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https://github.com/TES3MP/openmw-tes3mp.git
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Made PathFinder::buildPath() private.
Now all paths are built by calling PathFinder::buildSyncedPath(). Also removed useless comment.
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parent
2385938485
commit
164994f3d3
2 changed files with 4 additions and 12 deletions
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@ -410,7 +410,7 @@ namespace MWMechanics
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ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
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// don't take shortcuts for wandering
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storage.mPathFinder.buildPath(start, dest, actor.getCell(), false);
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storage.mPathFinder.buildSyncedPath(start, dest, actor.getCell(), false);
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if(storage.mPathFinder.isPathConstructed())
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{
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@ -510,17 +510,10 @@ namespace MWMechanics
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ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
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// don't take shortcuts for wandering
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storage.mPathFinder.buildPath(start, dest, actor.getCell(), false);
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storage.mPathFinder.buildSyncedPath(start, dest, actor.getCell(), false);
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if(storage.mPathFinder.isPathConstructed())
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{
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// buildPath inserts dest in case it is not a pathgraph point
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// index which is a duplicate for AiWander. However below code
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// does not work since getPath() returns a copy of path not a
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// reference
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//if(storage.mPathFinder.getPathSize() > 1)
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//storage.mPathFinder.getPath().pop_back();
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// Remove this node as an option and add back the previously used node (stops NPC from picking the same node):
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ESM::Pathgrid::Point temp = mAllowedNodes[randNode];
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mAllowedNodes.erase(mAllowedNodes.begin() + randNode);
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@ -35,9 +35,6 @@ namespace MWMechanics
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void clearPath();
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void buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint,
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const MWWorld::CellStore* cell, bool allowShortcuts = true);
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bool checkPathCompleted(float x, float y, float tolerance=32.f);
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///< \Returns true if we are within \a tolerance units of the last path point.
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@ -92,6 +89,8 @@ namespace MWMechanics
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}
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private:
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void buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint,
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const MWWorld::CellStore* cell, bool allowShortcuts = true);
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std::list<ESM::Pathgrid::Point> mPath;
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