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Add prev-mode overload of EstimateActionPointCost
Forwards to the new ActionPointCost prev-mode overload so a path estimator can pass its simulated prior tile mode. Existing 6-arg callers use the soldier's live anim state and are unchanged. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
committed by
majcosta
co-authored by
Claude Opus 4.8
parent
de4e0d3dc7
commit
b0d4910a3c
+6
-1
@@ -653,6 +653,11 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u
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INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode, INT8 bPathIndex, INT8 bPathLength )
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INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode, INT8 bPathIndex, INT8 bPathLength )
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{
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return EstimateActionPointCost( pSoldier, sGridNo, bDir, usMovementMode, bPathIndex, bPathLength, pSoldier->usAnimState );
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}
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INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode, INT8 bPathIndex, INT8 bPathLength, UINT16 usPrevMovementMode )
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{
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{
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// This action point cost code includes the penalty for having to change
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// This action point cost code includes the penalty for having to change
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// stance after jumping a fence IF our path continues...
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// stance after jumping a fence IF our path continues...
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@@ -723,7 +728,7 @@ INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir,
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}
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}
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}
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}
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sPoints += ActionPointCost( pSoldier, sGridNo, bDir, usMovementMode );
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sPoints += ActionPointCost( pSoldier, sGridNo, bDir, usMovementMode, usPrevMovementMode );
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return (sPoints);
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return (sPoints);
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}
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}
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@@ -290,6 +290,10 @@ INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridno, INT8 bDir, INT8
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INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode, UINT16 usPrevMovementMode );
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INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode, UINT16 usPrevMovementMode );
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// Convenience overload: prev mode = the soldier's current anim state (correct for real, per-step movement).
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// Convenience overload: prev mode = the soldier's current anim state (correct for real, per-step movement).
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INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode );
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INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode );
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// bPathIndex/bPathLength give the fence-continuation context; usPrevMovementMode is the
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// previous tile's mode (see ActionPointCost). Estimators summing a path pass their simulated
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// prior mode; the shorter overload uses the soldier's live anim state.
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INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode, INT8 bPathIndex, INT8 bPathLength, UINT16 usPrevMovementMode );
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INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode, INT8 bPathIndex, INT8 bPathLength );
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INT16 EstimateActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode, INT8 bPathIndex, INT8 bPathLength );
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BOOLEAN SelectedMercCanAffordMove( );
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BOOLEAN SelectedMercCanAffordMove( );
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