mirror of https://github.com/OpenRCT2/OpenRCT2.git
Make staff_can_ignore_wide_flag use CoordsXYZ
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@ -602,8 +602,7 @@ static void peep_pathfind_heuristic_search(
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uint8_t searchResult = PATH_SEARCH_FAILED;
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bool currentElementIsWide
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= (currentTileElement->AsPath()->IsWide()
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&& !staff_can_ignore_wide_flag(peep, loc.x * 32, loc.y * 32, loc.z, currentTileElement));
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= (currentTileElement->AsPath()->IsWide() && !staff_can_ignore_wide_flag(peep, loc.ToCoordsXYZ(), currentTileElement));
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loc += TileDirectionDelta[test_edge];
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@ -737,7 +736,7 @@ static void peep_pathfind_heuristic_search(
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if (tileElement->AsPath()->IsWide())
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{
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/* Check if staff can ignore this wide flag. */
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if (!staff_can_ignore_wide_flag(peep, loc.x * 32, loc.y * 32, loc.z, tileElement))
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if (!staff_can_ignore_wide_flag(peep, loc.ToCoordsXYZ(), tileElement))
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{
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searchResult = PATH_SEARCH_WIDE;
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found = true;
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@ -202,7 +202,7 @@ bool staff_is_location_on_patrol_edge(Peep* mechanic, const CoordsXY& loc)
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return onZoneEdge;
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}
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bool staff_can_ignore_wide_flag(Peep* staff, int32_t x, int32_t y, uint8_t z, TileElement* path)
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bool staff_can_ignore_wide_flag(Peep* staff, const CoordsXYZ& staffPos, TileElement* path)
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{
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/* Wide flags can potentially wall off parts of a staff patrol zone
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* for the heuristic search.
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@ -228,7 +228,7 @@ bool staff_can_ignore_wide_flag(Peep* staff, int32_t x, int32_t y, uint8_t z, Ti
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if (staff->AssignedPeepType != PEEP_TYPE_STAFF)
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return false;
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if (!staff_is_location_on_patrol_edge(staff, { x, y }))
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if (!staff_is_location_on_patrol_edge(staff, staffPos))
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{
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return false;
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}
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@ -240,7 +240,7 @@ bool staff_can_ignore_wide_flag(Peep* staff, int32_t x, int32_t y, uint8_t z, Ti
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uint8_t widecount = 0;
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for (Direction adjac_dir : ALL_DIRECTIONS)
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{
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auto adjacPos = CoordsXYZ{ x + CoordsDirectionDelta[adjac_dir].x, y + CoordsDirectionDelta[adjac_dir].y, z };
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auto adjacPos = staffPos + CoordsXYZ{ CoordsDirectionDelta[adjac_dir].x, CoordsDirectionDelta[adjac_dir].y, 0 };
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/* Ignore adjacent tiles outside the patrol zone. */
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if (!staff->AsStaff()->IsLocationInPatrol(adjacPos))
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@ -264,7 +264,7 @@ bool staff_can_ignore_wide_flag(Peep* staff, int32_t x, int32_t y, uint8_t z, Ti
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{
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if (path->AsPath()->GetSlopeDirection() == adjac_dir)
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{
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adjacPos.z = z + 2;
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adjacPos.z += PATH_HEIGHT_STEP;
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}
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}
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@ -282,7 +282,7 @@ bool staff_can_ignore_wide_flag(Peep* staff, int32_t x, int32_t y, uint8_t z, Ti
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}
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/* test_element is a path */
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if (!is_valid_path_z_and_direction(test_element, adjacPos.z, adjac_dir))
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if (!is_valid_path_z_and_direction(test_element, adjacPos.z / COORDS_Z_STEP, adjac_dir))
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continue;
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/* test_element is a connected path */
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@ -78,7 +78,7 @@ void staff_set_name(uint16_t spriteIndex, const char* name);
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bool staff_hire_new_member(STAFF_TYPE staffType, ENTERTAINER_COSTUME entertainerType);
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void staff_update_greyed_patrol_areas();
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bool staff_is_location_on_patrol_edge(Peep* mechanic, const CoordsXY& loc);
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bool staff_can_ignore_wide_flag(Peep* mechanic, int32_t x, int32_t y, uint8_t z, TileElement* path);
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bool staff_can_ignore_wide_flag(Peep* mechanic, const CoordsXYZ& staffPos, TileElement* path);
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void staff_reset_stats();
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bool staff_is_patrol_area_set_for_type(STAFF_TYPE type, const CoordsXY& coords);
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void staff_set_patrol_area(int32_t staffIndex, int32_t x, int32_t y, bool value);
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