X2CommunityCore / X2CommunityHighlander

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Alter Tactical Interrupt Handling for Movement #284

Closed MalucoMarinero closed 7 years ago

MalucoMarinero commented 7 years ago
    // PI Added: If we are looking at an interrupt game state for the interruption step of the final
    // movement tile along the movement path for the given unit, ignore this unit for the purposes of
    // movement observation. Normal movement does not generate an interrupt state for this final
    // tile of movement, just the previous tiles. But TypicalMoveEndAbility_BuildInterruptGameState
    // generates an interrupt state for all the movement tiles as well as a final interrupt for the
    // ability itself. This final interrupt is also considered a movement because the unit position
    // will be different in this state than the previous submitted one.
    //
    // The end result of this is that a regular move along a path that is entirely hidden from an
    // overwatching unit except for the very last tile will not trigger overwatch. But a melee-move
    // ability such as sword slice *will* trigger overwatch, due to that final interrupt state.
    //
    // We still need that interrupt state to be present so other interrupting abilities such as
    // covering fire work on the sword slice. But we want it to be ignored for regular movement
    // watching purposes.

// PI Added: Returns true if this is an interrupt game state where the interrupt step is for the // last tile of the movement path of the given unit ref.