Minor tweak to autoporting code

This commit is contained in:
KimLS 2016-01-18 20:14:57 -08:00
parent 978650eb1f
commit 946cee01fc
2 changed files with 12 additions and 7 deletions

View File

@ -309,10 +309,6 @@ PathfindingRoute::~PathfindingRoute()
bool PathfindingRoute::DestinationValid(const glm::vec3 &dest)
{
if (m_current_node >= 255) {
return false;
}
auto dist = vec_dist(dest, m_dest);
if (dist <= max_dest_drift) {
return true;

View File

@ -39,11 +39,10 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
m_pathing_route = zone->pathing.FindRoute(from, to);
auto &nodes = m_pathing_route.GetNodesEdit();
auto &last_node = nodes[nodes.size() - 1];
//Code to complete partial paths.
//256 is the max number of nodes, if we get that back then we likely got a partial path that
//*may* have more after so instead let it run the path till it gets there and then DestinationValid will return false again
//If the path is too long then just warp to end.
if (nodes.size() < 256) {
auto &last_node = nodes[nodes.size() - 1];
auto dist = DistanceSquared(glm::vec4(last_node.position, 1.0f), glm::vec4(ToX, ToY, ToZ, 0.0f));
if (dist > 10000.0f) {
auto flag_temp = last_node.flag;
@ -65,6 +64,16 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
nodes.push_back(end);
}
}
else {
auto flag_temp = last_node.flag;
last_node.flag = NavigationPolyFlagPortal;
PathfindingNode end;
end.position.x = ToX;
end.position.y = ToY;
end.position.z = ToZ;
end.flag = flag_temp;
nodes.push_back(end);
}
}
m_pathing_route.CalcCurrentNode(from, WaypointChanged);