This commit is contained in:
Anuken 2024-04-17 22:46:07 -04:00
parent dbb17b7f21
commit 95e4be7186

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@ -1086,16 +1086,6 @@ public class HierarchyPathFinder implements Runnable{
anyNearSolid = true;
}
//check for corner preventing movement
//if((checkCorner(unit, tileOn, other, dir - 1) || checkCorner(unit, tileOn, other, dir + 1)) &&
// (checkSolid(unit, tileOn, dir - 2) || checkSolid(unit, tileOn, dir + 2))){ //there must be a tile to the left or right to keep the unit from going back and forth forever
//recalc = true;
//keep moving even if it's blocked
//any = true;
// continue;
//}
if((value == 0 || otherCost < value) && otherCost != impassable && (otherCost != 0 || packed == destPos) && (current == null || otherCost < minCost) && passable(unit.team.id, cost, packed) &&
//diagonal corner trap
!(
@ -1109,6 +1099,7 @@ public class HierarchyPathFinder implements Runnable{
}
//TODO raycast spam = extremely slow
//...flowfield integration spam is also really slow.
if(!(current == null || (costId == costGround && current.dangerous() && !tileOn.dangerous()))){
//when anyNearSolid is false, no solid tiles have been encountered anywhere so far, so raycasting is a waste of time