EstimateActionPointCost adds the post-fence start-run flat at the
fence tile; real spend adds it on the next tile, with the diagonal
x1.4 - cursor read 1 AP low. Sum ActionPointCost direct instead, and
mark the fence landing non-running so the next tile re-charges
start-run itself: right tile, right multiplier.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The footstep-colour budget kept its own inline per-mode copy of the
movement-cost modifiers (walk/crawl/swat/run), the last duplicate of the
cost math left in PlotPath. Replace it with one EstimateActionPointCost
call per stance, so the reachability colours use the same per-tile cost
as the real spend, and drop the now-orphaned per-tile TerrainActionPoints
recompute and its dead locals (sTileCost, sMovementAPsCost,
sExtraCostStand).
Cosmetic-only: footprint colours now include the diagonal x1.4 the old
budget omitted, so they track the real reachable distance more closely.
The water->walk terrain override stays; it keeps the start-run charge
correct when a run path crosses water.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
PlotPath carried its own inline copy of the per-tile movement-cost math,
which had drifted from ActionPointCost (the function the real per-step
movement and the AI path estimate both already use). That divergence is
what made the movement cursor mis-predict the real AP spend - e.g. the
start-run penalty getting the diagonal x1.4 in the real cost but not the
cursor.
Replace the inline switch (and its fence/start-run special-cases) with a
per-tile EstimateActionPointCost call, threading the simulated previous
tile mode so the one-time start-run charge lands exactly once. The cursor
estimate now equals what movement deducts, by construction.
Behavioural: player movement-cursor AP numbers (and path reachability
colouring that keys off the same total) now match the real spend. Real
per-step deduction and AI estimates are unchanged - they already used
ActionPointCost. The footstep-colour budget still has its own cost copy;
left for a follow-up.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Same logic but cleaned up version of https://github.com/1dot13/source/pull/602 which Tais contributed with Claude Code's help
Most calls to SOLDIERTYPE::IsDragging() aren't supposed to have a side effect of cancelling a drag, being simple queries.
Changing the default to reflect that is right move.
Assisted-by: Claude:
* More unused stuff removal
delete:
- giant 'metaheaders' (JA2 All.h, Laptop All.h, etc), preferring to add #includes directly where needed
- unused ExceptionHandling and DbMan translation units
- unused WizShare.h, Bitmap.h, trle.h, video_private.h headers
* remove mentions from vc proj files too
* remove preprocessor conditionals for unused definitions
find . -iname '*.h' -o -iname '*.cpp' -exec unifdef.exe -m -UPRECOMPILED_HEADERS -UJA2_PRECOMPILED_HEADERS -UWIZ8_PRECOMPILED_HEADERS -UPRECOMPILEDHEADERS {} ';'
then manually fixed a couple files the tool errored out on
* yes, the comments too
as title
DrawTraitRadius uses usColour.
Allow to start dragging from any stance, soldier will crouch automatically.
Show draggable objects when drag skill menu is active.
Press [\] key to start dragging object/solder/corpse in front of merc.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9369 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- mouse cursor showing blocked path incorrectly and jumping over fence via mouse failing
- endless clock issue at the end of the boxing match if player merc had backpack
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9238 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- merc will continue running after he walks out of last water tile
- fixed both pathing prediction AP cost calculation and an actual AP cost deduction when running into water and out of water
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9068 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- fixed camera action AP cost shown and made soldier to turn towards target
- fixed handcuffs, jar and can actions AP cost shown calculating pathing cost twice and not calculating stance change at all
- fixed refueling and repairing pathing leading to inside vehicle
- fixed endless clock issue when trying to refuel from spot next to vehicle
- fixed endless clock issue when trying to repair vehicle/SAM site during combat
- fixed refuel, repair and jar actions not costing any AP in turn based mode
- fixed multiple actions not calculating and substracting AP cost for turning
- fixed using toolkit asking whether player wants to attack ally
- fixed issue where the required AP cost for melee attack was not recalculated when changing movement mode
- allowed to start repairs on robot manually from tactical mode
still a problem:
- repairing during combat still does nothing as soldiers cannot go into assignment while there are enemies on map
- we need new function to return action gridno for actions on vehicles, FindAdjacentGridEx is not working very well
- soldiers doesn't turn during interactive actions
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9033 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- fixed AP cost shown at the cursor when pressing ALT during RUN mode since game doesn't allow to "reverse run" and forces walking
- shows walking cursor instead of running if ALT is held
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8966 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Main Red AI: fixed decision weight calculation.
Player mercs should avoid moving into gas/fire when in autobandage mode or under AI control.
IsLocationSittable, IsLocationSittableExcludingPeople: return FALSE if location on roof does not exist.
NWSS: play room effect for first shot only.
AI inventory choosing: more variety for mortar shells, improved hand/GL grenade choosing code.
Red AI: improved mortar use code: use next action to fire mortar after stepping back.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8920 3b4a5df2-a311-0410-b5c6-a8a6f20db521
CONSIDERED_NEUTRAL: removed dying check as it may cause problems with AI.
Improved code to avoid moving into gas/deep water/light/artillery danger zone.
ClosestReachableDisturbance:
- skip dying opponent if found not dying
- when in deep water, skip opponents in deep water
ClosestKnownOpponent: skip dying opponent if found not dying.
RedSmokeDanger: consider deep water as safe from artillery strike.
Allow deep water flanking for soldiers of ENEMY_TEAM with SEEKENEMY orders and CUNNINGSOLO attitude or athletics trait.
CalcBestShot:
- dying, cowering or unconscious soldiers have very low priority
- added safety checks
- if best opponent is dying and new opponent is ok, use new opponent
DecideAction: improved deep water checks.
Red, Black AI: when SEEKENEMY soldier is in deep water, move to closest opponent on the ground.
FindNearestUngassedLand:
- increased max search distance to 35
- added speed optimization
- removed max AP budget
FindNearbyDarkerSpot:
- increased max search range to 25
- added speed optimization
- removed max AP budget
FindFlankingSpot: added condition to allow deep water flanking
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8758 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Added experimental path tweak: AI tanks prefer moving in straight directions to avoid sliding effect.
Set default value for options AI_EXTRA_SUPPRESSION, AI_NEW_MORALE, AI_BETTER_COVER, AI_MOVEMENT_MODE to TRUE.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8737 3b4a5df2-a311-0410-b5c6-a8a6f20db521
SOLDIERTYPE::initialize: initialize additional data.
EVENT_FireSoldierWeapon: if shooting soldier is invisible, locate screen to target spot.
CancelAIAction: reset next AI action.
FindBestPath: improved gas avoiding code.
InGas: improved code, also check the spot itself.
LegalNPCDestination: disabled additional checks to prevent AI deadlock.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8695 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- use transformation menu to change explosion mode
- only Normal/Stun/Flashbang type grenades can be delayed
- AI soldiers will avoid staying close to armed grenades\explosives
- use option DELAYED_GRENADE_EXPLOSION to make all hand\GL grenades work as delayed
- new value AP_GRENADE_MODE = 4 in APBPConstants.ini
- new item flag DELAYED_GRENADE_EXPLOSION
Other changes:
- fixed call to sqrt in DrawExplosionWarning() that prevented compiling in VS2010
- correctly update interface after transformations
- PATHAI: AI soldiers will skip gassed tiles if not in gas already
- InGas check: AI soldiers will avoid mustard gas even when wearing gas mask
- Yellow AI: added check to avoid gas/water/bomb using FindNearestUngassedLand
- gas/flare grenades will always explode instantly even when in bad state
- LegalNPCDestination: locations near armed bombs are not legal
- FindBestNearbyCover: avoid locations near armed bombs
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8324 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Attacks fix: 100 AP system for HitRate calculation
EstimatePath fix: ignore person at destination if we are estimating path cost
FindFlankingSpot: use full search range
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8265 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- new feature: ramming people - set with Tactical Gameplay Settings > ALLOW_CARS_DRIVING_OVER_PEOPLE and Tactical Gameplay Settings > ALLOW_TANKS_DRIVING_OVER_PEOPLE - when shift is pressed planned vehicle route will go through people. Those who will stay on its path will be hit, causing wounds and knock-outs.
- new feature: ramming structures - when shift is pressed planned vehicle route will go through obstacles. When vehicle hits the structure on its path it will be destroyed, causing small damage to vehicle too (with exception of tank). Tactical Gameplay Settings > CARS_RAMMING_MAX_STRUCTURE_ARMOUR and Tactical Gameplay Settings > TANKS_RAMMING_MAX_STRUCTURE_ARMOUR settings control how well armoured structure can be driven through and amount of potential damage for vehicle.
- see: http://www.ja-galaxy-forum.com/ubbthreads.php/topics/333829/Drivable_Vehicles#Post333829
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7284 3b4a5df2-a311-0410-b5c6-a8a6f20db521