From 0e11569397c6236034b071438b8f715a362069eb Mon Sep 17 00:00:00 2001 From: Alexander Batalov Date: Wed, 28 Dec 2022 02:19:43 +0300 Subject: [PATCH] Add ai_check_drugs fixes and improvements (#29) --- src/combat_ai.cc | 164 +++++++++++++++++++++++++++++++++++------------ 1 file changed, 124 insertions(+), 40 deletions(-) diff --git a/src/combat_ai.cc b/src/combat_ai.cc index 30b0075..04837f5 100644 --- a/src/combat_ai.cc +++ b/src/combat_ai.cc @@ -41,6 +41,16 @@ namespace fallout { #define AI_MESSAGE_SIZE 260 +static constexpr int kChemUseStimsWhenHurtLittleHpRatio = 60; +static constexpr int kChemUseStimsWhenHurtLotsHpRatio = 30; +static constexpr int kChemUseStimsHpRatio = 50; + +static constexpr int kChemUseSometimesChance = 25; +static constexpr int kChemUseAnytimeChance = 75; +static constexpr int kChemUseAlwaysChance = 100; + +static constexpr int kRandomDrugPickingArraySize = 3; + typedef struct AiMessageRange { int start; int end; @@ -934,31 +944,29 @@ static int _ai_check_drugs(Object* critter) return 0; } - int hpRatio = 50; + int hpRatio = kChemUseStimsHpRatio; int chemUseChance = 0; switch (ai->chem_use) { case CHEM_USE_CLEAN: return 0; case CHEM_USE_STIMS_WHEN_HURT_LITTLE: - hpRatio = 60; + hpRatio = kChemUseStimsWhenHurtLittleHpRatio; break; case CHEM_USE_STIMS_WHEN_HURT_LOTS: - hpRatio = 30; + hpRatio = kChemUseStimsWhenHurtLotsHpRatio; break; case CHEM_USE_SOMETIMES: if ((_combatNumTurns % 3) == 0) { - chemUseChance = 25; + chemUseChance = kChemUseSometimesChance; } - hpRatio = 50; break; case CHEM_USE_ANYTIME: if ((_combatNumTurns % 3) == 0) { - chemUseChance = 75; + chemUseChance = kChemUseAnytimeChance; } - hpRatio = 50; break; case CHEM_USE_ALWAYS: - chemUseChance = 100; + chemUseChance = kChemUseAlwaysChance; break; } @@ -996,45 +1004,99 @@ static int _ai_check_drugs(Object* critter) if (!drugUsed) { if (chemUseChance > 0 && randomBetween(0, 100) < chemUseChance) { - while (critter->data.critter.combat.ap >= 2) { + // CE: Slightly improve and randomize drug picking. + inventoryItemIndex = -1; + searchCompleted = false; + + Object* primaryDrugs[kRandomDrugPickingArraySize]; + int primaryDrugsCount = 0; + + Object* secondaryDrugs[kRandomDrugPickingArraySize]; + int secondaryDrugsCount = 0; + + // Collect drugs into buckets - primary desires and everything + // else. + // + // Strictly speaking NPCs can have more drugs than buckets can + // store. Together with `CHEM_USE_ALWAYS` it can lead to + // unexpected behaviour. In vanilla NPCs will eat drugs on their + // turns while they have action points. With this implementation + // NPCs will eat at most 2x `kRandomDrugPickingArraySize` drugs + // every turn (exhausting both primary and secondary buckets) + // and then continue to other activities (assuming they have + // action points to do so). In practice this sitation is very + // rare if even exists in vanilla or popular mods. + // + // The alternative is to use a pair of `std::vector`s and let + // them manage the memory. + while (true) { Object* drug = _inven_find_type(critter, ITEM_TYPE_DRUG, &inventoryItemIndex); if (drug == NULL) { searchCompleted = true; break; } - int drugPid = drug->pid; - int index; - for (index = 0; index < AI_PACKET_CHEM_PRIMARY_DESIRE_COUNT; index++) { - // TODO: Find out why it checks for inequality at 0x4286B1. - if (ai->chem_primary_desire[index] != drugPid) { - break; + if (!itemIsHealing(drug->pid)) { + bool isPrimary = false; + for (int index = 0; index < AI_PACKET_CHEM_PRIMARY_DESIRE_COUNT; index++) { + if (ai->chem_primary_desire[index] == drug->pid) { + isPrimary = true; + break; + } + } + + if (isPrimary) { + if (primaryDrugsCount < kRandomDrugPickingArraySize) { + primaryDrugs[primaryDrugsCount++] = drug; + } + } else { + if (secondaryDrugsCount < kRandomDrugPickingArraySize) { + secondaryDrugs[secondaryDrugsCount++] = drug; + } } } + } - if (index < AI_PACKET_CHEM_PRIMARY_DESIRE_COUNT) { - if (!itemIsHealing(drugPid)) { - if (itemRemove(critter, drug, 1) == 0) { - if (_item_d_take_drug(critter, drug) == -1) { - itemAdd(critter, drug, 1); - } else { - _ai_magic_hands(critter, drug, 5000); - _obj_connect(drug, critter->tile, critter->elevation, NULL); - _obj_destroy(drug); - drugUsed = true; - drugCount += 1; - } + // Consume drugs one-by-one in random order with primary desires + // first. + while (critter->data.critter.combat.ap >= 2) { + Object** availableDrugs; + int* availableDrugsCountPtr; - if (critter->data.critter.combat.ap < 2) { - critter->data.critter.combat.ap = 0; - } else { - critter->data.critter.combat.ap -= 2; - } + if (primaryDrugsCount > 0) { + availableDrugs = primaryDrugs; + availableDrugsCountPtr = &primaryDrugsCount; + } else if (secondaryDrugsCount > 0) { + availableDrugs = secondaryDrugs; + availableDrugsCountPtr = &secondaryDrugsCount; + } else { + break; + } - if (ai->chem_use == CHEM_USE_SOMETIMES || (ai->chem_use == CHEM_USE_ANYTIME && drugCount >= 2)) { - break; - } - } + int index = randomBetween(0, *availableDrugsCountPtr - 1); + Object* drug = availableDrugs[index]; + availableDrugs[index] = availableDrugs[*availableDrugsCountPtr - 1]; + *availableDrugsCountPtr -= 1; + + if (itemRemove(critter, drug, 1) == 0) { + if (_item_d_take_drug(critter, drug) == -1) { + itemAdd(critter, drug, 1); + } else { + _ai_magic_hands(critter, drug, 5000); + _obj_connect(drug, critter->tile, critter->elevation, NULL); + _obj_destroy(drug); + drugUsed = true; + drugCount += 1; + } + + if (critter->data.critter.combat.ap < 2) { + critter->data.critter.combat.ap = 0; + } else { + critter->data.critter.combat.ap -= 2; + } + + if (ai->chem_use == CHEM_USE_SOMETIMES || (ai->chem_use == CHEM_USE_ANYTIME && drugCount >= 2)) { + break; } } } @@ -1991,10 +2053,32 @@ static bool aiCanUseItem(Object* critter, Object* item) return false; } - int itemPid = item->pid; - if (itemPid != PROTO_ID_STIMPACK - && itemPid != PROTO_ID_SUPER_STIMPACK - && itemPid != PROTO_ID_HEALING_POWDER) { + // SFALL: Check healing items. + if (!itemIsHealing(item->pid)) { + return false; + } + + // CE: Make sure critter actually need healing item. + // + // Sfall has similar fix implemented differently in `ai_check_drugs`. It + // does so after healing item is returned from `ai_search_environ`, so it + // does not a have a chance to look for other items. + int hpRatio = kChemUseStimsHpRatio; + switch (aiGetChemUse(critter)) { + case CHEM_USE_CLEAN: + hpRatio = 0; + break; + case CHEM_USE_STIMS_WHEN_HURT_LITTLE: + hpRatio = kChemUseStimsWhenHurtLittleHpRatio; + break; + case CHEM_USE_STIMS_WHEN_HURT_LOTS: + hpRatio = kChemUseStimsWhenHurtLotsHpRatio; + break; + } + + int currentHp = critterGetStat(critter, STAT_CURRENT_HIT_POINTS); + int stimsHp = critterGetStat(critter, STAT_MAXIMUM_HIT_POINTS) * hpRatio / 100; + if (currentHp > stimsHp) { return false; }