Add movement order tactics
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@@ -1047,7 +1047,7 @@ func _status_display_name(status: String) -> String:
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func _is_supported_status_stat(stat: String) -> bool:
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return stat == "atk" or stat == "def" or stat == "int" or stat == "agi"
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return stat == "atk" or stat == "def" or stat == "int" or stat == "agi" or stat == "move"
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func _unit_has_action_lock(unit: Dictionary, action: String) -> bool:
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@@ -1665,7 +1665,7 @@ func _movement_range_for_unit(unit: Dictionary) -> Array[Vector2i]:
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continue
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var new_cost := int(costs[current]) + terrain_cost
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if new_cost > int(unit["move"]):
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if new_cost > _effective_stat(unit, "move"):
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continue
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if not costs.has(next_cell) or new_cost < int(costs[next_cell]):
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costs[next_cell] = new_cost
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@@ -2220,6 +2220,8 @@ func _support_ai_score(caster: Dictionary, target: Dictionary, skill: Dictionary
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func _support_ai_stat_weight(stat: String) -> int:
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if stat == "atk":
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return 9
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if stat == "move":
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return 8
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if stat == "def":
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return 7
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if stat == "int":
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