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@@ -189,6 +189,13 @@ void CPathfinder::calculatePaths()
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dp = out.getNode(neighbour, cp->layer);
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dp = out.getNode(neighbour, cp->layer);
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if(dp->locked)
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if(dp->locked)
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continue;
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continue;
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+ /// TODO: We may consider use invisible exits on FoW border in future
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+ /// Useful for AI when at least one tile around exit is visible and passable
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+ /// Objects are usually visible on FoW border anyway so it's not cheating.
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+ ///
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+ /// For now it's disabled as it's will cause crashes in movement code.
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+ if(dp->accessible == CGPathNode::BLOCKED)
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+ continue;
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if(isBetterWay(movement, turn))
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if(isBetterWay(movement, turn))
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{
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{
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