diff --git a/data/base/multiplay/skirmish/ai.slo b/data/base/multiplay/skirmish/ai.slo index 573fcb865..272b5cef0 100644 --- a/data/base/multiplay/skirmish/ai.slo +++ b/data/base/multiplay/skirmish/ai.slo @@ -391,6 +391,23 @@ event checkResearch(checkResearchTr) setEventTrigger(doResearch, chainloadTr); } +function void dbgPlr(string message) +{ + setEventTrigger(doResearch, chainloadTr); + if (me == selectedPlayer) + { + console(message); + } +} + +function void dbgObj(DROID obj, string message) +{ + if (obj.selected) + { + console(message); + } +} + function bool conCanHelp(DROID mydroid, int bx, int by) { return (mydroid.order != DORDER_HELPBUILD and mydroid.order != DORDER_BUILD and mydroid.order != DORDER_LINEBUILD and droidCanReach(mydroid, bx, by)); @@ -446,6 +463,8 @@ event arrived(reachedTr) if (droid.droidType == DROID_CONSTRUCT or droid.droidType == DROID_CYBORG_CONSTRUCT) { + dbgObj(droid, "Failed to build where we should - attempt to screw up enemy oil derrick"); + // Check if at oil well, and it was taken by enemy structure = structureBuiltInRange(derrick, droid.x, droid.y, (5 * 128), -1); if (structure != NULLOBJECT) @@ -475,12 +494,22 @@ event arrived(reachedTr) { orderDroidStatsLoc(droid, DORDER_BUILD, defStructs[count], buildX, buildY); } + else + { + dbgObj(droid, "Wanted to be nasty, but found nowhere to build defense"); + orderDroid(droid, DORDER_RTB); // nothing more to do here. + } + } + else + { + dbgObj(droid, "Wanted to be nasty, but had nothing nasty to build - returning to base"); + orderDroid(droid, DORDER_RTB); // oh, well. nothing more to do here. } exit; } else if (droid.health < 100 and !insideBase(droid.x, droid.y)) { - orderDroid(droid, DORDER_RTB); // bolt back to base now! + orderDroid(droid, DORDER_RTR); // bolt back to base now! exit; } } @@ -707,7 +736,6 @@ event buildOilDefenseOrRetreat(buildOilDefenseOrRetreatTr) { local int _numBuilders,_maxBuilders; - _maxBuilders = 1; // check idle. @@ -743,20 +771,8 @@ event buildOilDefenseOrRetreat(buildOilDefenseOrRetreatTr) { if( isStructureAvailable(defStructs[count],me)) { - - // don't build multiple sensors together. - if(count == 5) - { - structure = structureBuiltInRange(defStructs[count], buildX, buildY,(6*128), me); - if(structure != NULLOBJECT) - { - count = 8; - } - } - structChoice[count2] = defStructs[count]; count2 = count2 + 1; - } count = count - 1; } @@ -973,7 +989,10 @@ event incendry(incendryTr) // build a power gen for every 4 derricks. VITAL! event buildPowerGenerators(buildPowerGeneratorsTr) { - + if (!isStructureAvailable(powGen, me)) + { + exit; + } initEnumStruct(FALSE,derrick,me,me); // count = numderricks structure= enumStruct(); count = 0; @@ -2126,28 +2145,24 @@ event doAllOutAttack(allOutAttackTr) // defend attacked objects. event defendWatch(defendWatchTr) { - if(baseobj != NULLOBJECT) + if (baseobj != NULLOBJECT) { if(!friendlyPlayer(baseobj.player)) { - if(not isHumanPlayer(baseobj.player) ) // new in wdg1 dont allout attack a pc player //TODO:is this check needed? + if(distBetweenTwoPoints(baseobj.x, baseobj.y, baseX, baseY) <= MAX_DEFENDERS_RADIUS) //don't go too far away from the base { - if(distBetweenTwoPoints(baseobj.x, baseobj.y, baseX, baseY) <= MAX_DEFENDERS_RADIUS) //don't go too far away from the base + defendObj = baseobj; + defendbusy = TRUE; + // if not too busy, attack. + if (idleGroup(defendGroup) >= (defendGroup.members / 2)) { - defendObj = baseobj; - defendbusy = TRUE; - // if not too busy, attack. - if( idleGroup(defendGroup) >= (defendGroup.members / 2) ) - { - orderGroupLoc(defendGroup, DORDER_MOVE,defendObj.x,defendObj.y); //cyborg mechanics can't attack (won't move) - } - - if( idleGroup(scoutGroup) >= (scoutGroup.members / 2) ) - { - orderGroupLoc(scoutGroup, DORDER_MOVE,scoutX,scoutY); - } + orderGroupLoc(defendGroup, DORDER_MOVE,defendObj.x,defendObj.y); //cyborg mechanics can't attack (won't move) } + if (idleGroup(scoutGroup) >= (scoutGroup.members / 2)) + { + orderGroupLoc(scoutGroup, DORDER_MOVE,scoutX,scoutY); + } } } } @@ -2590,10 +2605,7 @@ event vtolAttack(inactive) { if(defendObj != NULLOBJECT) { - if(not isHumanPlayer(defendObj.player) ) // new in wdg1 //TODO:is this check needed? - { - orderGroupObj(vtolDefendGr, DORDER_ATTACK,defendObj); // get the defend target - } + orderGroupObj(vtolDefendGr, DORDER_ATTACK,defendObj); // get the defend target } } } @@ -2929,8 +2941,8 @@ event vtolDefend(vtolDefendTr) } if(count2 != (-1) ) { - boolResult = pickStructLocation(vtolDefStruct[count2], ref buildX, ref buildY,me); - if((boolResult == TRUE) and (_numBuilders < _maxBuilders) and droidCanReach(droid, buildX, buildY)) // build a vtol defense near the attacked struct... + boolResult = pickDroidStructLocation(droid, vtolDefStruct[count2], ref buildX, ref buildY, me, 1); + if (boolResult == TRUE and (_numBuilders < _maxBuilders)) // build a vtol defense near the attacked struct... { orderDroidStatsLoc(droid, DORDER_BUILD,vtolDefStruct[count2],buildX,buildY); _numBuilders++;