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Merged from revision: 7258
- Translated russian source code comments (by Sevenfm) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7259 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+7
-7
@@ -508,7 +508,7 @@ void AStarPathfinder::ResetAStarList()
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//ddd{
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INT32 node;
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for (node = 0; node < (WORLD_MAX & ~3); node+=4) //ddd ðàçâîðîò öèêëà
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for (node = 0; node < (WORLD_MAX & ~3); node+=4) //ddd loop unwinding
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{
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AStarData[node].status = AStarData[node+1].status
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= AStarData[node+2].status = AStarData[node+3].status = AStar_Init;
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@@ -1119,7 +1119,7 @@ void AStarPathfinder::ExecuteAStarLogic()
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continue;
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}
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//dddokno çäåñü ìîæíî çàïðåòèòü âñòàâàòü íà îêîííûå êëåòêè ;)
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//ddd: window. we can forbid standing on tiles with windows
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//if (gubWorldMovementCosts[CurrentNode][direction][pSoldier->pathing.bLevel] == TRAVELCOST_JUMPABLEWINDOW)
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// continue;
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@@ -1516,8 +1516,8 @@ int AStarPathfinder::CalcG(int* pPrevCost)
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}
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}
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//dddokno { ïðîâåðèòü 2 óñëîâèÿ 1 åñëè ñëåä. òàéë îêíî è íàäî áóäåò ïåðåëåçàòü ÷åðåç íåãî
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//2. åñëè òåê. òàéë îêíî è íàäî ïåðåéòè íà äðóãîé òàéë ÷åðåç îêíî.
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//ddd: window. { check 2 conditions: 1. if next tile is a window and we will have to hump through it
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//2. if current tile is a window and we should jump through the window to reach another tile
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else if ( nextCost == TRAVELCOST_JUMPABLEWINDOW
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|| nextCost == TRAVELCOST_JUMPABLEWINDOW_N
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|| nextCost == TRAVELCOST_JUMPABLEWINDOW_W)
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@@ -1531,7 +1531,7 @@ int AStarPathfinder::CalcG(int* pPrevCost)
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nextCost = gTileTypeMovementCost[ gpWorldLevelData[ CurrentNode ].ubTerrainID ];//?
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}
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//dddokno }
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//ddd: window }
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else if ( nextCost == TRAVELCOST_FENCE && fNonFenceJumper )
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{
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@@ -2325,7 +2325,7 @@ bool AStarPathfinder::WantToTraverse()
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///ddd{
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if(gGameExternalOptions.bNewTacticalAIBehavior)
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{
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// ïî òðóïàì íå áåãàåì . ÒÎÄÎ: â 80% ñëó÷àåâ íå áåãàåì?
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// don't walk over corpses. TODO: only avoid in 80% ?
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if ( ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
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&& pSoldier->bTeam == ENEMY_TEAM
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//&& IsCorpseAtGridNo( CurrentNode, pSoldier->pathing.bLevel )
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@@ -2333,7 +2333,7 @@ bool AStarPathfinder::WantToTraverse()
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)
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return false;
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//from niht ops //ýëèòà AI íå õîäèò ïî îñâåù¸ííûì ó÷àñòêàì, êîòîðûå ïðîñìàòðèâàþòñÿ ïðîòèâíèêîì
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//from NightOps // elite AI will not walk on illuminated tiles, which are seen by the enemy
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if( ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
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&& pSoldier->bTeam == ENEMY_TEAM && pSoldier->ubProfile == NO_PROFILE
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&& pSoldier->aiData.bAction != AI_ACTION_LEAVE_WATER_GAS
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