If an enemy group pursuits a player group that just retreated, make sure they don't arrive before or at the same time as the player group.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7907 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-07-08 21:06:31 +00:00
parent 457814265c
commit b8c3d26013
+12 -9
View File
@@ -4771,16 +4771,19 @@ void ResetMovementForNonPlayerGroup( GROUP *pGroup )
MoveSAIGroupToSector( &pGroup, (UINT8)SECTOR( pOtherGroup->ubNextX, pOtherGroup->ubNextY ), DIRECT, PURSUIT );
// the group has to be delayed - otherwise they could arrive at the same time as the player, resulting in odd behaviour during insertion
DeleteStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup->ubGroupID );
// NOTE: This can cause the arrival time to be > GetWorldTotalMin() + TraverseTime, so keep that in mind
// if you have any code that uses these 3 values to figure out how far along its route a group is!
SetGroupArrivalTime( pGroup, pOtherGroup->uiArrivalTime + 5 );
if ( !AddStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup->uiArrivalTime, pGroup->ubGroupID ) )
if ( pGroup->uiArrivalTime < min( pGroup->uiArrivalTime, pOtherGroup->uiArrivalTime ) + 5 )
{
AssertMsg( 0, "Failed to add movement event." );
break;
DeleteStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup->ubGroupID );
// NOTE: This can cause the arrival time to be > GetWorldTotalMin() + TraverseTime, so keep that in mind
// if you have any code that uses these 3 values to figure out how far along its route a group is!
SetGroupArrivalTime( pGroup, pOtherGroup->uiArrivalTime + 5 );
if ( !AddStrategicEvent( EVENT_GROUP_ARRIVAL, pGroup->uiArrivalTime, pGroup->ubGroupID ) )
{
AssertMsg( 0, "Failed to add movement event." );
break;
}
}
sucess = TRUE;