Core/Refactor: Part 3

This commit is contained in:
hondacrx
2018-05-16 19:57:48 -04:00
parent 225a5d27f7
commit 5dacd669b5
112 changed files with 564 additions and 561 deletions
@@ -255,7 +255,7 @@ namespace Game.Movement
}
// look for startPoly/endPoly in current path
/// @todo we can merge it with getPathPolyByPosition() loop
// @todo we can merge it with getPathPolyByPosition() loop
bool startPolyFound = false;
bool endPolyFound = false;
uint pathStartIndex = 0;
@@ -314,7 +314,7 @@ namespace Game.Movement
// sub-path of optimal path is optimal
// take ~80% of the original length
/// @todo play with the values here
// @todo play with the values here
uint prefixPolyLength = (uint)(_polyLength * 0.8f + 0.5f);
Array.Copy(_pathPolyRefs, pathStartIndex, _pathPolyRefs, 0, prefixPolyLength);
@@ -523,7 +523,7 @@ namespace Game.Movement
{
// only happens if pass bad data to findStraightPath or navmesh is broken
// single point paths can be generated here
/// @todo check the exact cases
// @todo check the exact cases
Log.outDebug(LogFilter.Maps, "++ PathGenerator.BuildPointPath FAILED! path sized {0} returned\n", pointCount);
BuildShortcut();
pathType = PathType.NoPath;
@@ -921,9 +921,9 @@ namespace Game.Movement
_navMesh.calcTileLoc(point, ref tx, ref ty);
/// Workaround
/// For some reason, often the tx and ty variables wont get a valid value
/// Use this check to prevent getting negative tile coords and crashing on getTileAt
// Workaround
// For some reason, often the tx and ty variables wont get a valid value
// Use this check to prevent getting negative tile coords and crashing on getTileAt
if (tx < 0 || ty < 0)
return false;