red AI decisions: penalty to watch decision weight from successful attack, penalize watching if we outnumber enemy
- Black advance: allow moving if soldier has fired this turn
- Black AI: allow cover check if soldier is near sight cover spot, has no cover and can shoot/hide next turn
- new AP from suppression shock calculation
- psycho characters recover from suppression shock faster
- stop cowering animation: always stop cowering animation for player mercs if soldier has APs at the start of new turn and soldier is not dying or collapsed
- soldier tooltips: show orders/attitude as text
- Red seek: allow seeking in prone stance when in dangerous spot
- reworked watch location to avoid turning in a loop
- Black AI: use any cover advance spot if we outnumber or last attack was successful
- CalcCoverValue: add bonus from sight cover
- AI_TOWN_DEFENSE disabled by default
- moved AP from shock reduction code to CalcActionPoints, updated AICalcActionPoints
- don't communicate watched location if soldier adds watched location by hearing
- disable incrementing watched location by hearing for flanking soldiers

CalcBestShot:
- determine enemy location: use personal knowledge if more recent or public knowledge is incorrect
- consider target as seen if we can have LOS to opponent after turning, this will allow aimed shooting at currently invisible opponent with single shot weapons
- allow suppression fire in Black state
- when deciding target to attack, prefer opponent that attacked me recently

Red AI: find advance spot:
- determine regular move spot first, search for advance spot only if regular move spot is valid
- use prone cover advance spot only when defending or there are friends nearby under attack or fresh corpses nearby
- use any cover advance spot only if there are friends nearby under attack or fresh corpses nearby
- crouch before ending turn
- rest when low on breath: turn to closest threat first
- disable seek/help when in building and seen enemy recently: check that we can attack enemy with current gun
Black AI:
- check if soldier can find better position before firing: check LOS only if we see enemy currently, otherwise find generally better position
- get closer to enemy before shooting: only if we see this enemy currently

FindBestNearbyCover:
- penalize location where soldier was attacked
- for DEFENSIVE, bonus 25% in buildings: only if soldier has sight cover at spot

CalcCoverValue:
- penalty to enemy position value if he cannot see my prone position
- bonus to my position value if I can see enemy prone position

SearchForItems:
- use min gun status 35 when searching for weapon if no weapon in hand
- don't search for guns when searching for ammo
- safety checks

Panic AI update:
- correctly determine movement mode
- when in black state, ignore panic trigger if we don't have enough AP to reach and activate it in one turn
- if red alert is raised, also check path for fresh corpses, abort moving to panic trigger if there's fresh corpse in the way
- сheck if enemy can attack soldier at spot when checking path for fresh corpses

r8136:
- Fix: Get Item assignement: if no valid gridno is found, let the game find one upon loading the sector instead of risking a wrong gridno assignment
- Fix: When dropping an item in strategic inventory, height values are not set
- Fix: When looking for a valid gridno to drop items t via strategic inventory, WORLD_ITEM_REACHABLE is not reliable, as updated map topology trumps this. Instead rely upon finding a valid gridno once the sector is entered.
- Fix: when searching for a new item dropoff gridno, search for new height too
- Fix: if items are spawned mid-air, the player cannot retrieve them

r7995:
- Bugfix: Reinforcements: Parts of roadblocks were resurrected after reinforcements death (by navaroe)

r8100:
Fix: sometimes items moved by the MOVEITEM assignment are left unreachable

r8050: When displaying a merc's maximum assignment points, factor in backgrounds values.

r7988:
- Bugfix - POWs' activity level being overwritten
- Feature - automatically bandage bleeding mercs on a PATIENT assignment
- Bugfix - mercs treated at facilities should not use mercs' medkits
- Bugfix for facility patients not detected as being in a facility
- Bugfix - iBurstAPCost was ignoring half of its calculation due to extraneous semicolon

- r7724 Bugfix: When using a vehicle to move to an enemy sector mercs will force exit the vehicle. In this case the team panel sort order was random depending on which merc was last selected. This problem occurred because the sort function for the squad was not called for this scenario. It is now called whenever a merc is added to a squad.
Because of this the call for the sort function was removed from function SetAssignmentForList(). We do not need to call it twice.

r8315:
- New command: On [Alt] + [N], all team members in the sector try to put on gas masks
- Fix: gasmask status was not always evaluated correctly

[Updated on: Thu, 15 December 2016 14:47]




7609+AI (r1531) | Unofficial modpack | Win8+ fix | Experimental project | Youtube | Trunk (r8827) | 1.13 Starter Docs

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