CalcEffVolume fix: sleeping state check

Attacks fix: 100 AP system for HitRate calculation
EstimatePath fix: ignore person at destination if we are estimating path cost
FindFlankingSpot: use full search range

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8265 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2016-07-03 09:53:56 +00:00
parent 2a7abe5b0d
commit 762fb79c09
4 changed files with 23 additions and 12 deletions
+3 -1
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@@ -4433,7 +4433,9 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
// distance limit to reduce the cost of plotting a path to a location we can't reach
// For now, use known hight adjustment
if ( gfRecalculatingExistingPathCost || FindBestPath( pSold, sDestGridNo, pSold->pathing.bLevel, usMovementMode, bCopyRoute, 0 ) )
// sevenfm: ignore person at destination if we are estimating path cost
if ( gfRecalculatingExistingPathCost || FindBestPath( pSold, sDestGridNo, pSold->pathing.bLevel, usMovementMode, bCopyRoute, gfEstimatePath ? PATH_IGNORE_PERSON_AT_DEST : 0 ) )
//if ( gfRecalculatingExistingPathCost || FindBestPath( pSold, sDestGridNo, pSold->pathing.bLevel, usMovementMode, bCopyRoute, 0 ) )
{
// if soldier would be STARTING to run then he pays a penalty since it takes time to
// run full speed
+6 -5
View File
@@ -6332,11 +6332,12 @@ UINT8 CalcEffVolume(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubN
iEffVolume -= 5;
}
if (pSoldier->bAssignment == SLEEPING )
{
// decrease effective volume since we're asleep!
iEffVolume -= 5;
}
//if (pSoldier->bAssignment == SLEEPING )
if( pSoldier->flags.fMercAsleep )
{
// decrease effective volume since we're asleep!
iEffVolume -= 5;
}
// check for floor/roof difference
if (bLevel > pSoldier->pathing.bLevel)