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-861f7616d084master
parent
c7a9f0f166
commit
7092a1f808
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@ -1493,7 +1493,7 @@ function void doMilitary()
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else
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{
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dbg("DEFEND ALLY: time out, rtb!!!!!!!!!!!!!!!!!", me);
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msg("retreating for now, call me if you need me again" , me, enemy); //allyInThreat
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notifyAllies(getPlayerName(enemy) & ", retreating for now, call me if you need me again" , false); //allyInThreat
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stopAllyDefense();
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}
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}
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@ -2993,7 +2993,7 @@ function void stopDefending()
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temp = findAllyInTrouble(); //see if any of our allies is in trouble
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if(temp != none)
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{
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msg("coming now, hold on", me, temp);
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notifyAllies(getPlayerName(temp) & ", coming now, hold on", false);
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_busy = TRUE;
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@ -3872,8 +3872,8 @@ function void manageHelpAlly()
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if((sendForceX <= 0) or (sendForceY <= 0))
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{
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msg("I can't see your base" , me, enemy); //allyInThreat
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//msg("give vision" , me, enemy); //allyInThreat
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notifyAllies(getPlayerName(enemy) & ", I can't see your base", false); //allyInThreat
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//notifyAllies(getPlayerName(enemy) & ", give vision" , false); //allyInThreat
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ASSERT(FALSE, "manageHelpAlly - (sendForceX <= 0) or (sendForceY <= 0)", me);
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stopAllyDefense();
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@ -3884,7 +3884,7 @@ function void manageHelpAlly()
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if(not knowBase[enemy]) //no visible structures left for this ally
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{
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msg("I don't see your base" , me, enemy); //allyInThreat
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notifyAllies(getPlayerName(enemy) & ", I don't see your base" , false); //allyInThreat
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dbg("manageHelpAlly - not haveBase", me);
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stopAllyDefense();
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@ -10494,7 +10494,7 @@ function void requestHelp()
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if(allianceExistsBetween(me , _temp))
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{
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giftRadar(me, _temp, FALSE);
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msg("help" ,me , _temp);
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msg("help", me, _temp);
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dropBeacon("help", _temp, me, baseX, baseY, 0);
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}
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_temp = _temp + 1;
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@ -10874,45 +10874,45 @@ function void notifyStatus(int _playerToNotify)
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{
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if(state == stDefending)
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{
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msg("help" ,me , _playerToNotify);
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notifyAllies(getPlayerName(_playerToNotify) & ": help" , false);
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}
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if(defendingOil())
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{
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msg("defending oil" ,me , _playerToNotify);
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notifyAllies(getPlayerName(_playerToNotify) & ": defending oil" , false);
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dropAllyBeacon("defending oil", sendForceX, sendForceY);
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}
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else if(state == stAttacking)
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{
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msg("attacking " & getPlayerName(enemy), me, _playerToNotify);
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notifyAllies(getPlayerName(_playerToNotify) & ": attacking " & getPlayerName(enemy), false);
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}
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else if(state == stHelpingAlly)
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{
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msg("helping " & getPlayerName(enemy), me, _playerToNotify);
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notifyAllies(getPlayerName(_playerToNotify) & ": helping " & getPlayerName(enemy), false);
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}
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else if(state == stTakingOil)
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{
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msg("hunting " & getPlayerName(enemy) & "'s oil" ,me , _playerToNotify);
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notifyAllies(getPlayerName(_playerToNotify) & ": hunting " & getPlayerName(enemy) & "'s oil" , false);
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dropAllyBeacon("hunting " & getPlayerName(enemy) & "'s oil", sendForceX, sendForceY);
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}
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else if(((state == stDrop) or (state == stTransporting)) and (enemy != none))
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{
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msg("dropping " & getPlayerName(enemy), me , _playerToNotify);
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notifyAllies(getPlayerName(_playerToNotify) & ": dropping " & getPlayerName(enemy), false);
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if(phase <= phGettingUnits)
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{
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msg("preparing drop", me , _playerToNotify);
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notifyAllies(getPlayerName(_playerToNotify) & ": preparing drop", false);
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}
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else if(phase == phWaitAllies)
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{
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msg("ready to drop", me , _playerToNotify);
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notifyAllies(getPlayerName(_playerToNotify) & ": ready to drop", false);
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}
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else if(phase == phLoadingTransport)
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{
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msg("loading transport", me , _playerToNotify);
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notifyAllies(getPlayerName(_playerToNotify) & ": loading transport", false);
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}
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else if(phase == phSendDrop)
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{
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msg("transporting units", me , _playerToNotify);
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notifyAllies(getPlayerName(_playerToNotify) & ": transporting units", false);
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}
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}
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}
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@ -14645,13 +14645,13 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
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if((_player == me) or (ally[_player]))
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{
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msg(getPlayerName(_player) & "???", me, _sender);
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notifyAllies(getPlayerName(_player) & "???", false);
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return;
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}
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if(dead[_player])
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{
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msg(getPlayerName(_player) & " is dead", me, _sender);
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notifyAllies(getPlayerName(_player) & " is dead", false);
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return;
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}
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@ -14663,13 +14663,13 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
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updateStateCoord(beaconX[_sender], beaconY[_sender]);
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if(random(2)==0)
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{
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msg("roger", me, _sender);
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notifyAllies("roger", false);
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}
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return;
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}
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else /* if a normal msg, and we are already doind it, say so, since the destination can only be tweaked with a beacon */
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{
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msg("I am", me, _sender);
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notifyAllies("I am", false);
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return;
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}
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} /* we are doing something else already */
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@ -14688,7 +14688,7 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
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{
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if(killedBase[_player] and (not seeBase[_player])) /* we have no idea where the enemy has rebuilt the base */
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{
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msg("drop a beacon", me, _sender);
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notifyAllies(getPlayerName(_sender) & ", drop a beacon", false);
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return;
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}
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else if(curBase[_player][0] > 0) /* remember or can directly see it */
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@ -14698,7 +14698,7 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
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}
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else
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{
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msg("drop a beacon", me, _sender);
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notifyAllies(getPlayerName(_sender) & ", drop a beacon", false);
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return;
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}
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}
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@ -14711,11 +14711,11 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
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if(killedBase[_player])
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{
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msg("ok, but haven't we destroyed " & getPlayerName(_player) & "'s base already?", me, _sender);
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notifyAllies(getPlayerName(_sender) & ", ok, but haven't we destroyed " & getPlayerName(_player) & "'s base already?", false);
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}
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else
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{
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msg("ok" , me, _sender);
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notifyAllies("ok" , false);
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}
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allyState[_sender] = stAttacking;
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@ -14748,7 +14748,7 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
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if(_player == me)
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{
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msg("you bastard!", me, _sender);
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notifyAllies(getPlayerName(_sender) & ", you bastard!", false);
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breakAlliance(me, _sender);
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return;
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}
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@ -14757,7 +14757,7 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
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if(dead[_player])
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{
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msg("isn't " & getPlayerName(_player) & " dead already", me, _sender);
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notifyAllies("isn't " & getPlayerName(_player) & " dead already?", false);
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return;
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}
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@ -14788,7 +14788,7 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
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{
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if(killedBase[_player] and (not seeBase[_player])) /* we have no idea where the enemy has rebuilt the base */
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{
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msg("drop a beacon", me, _sender);
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notifyAllies(getPlayerName(_sender) & ", drop a beacon", false);
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return;
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}
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else if(curBase[_player][0] > 0) /* remember or can directly see it */
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@ -14825,11 +14825,11 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
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{
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if(hasVTOLs[_player])
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{
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msg("I know", me, _sender);
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notifyAllies("I know", false);
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}
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else
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{
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msg("ok", me, _sender);
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notifyAllies("ok", false);
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}
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}
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@ -14856,7 +14856,7 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
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if(_player == me)
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{
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msg("you bastard!", me, _sender);
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notifyAllies(getPlayerName(_sender) & ", you bastard!", false);
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breakAlliance(me, _sender);
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return;
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}
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@ -14870,7 +14870,7 @@ function void processCommand(string _message, int _sender, bool _bBlipMessage)
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if(dead[_player])
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{
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msg("isn't " & getPlayerName(_player) & " dead already", me, _sender);
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notifyAllies("isn't " & getPlayerName(_player) & " dead already?", false);
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return;
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}
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