Fixed wave naval pathfinding for solid blocks
This commit is contained in:
@@ -69,7 +69,7 @@ public class Pathfinder implements Runnable{
|
||||
|
||||
//water
|
||||
(team, tile) ->
|
||||
(!PathTile.liquid(tile) ? 6000 : 1) +
|
||||
(!PathTile.liquid(tile) || PathTile.solid(tile) ? 6000 : 1) +
|
||||
PathTile.health(tile) * 5 +
|
||||
(PathTile.nearGround(tile) || PathTile.nearSolid(tile) ? 14 : 0) +
|
||||
(PathTile.deep(tile) ? 0 : 1) +
|
||||
|
||||
@@ -156,6 +156,7 @@ public class Tile implements Position, QuadTreeObject, Displayable{
|
||||
return y * tilesize;
|
||||
}
|
||||
|
||||
//TODO: this method is misleading and buggy for non-center tiles
|
||||
public float drawx(){
|
||||
return block().offset + worldx();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user