v0.5.0: fixed bugs in mob pathfinding

This commit is contained in:
Evan Debenham 2017-01-22 14:54:38 -05:00
parent 2611125adf
commit 14c4875082

View File

@ -308,13 +308,16 @@ public abstract class Mob extends Char {
} else {
boolean newPath = false;
if (path == null || path.isEmpty() || !Dungeon.level.adjacent(pos, path.getFirst()))
//scrap the current path if it's empty, no longer connects to the current location
//or if it's extremely inefficient and checking again may result in a much better path
if (path == null || path.isEmpty()
|| !Dungeon.level.adjacent(pos, path.getFirst())
|| path.size() >= 2*Dungeon.level.distance(pos, target))
newPath = true;
else if (path.getLast() != target) {
//if the new target is adjacent to the end of the path, adjust for that
//rather than scrapping the whole path. Unless the path is too long,
//in which case re-checking will likely result in a better path
if (Dungeon.level.adjacent(target, path.getLast()) && path.size() < Dungeon.level.distance(pos, target)) {
//rather than scrapping the whole path.
if (Dungeon.level.adjacent(target, path.getLast())) {
int last = path.removeLast();
if (path.isEmpty()) {
@ -355,7 +358,7 @@ public abstract class Mob extends Char {
int lookAhead = (int)GameMath.gate(1, path.size()-1, 4);
for (int i = 0; i < lookAhead; i++) {
int cell = path.get(i);
if (!Level.passable[cell] || ( Dungeon.visible[cell] && Actor.findChar(cell) != null)) {
if (!Level.passable[cell] || ( Level.fieldOfView[cell] && Actor.findChar(cell) != null)) {
newPath = true;
break;
}