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CPathfinder: clean calculatePaths of code unsused for pathfinding

Map graph initialization should be there as well because it's needed for path checking.
This change wouldn't affect anything since currently CPathfinder object created from scratch every time.
This commit is contained in:
ArseniyShestakov 2015-10-12 08:31:35 +03:00
parent 213d8c2258
commit 886042dc11

View File

@ -3426,17 +3426,7 @@ void CPathfinder::calculatePaths()
return cp->land ? maxMovePointsLand : maxMovePointsWater;
};
out.hero = hero;
out.hpos = hero->getPosition(false);
if(!gs->map->isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
{
logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
return;
}
//logGlobal->infoStream() << boost::format("Calculating paths for hero %s (adress %d) of player %d") % hero->name % hero % hero->tempOwner;
initializeGraph();
//initial tile - set cost on 0 and add to the queue
CGPathNode &initialNode = *getNode(out.hpos);
@ -3612,6 +3602,16 @@ CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance
assert(hero);
assert(hero == getHero(hero->id));
out.hero = hero;
out.hpos = hero->getPosition(false);
if(!gs->map->isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
{
logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
throw std::runtime_error("Wrong checksum");
}
initializeGraph();
allowEmbarkAndDisembark = true;
allowTeleportTwoWay = true;
allowTeleportOneWay = true;