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@@ -121,6 +121,13 @@ private:
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/// If true transition into air layer only possible from initial node.
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/// This is drastically decrease path calculation complexity (and time).
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/// Downside is less MP effective paths calculation.
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+ ///
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+ /// TODO: If this option end up useful for slow devices it's can be improved:
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+ /// - Allow transition into air layer not only from initial position, but also from teleporters.
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+ /// Movement into air can be also allowed when hero disembarked.
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+ /// - Other idea is to allow transition into air within certain radius of N tiles around hero.
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+ /// Patrol support need similar functionality so it's won't be ton of useless code.
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+ /// Such limitation could be useful as it's can be scaled depend on device performance.
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bool lightweightFlyingMode;
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/// This option enable one turn limitation for flying and water walking.
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@@ -135,6 +142,10 @@ private:
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/// - Move from blocked tiles to visitable one
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/// - Move from guarded tiles to blockvis tiles without being attacked
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/// - Move from guarded tiles to guarded visitable tiles with being attacked after
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+ /// TODO:
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+ /// - Option should also allow same tile land <-> air layer transitions.
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+ /// Current implementation only allow go into (from) air layer only to neighbour tiles.
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+ /// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
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bool originalMovementRules;
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PathfinderOptions();
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