Add ai_check_drugs fixes and improvements (#29)
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4b137dac5f
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0e11569397
128
src/combat_ai.cc
128
src/combat_ai.cc
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@ -41,6 +41,16 @@ namespace fallout {
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#define AI_MESSAGE_SIZE 260
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static constexpr int kChemUseStimsWhenHurtLittleHpRatio = 60;
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static constexpr int kChemUseStimsWhenHurtLotsHpRatio = 30;
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static constexpr int kChemUseStimsHpRatio = 50;
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static constexpr int kChemUseSometimesChance = 25;
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static constexpr int kChemUseAnytimeChance = 75;
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static constexpr int kChemUseAlwaysChance = 100;
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static constexpr int kRandomDrugPickingArraySize = 3;
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typedef struct AiMessageRange {
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int start;
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int end;
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@ -934,31 +944,29 @@ static int _ai_check_drugs(Object* critter)
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return 0;
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}
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int hpRatio = 50;
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int hpRatio = kChemUseStimsHpRatio;
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int chemUseChance = 0;
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switch (ai->chem_use) {
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case CHEM_USE_CLEAN:
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return 0;
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case CHEM_USE_STIMS_WHEN_HURT_LITTLE:
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hpRatio = 60;
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hpRatio = kChemUseStimsWhenHurtLittleHpRatio;
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break;
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case CHEM_USE_STIMS_WHEN_HURT_LOTS:
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hpRatio = 30;
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hpRatio = kChemUseStimsWhenHurtLotsHpRatio;
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break;
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case CHEM_USE_SOMETIMES:
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if ((_combatNumTurns % 3) == 0) {
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chemUseChance = 25;
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chemUseChance = kChemUseSometimesChance;
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}
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hpRatio = 50;
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break;
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case CHEM_USE_ANYTIME:
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if ((_combatNumTurns % 3) == 0) {
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chemUseChance = 75;
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chemUseChance = kChemUseAnytimeChance;
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}
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hpRatio = 50;
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break;
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case CHEM_USE_ALWAYS:
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chemUseChance = 100;
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chemUseChance = kChemUseAlwaysChance;
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break;
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}
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@ -996,24 +1004,80 @@ static int _ai_check_drugs(Object* critter)
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if (!drugUsed) {
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if (chemUseChance > 0 && randomBetween(0, 100) < chemUseChance) {
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while (critter->data.critter.combat.ap >= 2) {
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// CE: Slightly improve and randomize drug picking.
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inventoryItemIndex = -1;
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searchCompleted = false;
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Object* primaryDrugs[kRandomDrugPickingArraySize];
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int primaryDrugsCount = 0;
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Object* secondaryDrugs[kRandomDrugPickingArraySize];
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int secondaryDrugsCount = 0;
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// Collect drugs into buckets - primary desires and everything
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// else.
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//
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// Strictly speaking NPCs can have more drugs than buckets can
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// store. Together with `CHEM_USE_ALWAYS` it can lead to
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// unexpected behaviour. In vanilla NPCs will eat drugs on their
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// turns while they have action points. With this implementation
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// NPCs will eat at most 2x `kRandomDrugPickingArraySize` drugs
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// every turn (exhausting both primary and secondary buckets)
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// and then continue to other activities (assuming they have
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// action points to do so). In practice this sitation is very
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// rare if even exists in vanilla or popular mods.
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//
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// The alternative is to use a pair of `std::vector`s and let
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// them manage the memory.
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while (true) {
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Object* drug = _inven_find_type(critter, ITEM_TYPE_DRUG, &inventoryItemIndex);
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if (drug == NULL) {
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searchCompleted = true;
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break;
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}
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int drugPid = drug->pid;
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int index;
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for (index = 0; index < AI_PACKET_CHEM_PRIMARY_DESIRE_COUNT; index++) {
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// TODO: Find out why it checks for inequality at 0x4286B1.
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if (ai->chem_primary_desire[index] != drugPid) {
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if (!itemIsHealing(drug->pid)) {
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bool isPrimary = false;
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for (int index = 0; index < AI_PACKET_CHEM_PRIMARY_DESIRE_COUNT; index++) {
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if (ai->chem_primary_desire[index] == drug->pid) {
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isPrimary = true;
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break;
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}
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}
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if (index < AI_PACKET_CHEM_PRIMARY_DESIRE_COUNT) {
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if (!itemIsHealing(drugPid)) {
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if (isPrimary) {
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if (primaryDrugsCount < kRandomDrugPickingArraySize) {
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primaryDrugs[primaryDrugsCount++] = drug;
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}
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} else {
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if (secondaryDrugsCount < kRandomDrugPickingArraySize) {
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secondaryDrugs[secondaryDrugsCount++] = drug;
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}
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}
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}
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}
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// Consume drugs one-by-one in random order with primary desires
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// first.
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while (critter->data.critter.combat.ap >= 2) {
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Object** availableDrugs;
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int* availableDrugsCountPtr;
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if (primaryDrugsCount > 0) {
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availableDrugs = primaryDrugs;
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availableDrugsCountPtr = &primaryDrugsCount;
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} else if (secondaryDrugsCount > 0) {
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availableDrugs = secondaryDrugs;
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availableDrugsCountPtr = &secondaryDrugsCount;
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} else {
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break;
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}
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int index = randomBetween(0, *availableDrugsCountPtr - 1);
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Object* drug = availableDrugs[index];
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availableDrugs[index] = availableDrugs[*availableDrugsCountPtr - 1];
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*availableDrugsCountPtr -= 1;
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if (itemRemove(critter, drug, 1) == 0) {
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if (_item_d_take_drug(critter, drug) == -1) {
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itemAdd(critter, drug, 1);
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@ -1039,8 +1103,6 @@ static int _ai_check_drugs(Object* critter)
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}
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}
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}
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}
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}
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if (lastItem != NULL || (!drugUsed && searchCompleted)) {
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do {
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@ -1991,10 +2053,32 @@ static bool aiCanUseItem(Object* critter, Object* item)
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return false;
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}
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int itemPid = item->pid;
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if (itemPid != PROTO_ID_STIMPACK
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&& itemPid != PROTO_ID_SUPER_STIMPACK
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&& itemPid != PROTO_ID_HEALING_POWDER) {
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// SFALL: Check healing items.
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if (!itemIsHealing(item->pid)) {
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return false;
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}
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// CE: Make sure critter actually need healing item.
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//
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// Sfall has similar fix implemented differently in `ai_check_drugs`. It
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// does so after healing item is returned from `ai_search_environ`, so it
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// does not a have a chance to look for other items.
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int hpRatio = kChemUseStimsHpRatio;
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switch (aiGetChemUse(critter)) {
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case CHEM_USE_CLEAN:
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hpRatio = 0;
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break;
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case CHEM_USE_STIMS_WHEN_HURT_LITTLE:
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hpRatio = kChemUseStimsWhenHurtLittleHpRatio;
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break;
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case CHEM_USE_STIMS_WHEN_HURT_LOTS:
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hpRatio = kChemUseStimsWhenHurtLotsHpRatio;
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break;
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}
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int currentHp = critterGetStat(critter, STAT_CURRENT_HIT_POINTS);
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int stimsHp = critterGetStat(critter, STAT_MAXIMUM_HIT_POINTS) * hpRatio / 100;
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if (currentHp > stimsHp) {
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return false;
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}
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