fix: Repair warp speeds; refactor ETA function#1280
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1 issue found across 4 files
Confidence score: 3/5
- In
scripts/scr_fleet_functions/scr_fleet_functions.gml, the route-time logic appears to apply the connected-route doubling to non-warpable fleets, making lane-connected paths behave like no-lane travel; this can skew movement balance and AI/player travel decisions if merged as-is — separate the no-lane penalty from the warp-capable speed bonus before merging.
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Re-trigger cubic
Co-authored-by: cubic-dev-ai[bot] <191113872+cubic-dev-ai[bot]@users.noreply.github.com>
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Summary by cubic
Fixes incorrect warp travel times and refactors the ETA calculation to be clearer and more reliable. Travel time now correctly accounts for warp lanes, warp capability, and storms.
Bug Fixes
warp_able; off‑lane travel is 2x; on‑lane without warp uses normal speed.Refactors
calculate_fleet_eta(xx, yy, xxx, yyy, fleet_speed, star1, star2, warp_able)withcalculate_fleet_eta(self_x, self_y, target_x, target_y, fleet_speed, from_star, to_star, warp_able).obj_fleet_select,obj_p_fleet(Alarm_4), andscr_player_fleet_functions.{bool}return annotation tois_orbiting.Written for commit f218bbd. Summary will update on new commits.