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
This commit is contained in:
Wanne
2014-06-03 18:13:23 +00:00
parent b118cf07b7
commit fa29d9be26
20 changed files with 64 additions and 64 deletions
+7 -7
View File
@@ -508,7 +508,7 @@ void AStarPathfinder::ResetAStarList()
//ddd{
INT32 node;
for (node = 0; node < (WORLD_MAX & ~3); node+=4) //ddd ðàçâîðîò öèêëà
for (node = 0; node < (WORLD_MAX & ~3); node+=4) //ddd loop unwinding
{
AStarData[node].status = AStarData[node+1].status
= AStarData[node+2].status = AStarData[node+3].status = AStar_Init;
@@ -1119,7 +1119,7 @@ void AStarPathfinder::ExecuteAStarLogic()
continue;
}
//dddokno çäåñü ìîæíî çàïðåòèòü âñòàâàòü íà îêîííûå êëåòêè ;)
//ddd: window. we can forbid standing on tiles with windows
//if (gubWorldMovementCosts[CurrentNode][direction][pSoldier->pathing.bLevel] == TRAVELCOST_JUMPABLEWINDOW)
// continue;
@@ -1516,8 +1516,8 @@ int AStarPathfinder::CalcG(int* pPrevCost)
}
}
//dddokno { ïðîâåðèòü 2 óñëîâèÿ 1 åñëè ñëåä. òàéë îêíî è íàäî áóäåò ïåðåëåçàòü ÷åðåç íåãî
//2. åñëè òåê. òàéë îêíî è íàäî ïåðåéòè íà äðóãîé òàéë ÷åðåç îêíî.
//ddd: window. { check 2 conditions: 1. if next tile is a window and we will have to hump through it
//2. if current tile is a window and we should jump through the window to reach another tile
else if ( nextCost == TRAVELCOST_JUMPABLEWINDOW
|| nextCost == TRAVELCOST_JUMPABLEWINDOW_N
|| nextCost == TRAVELCOST_JUMPABLEWINDOW_W)
@@ -1531,7 +1531,7 @@ int AStarPathfinder::CalcG(int* pPrevCost)
nextCost = gTileTypeMovementCost[ gpWorldLevelData[ CurrentNode ].ubTerrainID ];//?
}
//dddokno }
//ddd: window }
else if ( nextCost == TRAVELCOST_FENCE && fNonFenceJumper )
{
@@ -2325,7 +2325,7 @@ bool AStarPathfinder::WantToTraverse()
///ddd{
if(gGameExternalOptions.bNewTacticalAIBehavior)
{
// ïî òðóïàì íå áåãàåì . ÒÎÄÎ: â 80% ñëó÷àåâ íå áåãàåì?
// don't walk over corpses. TODO: only avoid in 80% ?
if ( ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
&& pSoldier->bTeam == ENEMY_TEAM
//&& IsCorpseAtGridNo( CurrentNode, pSoldier->pathing.bLevel )
@@ -2333,7 +2333,7 @@ bool AStarPathfinder::WantToTraverse()
)
return false;
//from niht ops //ýëèòà AI íå õîäèò ïî îñâåù¸ííûì ó÷àñòêàì, êîòîðûå ïðîñìàòðèâàþòñÿ ïðîòèâíèêîì
//from NightOps // elite AI will not walk on illuminated tiles, which are seen by the enemy
if( ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
&& pSoldier->bTeam == ENEMY_TEAM && pSoldier->ubProfile == NO_PROFILE
&& pSoldier->aiData.bAction != AI_ACTION_LEAVE_WATER_GAS