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Re: Trunk AI and improvements[message #361729 is a reply to message #361706] Sun, 01 November 2020 19:00 Go to previous messageGo to previous message
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Messages:2663
Registered:December 2012
Location: Russian Federation
CalcBestShot()

// evaluate every tile for its opponent-damaging potential
for (bYOffset = -bMaxUp; bYOffset <= bMaxDown; bYOffset++)
{
	for (bXOffset = -bMaxLeft; bXOffset <= bMaxRight; bXOffset++)
	{
		// calculate the next potential gridno near this opponent
		sGridNo = sOpponentTile[ubLoop] + bXOffset + (MAXCOL * bYOffset);

		// this shouldn't ever happen
		if ((sGridNo < 0) || (sGridNo >= GRIDSIZE))
		{
			continue;
		}

		if ( PythSpacesAway( pSoldier->sGridNo, sGridNo ) > iTossRange )
		{
			// can't throw there!
			return;
		}
...
What this code does: if it randomly finds a spot around one of possible targets which is too far for throw, it just ends all calculations and exits, instead of checking other possible spots and other possible targets. As a result, AI will randomly decide not to use thrown attack at all if one of the tiles around one of the possible targets is outside of max throwing range.
This bug is in the code since vanilla.
Should be fixed in r8915.



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