Aivolution:

-make sure dialogs AIs are involved in are visible to all allies

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@4338 4a71c877-e1ca-e34f-864e-861f7616d084
master
Roman C 2008-03-26 00:05:15 +00:00
parent c7a9f0f166
commit 7092a1f808
1 changed files with 31 additions and 31 deletions

View File

@ -1493,7 +1493,7 @@ function void doMilitary()
else
{
dbg("DEFEND ALLY: time out, rtb!!!!!!!!!!!!!!!!!", me);
msg("retreating for now, call me if you need me again" , me, enemy); //allyInThreat
notifyAllies(getPlayerName(enemy) & ", retreating for now, call me if you need me again" , false); //allyInThreat
stopAllyDefense();
}
}
@ -2993,7 +2993,7 @@ function void stopDefending()
temp = findAllyInTrouble(); //see if any of our allies is in trouble
if(temp != none)
{
msg("coming now, hold on", me, temp);
notifyAllies(getPlayerName(temp) & ", coming now, hold on", false);
_busy = TRUE;
@ -3872,8 +3872,8 @@ function void manageHelpAlly()
if((sendForceX <= 0) or (sendForceY <= 0))
{
msg("I can't see your base" , me, enemy); //allyInThreat
//msg("give vision" , me, enemy); //allyInThreat
notifyAllies(getPlayerName(enemy) & ", I can't see your base", false); //allyInThreat
//notifyAllies(getPlayerName(enemy) & ", give vision" , false); //allyInThreat
ASSERT(FALSE, "manageHelpAlly - (sendForceX <= 0) or (sendForceY <= 0)", me);
stopAllyDefense();
@ -3884,7 +3884,7 @@ function void manageHelpAlly()
if(not knowBase[enemy]) //no visible structures left for this ally
{
msg("I don't see your base" , me, enemy); //allyInThreat
notifyAllies(getPlayerName(enemy) & ", I don't see your base" , false); //allyInThreat
dbg("manageHelpAlly - not haveBase", me);
stopAllyDefense();
@ -10494,7 +10494,7 @@ function void requestHelp()
if(allianceExistsBetween(me , _temp))
{
giftRadar(me, _temp, FALSE);
msg("help" ,me , _temp);
msg("help", me, _temp);
dropBeacon("help", _temp, me, baseX, baseY, 0);
}
_temp = _temp + 1;
@ -10874,45 +10874,45 @@ function void notifyStatus(int _playerToNotify)
{
if(state == stDefending)
{
msg("help" ,me , _playerToNotify);
notifyAllies(getPlayerName(_playerToNotify) & ": help" , false);
}
if(defendingOil())
{
msg("defending oil" ,me , _playerToNotify);
notifyAllies(getPlayerName(_playerToNotify) & ": defending oil" , false);
dropAllyBeacon("defending oil", sendForceX, sendForceY);
}
else if(state == stAttacking)
{
msg("attacking " & getPlayerName(enemy), me, _playerToNotify);
notifyAllies(getPlayerName(_playerToNotify) & ": attacking " & getPlayerName(enemy), false);
}
else if(state == stHelpingAlly)
{
msg("helping " & getPlayerName(enemy), me, _playerToNotify);
notifyAllies(getPlayerName(_playerToNotify) & ": helping " & getPlayerName(enemy), false);
}
else if(state == stTakingOil)
{
msg("hunting " & getPlayerName(enemy) & "'s oil" ,me , _playerToNotify);
notifyAllies(getPlayerName(_playerToNotify) & ": hunting " & getPlayerName(enemy) & "'s oil" , false);
dropAllyBeacon("hunting " & getPlayerName(enemy) & "'s oil", sendForceX, sendForceY);
}
else if(((state == stDrop) or (state == stTransporting)) and (enemy != none))
{
msg("dropping " & getPlayerName(enemy), me , _playerToNotify);
notifyAllies(getPlayerName(_playerToNotify) & ": dropping " & getPlayerName(enemy), false);
if(phase <= phGettingUnits)
{
msg("preparing drop", me , _playerToNotify);
notifyAllies(getPlayerName(_playerToNotify) & ": preparing drop", false);
}
else if(phase == phWaitAllies)
{
msg("ready to drop", me , _playerToNotify);
notifyAllies(getPlayerName(_playerToNotify) & ": ready to drop", false);
}
else if(phase == phLoadingTransport)
{
msg("loading transport", me , _playerToNotify);
notifyAllies(getPlayerName(_playerToNotify) & ": loading transport", false);
}
else if(phase == phSendDrop)
{
msg("transporting units", me , _playerToNotify);
notifyAllies(getPlayerName(_playerToNotify) & ": transporting units", false);
}
}
}
@ -14645,13 +14645,13 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
if((_player == me) or (ally[_player]))
{
msg(getPlayerName(_player) & "???", me, _sender);
notifyAllies(getPlayerName(_player) & "???", false);
return;
}
if(dead[_player])
{
msg(getPlayerName(_player) & " is dead", me, _sender);
notifyAllies(getPlayerName(_player) & " is dead", false);
return;
}
@ -14663,13 +14663,13 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
updateStateCoord(beaconX[_sender], beaconY[_sender]);
if(random(2)==0)
{
msg("roger", me, _sender);
notifyAllies("roger", false);
}
return;
}
else /* if a normal msg, and we are already doind it, say so, since the destination can only be tweaked with a beacon */
{
msg("I am", me, _sender);
notifyAllies("I am", false);
return;
}
} /* we are doing something else already */
@ -14688,7 +14688,7 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
{
if(killedBase[_player] and (not seeBase[_player])) /* we have no idea where the enemy has rebuilt the base */
{
msg("drop a beacon", me, _sender);
notifyAllies(getPlayerName(_sender) & ", drop a beacon", false);
return;
}
else if(curBase[_player][0] > 0) /* remember or can directly see it */
@ -14698,7 +14698,7 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
}
else
{
msg("drop a beacon", me, _sender);
notifyAllies(getPlayerName(_sender) & ", drop a beacon", false);
return;
}
}
@ -14711,11 +14711,11 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
if(killedBase[_player])
{
msg("ok, but haven't we destroyed " & getPlayerName(_player) & "'s base already?", me, _sender);
notifyAllies(getPlayerName(_sender) & ", ok, but haven't we destroyed " & getPlayerName(_player) & "'s base already?", false);
}
else
{
msg("ok" , me, _sender);
notifyAllies("ok" , false);
}
allyState[_sender] = stAttacking;
@ -14748,7 +14748,7 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
if(_player == me)
{
msg("you bastard!", me, _sender);
notifyAllies(getPlayerName(_sender) & ", you bastard!", false);
breakAlliance(me, _sender);
return;
}
@ -14757,7 +14757,7 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
if(dead[_player])
{
msg("isn't " & getPlayerName(_player) & " dead already", me, _sender);
notifyAllies("isn't " & getPlayerName(_player) & " dead already?", false);
return;
}
@ -14788,7 +14788,7 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
{
if(killedBase[_player] and (not seeBase[_player])) /* we have no idea where the enemy has rebuilt the base */
{
msg("drop a beacon", me, _sender);
notifyAllies(getPlayerName(_sender) & ", drop a beacon", false);
return;
}
else if(curBase[_player][0] > 0) /* remember or can directly see it */
@ -14825,11 +14825,11 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
{
if(hasVTOLs[_player])
{
msg("I know", me, _sender);
notifyAllies("I know", false);
}
else
{
msg("ok", me, _sender);
notifyAllies("ok", false);
}
}
@ -14856,7 +14856,7 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
if(_player == me)
{
msg("you bastard!", me, _sender);
notifyAllies(getPlayerName(_sender) & ", you bastard!", false);
breakAlliance(me, _sender);
return;
}
@ -14870,7 +14870,7 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
if(dead[_player])
{
msg("isn't " & getPlayerName(_player) & " dead already", me, _sender);
notifyAllies("isn't " & getPlayerName(_player) & " dead already?", false);
return;
}