Files
source/Tactical
4af03075df Route PlotPath tile cost through the shared ActionPointCost
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>
2026-08-21 18:07:05 -03:00
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