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Thread previous-tile movement mode into ActionPointCost
Add an ActionPointCost overload taking the previous tile's movement mode explicitly, used to charge the one-time start-run penalty. The existing 4-arg overload forwards the soldier's live anim state, so real per-step movement and every other caller are unchanged. This lets a path-cost estimator - which does not move the soldier - supply its simulated prior mode instead of reading a frozen live anim state, so the estimate and the real deduction can share one cost function. 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
4546bc1bf8
commit
de4e0d3dc7
+8
-1
@@ -391,6 +391,13 @@ INT16 TerrainBreathPoints(SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bDir, UINT
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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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{
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// Real, per-step movement: the soldier is physically at his current stance, so his
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// live anim state IS the previous tile's mode.
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return ActionPointCost( pSoldier, sGridNo, bDir, usMovementMode, pSoldier->usAnimState );
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}
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INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 usMovementMode, UINT16 usPrevMovementMode )
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{
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{
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INT16 sTileCost, sSwitchValue;
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INT16 sTileCost, sSwitchValue;
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FLOAT sPoints = 0;
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FLOAT sPoints = 0;
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@@ -535,7 +542,7 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u
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sPoints = max(1.0f, ( sPoints * (100 - (FLOAT)gSkillTraitValues.ubATAPsMovementReduction) / 100.0f ) );
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sPoints = max(1.0f, ( sPoints * (100 - (FLOAT)gSkillTraitValues.ubATAPsMovementReduction) / 100.0f ) );
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}
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}
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if (usMovementMode == RUNNING && pSoldier->usAnimState != RUNNING)
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if (usMovementMode == RUNNING && usPrevMovementMode != RUNNING)
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{
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{
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// CHRISL
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// CHRISL
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if ((UsingNewInventorySystem() == true) && FindBackpackOnSoldier(pSoldier) != ITEM_NOT_FOUND)
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if ((UsingNewInventorySystem() == true) && FindBackpackOnSoldier(pSoldier) != ITEM_NOT_FOUND)
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@@ -282,6 +282,13 @@ INT16 BaseAPsToShootOrStabNoModifier( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE *
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INT16 BaseAPsToShootOrStabNoModifier( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj );
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INT16 BaseAPsToShootOrStabNoModifier( INT16 bAPs, INT16 bAimSkill, OBJECTTYPE * pObj );
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INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridno, INT8 bDir, INT8 bLevel );
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INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridno, INT8 bDir, INT8 bLevel );
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// Per-tile movement AP cost - the single source of truth for what a step costs.
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// usPrevMovementMode is the mode the soldier was in on the PREVIOUS tile, used to
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// charge the one-time "spin up to run" penalty exactly once. Real movement passes
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// the soldier's live anim state; a path estimator must pass its simulated prior mode,
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// because the soldier doesn't actually move while the path is being summed.
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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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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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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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