From 2655b37ddfa6512ed8089d8ceb5c814e1846a3bd Mon Sep 17 00:00:00 2001 From: Flugente Date: Thu, 13 Aug 2015 18:14:57 +0000 Subject: [PATCH] Fix: ap cost for AI_ACTION_CLIMB_ROOF was wrong and calculated too often git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7972 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- TacticalAI/AIUtils.cpp | 29 ++++++++++++++++------------- 1 file changed, 16 insertions(+), 13 deletions(-) diff --git a/TacticalAI/AIUtils.cpp b/TacticalAI/AIUtils.cpp index f9f777ba..396a6ef6 100644 --- a/TacticalAI/AIUtils.cpp +++ b/TacticalAI/AIUtils.cpp @@ -462,9 +462,7 @@ void NewDest(SOLDIERTYPE *pSoldier, INT32 usGridNo) BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier) { INT16 bMinPointsNeeded = 0; - INT8 bAPForStandUp = 0; - INT8 bAPToLookAtWall = ( FindDirectionForClimbing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel ) == pSoldier->ubDirection ) ? 0 : 1; - + //NumMessage("AffordableAction - Guy#",pSoldier->ubID); switch (pSoldier->aiData.bAction) @@ -553,17 +551,22 @@ BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier) break; case AI_ACTION_CLIMB_ROOF: - // SANDRO - improved this a bit - if (pSoldier->pathing.bLevel == 0) { - if( PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE)); - if( PTR_PRONE ) bAPForStandUp = GetAPsCrouch(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE); - bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, FALSE ) + bAPForStandUp + bAPToLookAtWall; - } - else - { - if( !PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE)); - bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, TRUE ) + bAPForStandUp + bAPToLookAtWall; + INT8 bAPForStandUp = 0; + INT8 bAPToLookAtWall = (FindDirectionForClimbing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel ) == pSoldier->ubDirection) ? 0 : GetAPsToLook( pSoldier ); + + // SANDRO - improved this a bit + if (pSoldier->pathing.bLevel == 0) + { + if( PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE)); + else if( PTR_PRONE ) bAPForStandUp = GetAPsCrouch(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE); + bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, FALSE ) + bAPForStandUp + bAPToLookAtWall; + } + else + { + if( !PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE)); + bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, TRUE ) + bAPForStandUp + bAPToLookAtWall; + } } break;