Bright future is here, introduced turning AP costs into pathing AP prediction. Full changelog:

- fixed camera action AP cost shown and made soldier to turn towards target
- fixed handcuffs, jar and can actions AP cost shown calculating pathing cost twice and not calculating stance change at all
- fixed refueling and repairing pathing leading to inside vehicle
- fixed endless clock issue when trying to refuel from spot next to vehicle
- fixed endless clock issue when trying to repair vehicle/SAM site during combat
- fixed refuel, repair and jar actions not costing any AP in turn based mode
- fixed multiple actions not calculating and substracting AP cost for turning
- fixed using toolkit asking whether player wants to attack ally
- fixed issue where the required AP cost for melee attack was not recalculated when changing movement mode
- allowed to start repairs on robot manually from tactical mode
still a problem:
- repairing during combat still does nothing as soldiers cannot go into assignment while there are enemies on map
- we need new function to return action gridno for actions on vehicles, FindAdjacentGridEx is not working very well
- soldiers doesn't turn during interactive actions

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9033 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Shadooow
2021-05-20 11:42:57 +00:00
parent a5d13a6ebe
commit 43dfa982a5
13 changed files with 192 additions and 160 deletions
+2 -1
View File
@@ -91,6 +91,7 @@ UINT8 gubBuildingInfoToSet;
INT32 iMaxSkipListLevel = MAX_SKIPLIST_LEVEL;
INT32 iMaxTrailTree = MAX_TRAIL_TREE;
INT32 iMaxPathQ = MAX_PATHQ;
UINT8 gfPlotPathEndDirection;
extern BOOLEAN gfGeneratingMapEdgepoints;
@@ -4566,7 +4567,7 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
sOldGrid = sTempGrid;
sTempGrid = NewGridNo(sTempGrid, DirectionInc( (UINT8)guiPathingData[iCnt]));
gfPlotPathEndDirection = GetDirectionToGridNoFromGridNo(sOldGrid, sTempGrid);
// Get switch value...
sSwitchValue = gubWorldMovementCosts[ sTempGrid ][ (INT8)guiPathingData[iCnt] ][ pSold->pathing.bLevel];