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Re-enable extracover check for A* (1dot13#283)
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Allows smarter pathfinding for AI, only done during turnbased pathing  to alleviate its extra cost
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Asdow authored Feb 11, 2024
1 parent 4338b5b commit 6569828
Showing 1 changed file with 19 additions and 19 deletions.
38 changes: 19 additions & 19 deletions Tactical/PATHAI.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -461,7 +461,7 @@ static auto canJumpFences(SOLDIERTYPE* pSoldier) -> bool {
//ADB the extra cover feature is supposed to pick a path of the same distance as one calculated with the feature off,
//but a safer path, usually farther away from an enemy or following behind some cover.
//however it has not been tested and it may need some work, I haven't touched it in a while
//#define ASTAR_USING_EXTRACOVER
#define ASTAR_USING_EXTRACOVER

using namespace std;
using namespace ASTAR;
Expand Down Expand Up @@ -1164,7 +1164,7 @@ void AStarPathfinder::ExecuteAStarLogic()
#ifdef ASTAR_USING_EXTRACOVER
//check if we will run out of AP while entering this node or before
//if we run out, the merc will stop at the parent node for a turn and be vulnerable
if (mercsMaxAPs && APCost > mercsMaxAPs)
if (gfTurnBasedAI && mercsMaxAPs && AStarG > mercsMaxAPs)
{

extraGCoverCost = GetExtraGCover(ParentNode);
Expand All @@ -1174,7 +1174,7 @@ void AStarPathfinder::ExecuteAStarLogic()
//use the stance and cover to see how much we really want to stop at the parent node
//as opposed to an equal path with different cover
//because other nodes further on the path will stop here too, add this value to the F cost
extraGCoverCost = CalcGCover(ParentNodeIndex, APCost);
extraGCoverCost = CalcGCover(ParentNode, AStarG);

//remember, we have run out of points to *enter* this node, so we are stuck at the *parent* node
//cache the cost to stay at the parent node
Expand Down Expand Up @@ -1512,9 +1512,9 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
INT32 iMyThreatValue;
INT16 sThreatLoc;
UINT32 uiThreatCnt = 0;
INT16 * pusLastLoc;
INT8 * pbPersOL;
INT8 * pbPublOL;
INT32* pusLastLoc;
INT8 * pbPersOL;
INT8 * pbPublOL;

//although we have run out of APs to get here, it could just mean we have some APs but not enough to enter
int APLeft = this->mercsMaxAPs - APCost;
Expand All @@ -1523,7 +1523,7 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
pusLastLoc = &(gsLastKnownOppLoc[pSoldier->ubID][0]);

// hang a pointer into personal opplist
pbPersOL = &(pSoldier->bOppList[0]);
pbPersOL = &(pSoldier->aiData.bOppList[0]);
// hang a pointer into public opplist
pbPublOL = &(gbPublicOpplist[pSoldier->bTeam][0]);

Expand All @@ -1535,7 +1535,7 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
SOLDIERTYPE* pOpponent = MercSlots[ uiLoop ];

// if this merc is inactive, at base, on assignment, dead, unconscious
if (!pOpponent || pOpponent->bLife < OKLIFE) {
if (!pOpponent || pOpponent->stats.bLife < OKLIFE) {
continue; // next merc
}

Expand All @@ -1544,7 +1544,7 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
continue; // next merc
}

pbPersOL = pSoldier->bOppList + pOpponent->ubID;
pbPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pOpponent->ubID;
pusLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pOpponent->ubID;

Expand All @@ -1554,7 +1554,7 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
}

// Special stuff for Carmen the bounty hunter
if (pSoldier->bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != 64) {
if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != 64) {
continue; // next opponent
}

Expand Down Expand Up @@ -1599,7 +1599,7 @@ int AStarPathfinder::CalcGCover(int const NodeIndex,
Threats[uiThreatCnt].iOrigRange = iThreatRange;

// calculate how many APs he will have at the start of the next turn
Threats[uiThreatCnt].iAPs = CalcActionPoints(pOpponent);
Threats[uiThreatCnt].iAPs = pOpponent->CalcActionPoints();

if (iThreatRange < iClosestThreatRange) {
iClosestThreatRange = iThreatRange;
Expand Down Expand Up @@ -1641,7 +1641,7 @@ int AStarPathfinder::CalcCoverValue(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyA
INT32 myThreatsiValue, INT32 myThreatsiAPs, INT32 myThreatsiCertainty)
{
SOLDIERTYPE* pMe = this->pSoldier;
INT32 morale = pSoldier->bAIMorale;
INT32 morale = pSoldier->aiData.bAIMorale;

INT32 iRange = myThreatsiOrigRange;
// all 32-bit integers for max. speed
Expand Down Expand Up @@ -1690,7 +1690,7 @@ int AStarPathfinder::CalcCoverValue(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyA
else
{
// optimistically assume we'll be behind the best cover available at this spot
bHisActualCTGT = CalcWorstCTGTForPosition( pHim, pMe->ubID, sMyGridNo, pMe->bLevel, iMyAPsLeft );
bHisActualCTGT = CalcWorstCTGTForPosition( pHim, pMe->ubID, sMyGridNo, pMe->pathing.bLevel, iMyAPsLeft );
}

// normally, that will be the cover I'll use, unless worst case over-rides it
Expand All @@ -1709,7 +1709,7 @@ int AStarPathfinder::CalcCoverValue(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyA
}

// calculate where my cover is worst if opponent moves just 1 tile over
bHisBestCTGT = CalcBestCTGT(pHim, pMe->ubID, sMyGridNo, pMe->bLevel, iMyAPsLeft);
bHisBestCTGT = CalcBestCTGT(pHim, pMe->ubID, sMyGridNo, pMe->pathing.bLevel, iMyAPsLeft);

// if he can actually improve his CTGT by moving to a nearby gridno
if (bHisBestCTGT > bHisActualCTGT)
Expand Down Expand Up @@ -1738,7 +1738,7 @@ int AStarPathfinder::CalcCoverValue(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyA

// let's not assume anything about the stance the enemy might take, so take an average
// value... no cover give a higher value than partial cover
bMyCTGT = CalcAverageCTGTForPosition( pMe, pHim->ubID, sHisGridNo, pHim->bLevel, iMyAPsLeft );
bMyCTGT = CalcAverageCTGTForPosition( pMe, pHim->ubID, sHisGridNo, pHim->pathing.bLevel, iMyAPsLeft );

// since NPCs are too dumb to shoot "blind", ie. at opponents that they
// themselves can't see (mercs can, using another as a spotter!), if the
Expand Down Expand Up @@ -1768,14 +1768,14 @@ int AStarPathfinder::CalcCoverValue(INT32 sMyGridNo, INT32 iMyThreat, INT32 iMyA

// try to account for who outnumbers who: the side with the advantage thus
// (hopefully) values offense more, while those in trouble will play defense
if (pHim->bOppCnt > 1)
if (pHim->aiData.bOppCnt > 1)
{
HisPosValue /= pHim->bOppCnt;
HisPosValue /= pHim->aiData.bOppCnt;
}

if (pMe->bOppCnt > 1)
if (pMe->aiData.bOppCnt > 1)
{
MyPosValue /= pMe->bOppCnt;
MyPosValue /= pMe->aiData.bOppCnt;
}


Expand Down

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