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8bf97da
Create the deployment step and wire it so that it sets the moved hexe…
TenkawaBC Aug 20, 2026
3bcd4a8
Merge branch 'MegaMek:main' into walk-on-deployment
TenkawaBC Aug 20, 2026
8ac357c
When determining turn order, exclude items from deployment if they ar…
TenkawaBC Aug 20, 2026
2cea2a0
Tell entity only to do things when it is the right phase.
TenkawaBC Aug 20, 2026
9e6a003
Deployment and movement working
TenkawaBC Aug 20, 2026
d1a5538
Deployment zone limited to 1 hex
TenkawaBC Aug 21, 2026
a58cf94
Merge branch 'MegaMek:main' into walk-on-deployment
TenkawaBC Aug 24, 2026
a269ff5
Adding server packet logic to handle movepath with deployment
TenkawaBC Aug 24, 2026
655b6b7
Fixing method names to say deployment not initiative.
TenkawaBC Aug 24, 2026
dd90ed5
Adding null checks to guard against NPEs.
TenkawaBC Aug 24, 2026
809e917
Merge branch 'MegaMek:main' into walk-on-deployment
TenkawaBC Aug 24, 2026
ed3a08f
Princess deploys correctly
TenkawaBC Aug 25, 2026
7d467c9
Merge remote-tracking branch 'origin/walk-on-deployment' into walk-on…
TenkawaBC Aug 25, 2026
6251f31
Correct MP used for first hex when not jumping.
TenkawaBC Aug 25, 2026
04201c4
Add Option for enabling walk-on deployment with TW.
TenkawaBC Aug 25, 2026
e5ca205
Add Pre-game deployment (-1) to the lobby menu when walkOnDeployment …
TenkawaBC Aug 26, 2026
2c1dd17
Merge branch 'main' into walk-on-deployment
HammerGS Aug 26, 2026
6f17df8
Merge branch 'main' into walk-on-deployment
HammerGS Aug 26, 2026
77ac96d
Walk on not skipped.
TenkawaBC Aug 26, 2026
1c241fe
Merge remote-tracking branch 'origin/walk-on-deployment' into walk-on…
TenkawaBC Aug 26, 2026
255f107
Changes for starting Width amounts
TenkawaBC Aug 26, 2026
7c269cd
Set positioning of the deployment at the first step.
TenkawaBC Aug 26, 2026
b4f7fdd
Renamed walkOnDeployment to isWalkOnDeployment
TenkawaBC Aug 27, 2026
a95173f
String compares are now .equals instead of ==
TenkawaBC Aug 27, 2026
34d2d4e
Starting to move common deployment code to DeploymentHelper from Depl…
TenkawaBC Aug 27, 2026
2bf7b6c
Moved helper into clientGUI. Updated DeploymentDisplay to use helper,…
TenkawaBC Aug 27, 2026
282850f
Deployment facing now working on deployment with shift.
TenkawaBC Aug 27, 2026
fa59836
Fixing Lobby to display pregame properly, and deployment zone when wi…
TenkawaBC Aug 27, 2026
82b5fbc
Update logic
TenkawaBC Aug 27, 2026
08646f4
Updating for movement
TenkawaBC Aug 27, 2026
cf9e0b7
Merge branch 'main' into walk-on-deployment
TenkawaBC Aug 27, 2026
a26c251
Removing a forbidden word.
TenkawaBC Aug 27, 2026
ffeb861
Fix player list to show proper deployment zone.
TenkawaBC Aug 27, 2026
9757cb1
Trying to fix the starting width to display 1 when the deployment is …
TenkawaBC Aug 27, 2026
0284467
Revert "Trying to fix the starting width to display 1 when the deploy…
TenkawaBC Aug 28, 2026
3693a7a
Reapply "Trying to fix the starting width to display 1 when the deplo…
TenkawaBC Aug 28, 2026
9e177bd
Back to not taking movement commands properly with deployment. my cle…
TenkawaBC Aug 28, 2026
a5ba994
Merge branch 'main' into walk-on-deployment
HammerGS Aug 28, 2026
b4a0f20
Moving deployment of loaded entities to a shared helper class on the …
TenkawaBC Aug 28, 2026
6e1911f
Merge remote-tracking branch 'origin/walk-on-deployment' into walk-on…
TenkawaBC Aug 28, 2026
d652dac
Moving common code to DeploymentHelper
TenkawaBC Aug 29, 2026
668c2bb
Making several fixes.
TenkawaBC Aug 29, 2026
0ba5685
Merge branch 'main' into walk-on-deployment
HammerGS Aug 29, 2026
0723a51
AI assisted.
TenkawaBC Aug 30, 2026
f883377
Merge remote-tracking branch 'origin/walk-on-deployment' into walk-on…
TenkawaBC Aug 30, 2026
963888a
Fixing deployment processor test and helper
TenkawaBC Aug 30, 2026
89f44e5
Fixing width getter to use common code, and ignore bots
TenkawaBC Aug 31, 2026
35509cc
Board selections are working.
TenkawaBC Aug 31, 2026
b48beb5
Adding unit tests for the movement display.
TenkawaBC Aug 31, 2026
9561e97
Merge branch 'main' into walk-on-deployment
TenkawaBC Aug 31, 2026
7811358
Merge branch 'main' into walk-on-deployment
TenkawaBC Sep 2, 2026
932c26c
New deployment facing code. It now faces the enemy rather than just a…
TenkawaBC Sep 2, 2026
1e02132
Fixing AI identified issues.
TenkawaBC Sep 3, 2026
f6a909c
Something is broken in the mainline on this file. made minor change a…
TenkawaBC Sep 3, 2026
62c8012
Removing old code
TenkawaBC Sep 3, 2026
01017c1
removing unused variable
TenkawaBC Sep 3, 2026
ea629c5
Merge branch 'main' into walk-on-deployment
TenkawaBC Sep 3, 2026
7a23c82
AI Assisted updates to the MovementDisplay tests to cover updates to …
TenkawaBC Sep 3, 2026
82dd936
AI Created testing added for all the Rules classes
TenkawaBC Sep 3, 2026
fb5d024
tests(rules): add behavior-focused rules tests and headers\n\nCo-auth…
TenkawaBC Sep 3, 2026
bba428b
Updating to remove unused elements added by copilot
TenkawaBC Sep 3, 2026
2eba672
Changing deployment width design to make it clear when walkon is occu…
TenkawaBC Sep 3, 2026
57a4b57
Update the deployment elevation
TenkawaBC Sep 3, 2026
fc0114d
Clearing unused variable added by Copilot
TenkawaBC Sep 3, 2026
ed20269
Fixing test constructor
TenkawaBC Sep 3, 2026
3896605
Dropship walk on now works without NPE.
TenkawaBC Sep 4, 2026
9d7cb0b
Fixing Messages.properties
TenkawaBC Sep 5, 2026
0e6513d
Merge branch 'main' into walk-on-deployment
TenkawaBC Sep 5, 2026
a402334
Gradle Spotless application and update to board starting position.
TenkawaBC Sep 5, 2026
904dcb3
Allowing accelerate/decelerate with walk-on deployment
TenkawaBC Sep 5, 2026
029244d
Add new movement button to clear the deployment (including elevation)
TenkawaBC Sep 5, 2026
72786ed
Fixing issue from gradle spotlessApply
TenkawaBC Sep 5, 2026
9263595
Switching from System.copyarray to Arrays.copyOf
TenkawaBC Sep 5, 2026
6e2d5c9
Adding button to reset the deployment, handling the deployment with b…
TenkawaBC Sep 6, 2026
c61c4e8
Merge branch 'main' into walk-on-deployment
TenkawaBC Sep 10, 2026
f0444b7
Switching to a restrict deployment check that all the calls can use, …
TenkawaBC Sep 10, 2026
9e7b5db
Spotless update
TenkawaBC Sep 10, 2026
a03c502
Changes to avoid NPEs on double-escape with dropships
TenkawaBC Sep 10, 2026
6e92141
Changes to avoid NPEs on double-escape with dropships
TenkawaBC Sep 10, 2026
3468e1a
Changes to avoid NPEs
TenkawaBC Sep 11, 2026
5b50bb8
Merge remote-tracking branch 'megamek/main' into walk-on-deployment
TenkawaBC Sep 11, 2026
1d63225
Spotless
TenkawaBC Sep 11, 2026
bed1a03
Merge remote-tracking branch 'megamek/main' into walk-on-deployment
TenkawaBC Sep 11, 2026
5d0cd89
Adding back in walk-on-deployment code
TenkawaBC Sep 11, 2026
fa581ea
Removing unused variable
TenkawaBC Sep 11, 2026
2eab127
spotless
TenkawaBC Sep 11, 2026
20a0a56
Adding clear deployment to DeploymentDisplay. No NPE with dropships
TenkawaBC Sep 11, 2026
843ceea
Due to NPEs around Dropship deployment in movement, and issues with m…
TenkawaBC Sep 11, 2026
45f665d
Some guards. shouldn't be needed, but being careful
TenkawaBC Sep 11, 2026
38ff20f
spotless
TenkawaBC Sep 11, 2026
3b4b7ec
New method for figuring out the facing for deployment, and focus on s…
TenkawaBC Sep 12, 2026
ca94400
More null guards and removing an unused variable
TenkawaBC Sep 12, 2026
96be27e
NPE now fixed. Dropships can return to walk-on deployment.
TenkawaBC Sep 12, 2026
2290790
Merge branch 'main' into walk-on-deployment
TenkawaBC Sep 12, 2026
82b6f16
Confirmed aerospace can move now.
TenkawaBC Sep 13, 2026
77f2350
Starting facing now evaluated from the entity when the hex is clicked…
TenkawaBC Sep 13, 2026
a7ac8a3
Merge branch 'main' into walk-on-deployment
TenkawaBC Sep 13, 2026
df60f82
Deployment now says deploy on the hex
TenkawaBC Sep 13, 2026
bcf2255
Merge remote-tracking branch 'origin/walk-on-deployment' into walk-on…
TenkawaBC Sep 13, 2026
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25 changes: 18 additions & 7 deletions megamek/resources/megamek/client/messages.properties
Original file line number Diff line number Diff line change
Expand Up @@ -847,6 +847,7 @@ ChatLounge.CustomMapSize=Custom board size
ChatLounge.CustomizeUnits=Customize Units
ChatLounge.deploysAfterRound=Round {0}
ChatLounge.deploysAfterZone=in zone {0}
ChatLounge.deploysPreGame=Pre-game
ChatLounge.deploysOffBoard=Off board
ChatLounge.ExclusiveDeploy.title=Starting Position not allowed
ChatLounge.ExclusiveDeploy.msg=In Double Blind play, you cannot choose 'Any' as starting position.
Expand Down Expand Up @@ -2166,6 +2167,7 @@ CustomMekDialog.labTough=Toughness:
CustomMekDialog.labFatigue=Fatigue:
CustomMekDialog.labFatigueToolTip=CamOps fatigue (CamOps p219)
CustomMekDialog.labUnitNum=Swap Units With:
CustomMekDialog.PreGame=Pre-game
CustomMekDialog.tooltipBackupGunner=The crew member that will take over if the gunner is incapacitated
CustomMekDialog.tooltipBackupPilot=The crew member that will take over if the pilot is incapacitated
CustomMekDialog.MEAPanelTitle=Manipulators and Armored Glove Weapon Selection
Expand Down Expand Up @@ -2454,6 +2456,8 @@ DeploymentDisplay.deployFacing=Facing
DeploymentDisplay.deployLoad=Load
DeploymentDisplay.deployUnload=Unload
DeploymentDisplay.deployDock=Dock
DeploymentDisplay.deployClear=Clear Deployment
DeploymentDisplay.deployClear.tooltip=Clear this unit's deployment settings
# ---
DeploymentDisplay.removeTitle=Remove Unit
DeploymentDisplay.removeUnit=Are you sure you want to remove {0}?
Expand Down Expand Up @@ -3668,6 +3672,8 @@ MovementDisplay.butAcc=Accelerate
MovementDisplay.butAccN=Acc Next
MovementDisplay.butBackup=Back Up
MovementDisplay.moveCancel=Cancel
MovementDisplay.moveClearDeploy=Reset deployment
MovementDisplay.moveClearDeployTip=Clear the deployment of this unit. Clears Elevation Selection
MovementDisplay.moveCarefulStand=Careful Stand
MovementDisplay.butCharge=Charge
MovementDisplay.butClear=Clear mines
Expand Down Expand Up @@ -3987,7 +3993,6 @@ MovementDisplay.ClearMinefieldDialog.message=The unit successfully clears the\nm
MovementDisplay.ClearMinefieldDialog.title=Clear the minefield?
MovementDisplay.ConfirmCrushingBuildings=The selected path will crash into a building crushing the building, damaging the moving unit and causing the moving unit to get stuck. \nDo you wish to proceed?
MovementDisplay.ConfirmDoomedMove={0} has a location with no armour left. Going under water breaches it there with no roll to survive, and that destroys the unit.\n\nMove into the water anyway?

Move into the water anyway?
MovementDisplay.ConfirmChaff.title=Deploy Chaff
MovementDisplay.ConfirmChaff.message=The unit will try to deploy chaff at the end of its movement \ndo you wish to proceed ?
Expand Down Expand Up @@ -4370,6 +4375,8 @@ PlayerSettingsDialog.labConventional=Conventional:
PlayerSettingsDialog.labInferno=Inferno:
PlayerSettingsDialog.labVibrabomb=Vibrabomb:
PlayerSettingsDialog.labEMP=EMP:
PlayerSettingsDialog.labDeploymentWidthWalkOn=Deployment width restricted to 1
PlayerSettingsDialog.labWalkOnDeployment=Walk-on Deployment enabled.
PlayerSettingsDialog.labTripwire=Tripwires:
PlayerSettingsDialog.tripwireTT=Tripwires have a chance to cause a Mek to fall when entering a hex and are one-use.
PlayerSettingsDialog.labPitfall=Pitfalls:
Expand Down Expand Up @@ -5090,8 +5097,8 @@ C3NetworkManagerDialog.btnDisconnect.tooltip=Disconnect the units selected in th
C3NetworkManagerDialog.status={0} unassigned units, {1} networks. Drag units onto a network or empty slot to connect; drag members to the left list to disconnect.
C3NetworkManagerDialog.slotSlaves=Empty slave slot - {0} free (drop C3 Slave units here)
C3NetworkManagerDialog.slotMasters=Empty lance master slot - {0} free (drop C3 Master units here)
C3NetworkManagerDialog.configProgress= | Configuration {0}: {1} of {2} units - add {3}
C3NetworkManagerDialog.configComplete= | Configuration {0} complete ({1} units)
C3NetworkManagerDialog.configProgress=| Configuration {0}: {1} of {2} units - add {3}
C3NetworkManagerDialog.configComplete=| Configuration {0} complete ({1} units)
C3NetworkManagerDialog.configNeedsMasters={0} lance master(s)
C3NetworkManagerDialog.configNeedsSlaves={0} slave(s)
C3NetworkManagerDialog.seedSummary=New network: {0} #{1} - drop units here
Expand All @@ -5107,8 +5114,8 @@ C3NetworkManagerDialog.rolePeer=Peer
C3NetworkManagerDialog.roleCompanyMaster=Company M
C3NetworkManagerDialog.roleLanceMaster=Master
C3NetworkManagerDialog.roleSlave=Slave
C3NetworkManagerDialog.capacity= - free: {0} slaves, {1} masters
C3NetworkManagerDialog.capacitySlaves= - free: {0} slaves
C3NetworkManagerDialog.capacity=- free: {0} slaves, {1} masters
C3NetworkManagerDialog.capacitySlaves=- free: {0} slaves
C3NetworkManagerDialog.equipMasters=Master x{0}
C3NetworkManagerDialog.equipMaster=Master
C3NetworkManagerDialog.equipSlave=Slave
Expand Down Expand Up @@ -5318,6 +5325,11 @@ VictorySetupDisplay.waitingVictorySetup=Waiting to begin Victory Setup phase...
#Select Starting Position Dialog
#Objective control points
Objective.toast.zoneEntered={0} has entered the control zone of {1}.
VictoryHex.word.standard=Standard
VictoryHex.word.raid=Raid
VictoryHex.word.hold=Hold
VictoryHex.word.defend=Defend
VictoryHex.word.capture=Capture
StartingPositionDialog.title=Select a Starting Position...
#Targeting Phase Display
TargetingPhaseDisplay.alreadyFired=Already fired
Expand Down Expand Up @@ -6783,7 +6795,7 @@ Gamemaster.cmd.building.armor=The building's armor in this hex, or -1 to leave i
Gamemaster.cmd.building.height=How many levels the building stands in this hex, or -1 to leave it as it is.
Gamemaster.cmd.building.basement=The basement under this hex. Leave blank to keep the one it has.
Gamemaster.cmd.building.refused=The building was not changed: {0}.
Gamemaster.cmd.building.damageReason= is brought down on the gamemaster's order for
Gamemaster.cmd.building.damageReason=is brought down on the gamemaster's order for
Gamemaster.cmd.playerID=The ID of the player that is going to be held as responsible.
# Rescue cmd
Gamemaster.cmd.rescue.longName=Rescue Unit
Expand Down Expand Up @@ -7383,6 +7395,5 @@ ForceGeneratorDialog.formationMix.requirement.none=<b>Requirements</b>: none.
ForceGeneratorDialog.formationMix.idealRole=<b>Ideal role</b>: {0}
ForceGeneratorDialog.formationDropped.title=Formation could not be built
ForceGeneratorDialog.formationDropped=A {0} formation could not be built here.\n\n{1} forces in {2} have too few units meeting its requirements, so an ordinary formation was generated instead. Its hover text in the Formation Mix panel lists what it needs.\n\nTrying a different era, faction or unit type may make it available.

# SearchableComboBox
SearchableComboBox.tooltip=Type to search the list, Enter picks the highlighted or first match, Escape clears the search
Original file line number Diff line number Diff line change
Expand Up @@ -115,6 +115,8 @@ GameOptionsInfo.option.hide_unofficial.displayableName=Don't show unofficial gam
GameOptionsInfo.option.hide_unofficial.description=If checked, unofficial game options will be deactivated and hidden
GameOptionsInfo.option.hide_legacy.displayableName=Don't show legacy game options
GameOptionsInfo.option.hide_legacy.description=If checked, legacy game options, i.e. official rules that are superseded by more modern rules, will be deactivated and hidden
GameOptionsInfo.option.walk_on_deployment.displayableName=Walk-on Deployment
GameOptionsInfo.option.walk_on_deployment.description=If checked, use walk-on deployment for any units not pre-deployed or any or center. Always on in Core Rules.
GameOptionsInfo.option.new_damage_manager.displayableName=Use new damage handling system
GameOptionsInfo.option.new_damage_manager.description=Use new code to handle damage application, may be buggy
GameOptionsInfo.group.gameMaster.displayableName=Game Master
Expand Down Expand Up @@ -1431,7 +1433,6 @@ WeaponQuirksInfo.option.misreplaced_weapon.description=+1 to hit.
WeaponQuirksInfo.option.misreplaced_weapon.rulesBook=CO
WeaponQuirksInfo.option.misreplaced_weapon.rulesPage=208
WeaponQuirksInfo.option.misreplaced_weapon.working=1

# SPA implementation-status catalog (SpaCatalog.java), generated from
# docs/Pilot SPAs - CampOps vs MegaMek.xlsx (CamOps 2024 Rev 5th Printing pp. 71-82)
SpaImplementationStatus.full=Implemented
Expand Down Expand Up @@ -1537,7 +1538,6 @@ SpaCatalog.tm_nightwalker.missing=At faster rates the book grants -1 MP cost; MM
SpaCatalog.tm_swamp_beast.missing=Defensive +1 granted automatically at run - book requires spending +1 MP/hex as a player choice
SpaCatalog.urban_guerrilla.missing=Protection applies only in urban-terrain hexes, not literally 'even in the open'
SpaCatalog.wind_walker.missing=Atmosphere-interface crossing PSR bonus not implemented; 'ignores atmospheric combat modifiers' not implemented

# Quirk implementation-status catalog (QuirkCatalog.java). A quirk's status is the value of its own
# QuirksInfo/WeaponQuirksInfo ".working" key above: 1 = implemented, partial = has some effect but not the
# printed rule, 0 = the option exists but the MegaMek engine ignores it. Reconciled against the engine on
Expand Down
55 changes: 27 additions & 28 deletions megamek/src/megamek/client/commands/MoveCommand.java
Original file line number Diff line number Diff line change
Expand Up @@ -77,19 +77,19 @@ public String run(String[] args) {
return "Move aborted, all movement data cleared.";
} else if (args[1].equalsIgnoreCase("HELP")) {
return """
Available commands:
#move ABORT = aborts planed move and deselect unit.
#move SELECT unitID = Selects the unit named unit ID for movement. This is a prerequisite for all commands listed after this. Also changed current hex.
#move COMMIT = commits the planed movement.
#move JUMP = clears all movement and starts jump movement. Either the entire move is a jump or the entire move is a walk. switching gears will cancel all planned movement (but leave the unit selected).
#move BACK [x y] = Start walking backwards, can be followed by a coordinate.
#move WALK [x y] = Start walking/running forwards, this is the default. Can be followed by a coordinate.
#move TURN [x y] = Starts turning towards target coordinate. Can be followed by a coordinate.
#move CLIP = Clips to path to what is actually possible, and reports on what will happen if committed.
#move GETUP = Attempt to stand up. Will require a piloting roll.
#move CAREFUL = Attempt to stand up. Will require a piloting roll.
#move x y = move towards coordinate in the current gear. It will do pathfinding for least cost path. Note that the entity will try to move to each coordinate supplied in order.
""";
Available commands:
#move ABORT = aborts planed move and deselect unit.
#move SELECT unitID = Selects the unit named unit ID for movement. This is a prerequisite for all commands listed after this. Also changed current hex.
#move COMMIT = commits the planed movement.
#move JUMP = clears all movement and starts jump movement. Either the entire move is a jump or the entire move is a walk. switching gears will cancel all planned movement (but leave the unit selected).
#move BACK [x y] = Start walking backwards, can be followed by a coordinate.
#move WALK [x y] = Start walking/running forwards, this is the default. Can be followed by a coordinate.
#move TURN [x y] = Starts turning towards target coordinate. Can be followed by a coordinate.
#move CLIP = Clips to path to what is actually possible, and reports on what will happen if committed.
#move GETUP = Attempt to stand up. Will require a piloting roll.
#move CAREFUL = Attempt to stand up. Will require a piloting roll.
#move x y = move towards coordinate in the current gear. It will do pathfinding for least cost path. Note that the entity will try to move to each coordinate supplied in order.
""";
} else if (args[1].equalsIgnoreCase("SELECT")) {
try {
clearAllMoves();
Expand All @@ -102,7 +102,7 @@ public String run(String[] args) {

getClientGUI().setCurrentHex(currentEntity().getPosition());
return "Entity " + currentEntity().toString()
+ " selected for movement.";
+ " selected for movement.";
} catch (Exception e) {
return "Not an entity ID or valid number." + e;
}
Expand Down Expand Up @@ -134,13 +134,13 @@ public String run(String[] args) {
} else if (args[1].equalsIgnoreCase("CLIP")) {
cmd.clipToPossible();
return "Path clipped to whats actually possible. "
+ currentEntity().toString() + " is now in gear "
+ gearName(gear) + " heading towards "
+ cmd.getFinalCoords().toFriendlyString()
+ " with a final facing of "
+ getDirection(cmd.getFinalFacing())
+ ". Total mp used: " + cmd.getMpUsed()
+ " for a movement of: " + cmd.getHexesMoved();
+ currentEntity().toString() + " is now in gear "
+ gearName(gear) + " heading towards "
+ cmd.getFinalCoords().toFriendlyString()
+ " with a final facing of "
+ getDirection(cmd.getFinalFacing())
+ ". Total mp used: " + cmd.getMpUsed()
+ " for a movement of: " + cmd.getHexesMoved();
} else if (args[1].equalsIgnoreCase("GETUP")) {
if (cmd.getFinalProne() || cmd.getFinalHullDown()) {
cmd.addStep(MoveStepType.GET_UP);
Expand All @@ -150,7 +150,7 @@ public String run(String[] args) {
return "Trying to get up but the Mek is not prone.";
} else if (args[1].equalsIgnoreCase("CAREFULSTAND")) {
if (cmd.getFinalProne() || cmd.getFinalHullDown() && getClient().getGame().getOptions()
.booleanOption(OptionsConstants.ADVANCED_GROUND_MOVEMENT_TAC_OPS_CAREFUL_STAND)) {
.booleanOption(OptionsConstants.ADVANCED_GROUND_MOVEMENT_TAC_OPS_CAREFUL_STAND)) {
cmd.addStep(MoveStepType.CAREFUL_STAND);
return "Mek will try to stand up. this requires a piloting roll.";
}
Expand All @@ -167,11 +167,11 @@ public String run(String[] args) {
currentMove(target);

return "Commands accepted " + currentEntity().toString()
+ " is now in gear " + gearName(gear)
+ " heading towards "
+ cmd.getFinalCoords().toFriendlyString()
+ ". Total mp used: " + cmd.getMpUsed()
+ " for a movement of: " + cmd.getHexesMoved();
+ " is now in gear " + gearName(gear)
+ " heading towards "
+ cmd.getFinalCoords().toFriendlyString()
+ ". Total mp used: " + cmd.getMpUsed()
+ " for a movement of: " + cmd.getHexesMoved();
}
}
clearAllMoves();
Expand Down Expand Up @@ -230,7 +230,6 @@ private void clearAllMoves() {
} else if (currentEntity().getMovementMode().isQuadSwim()) {
currentEntity().setMovementMode(EntityMovementMode.QUAD);
}

cmd = new MovePath(getClient().getGame(), currentEntity());
} else {
cmd = null;
Expand Down
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