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AI: optimizae explore logically, reduce amount of scanned tiles during full map scan for new exploration point

This commit is contained in:
Andrii Danylchenko
2019-01-14 13:20:46 +02:00
parent a0d1808b62
commit c96be75f41
10 changed files with 252 additions and 240 deletions

View File

@@ -107,11 +107,6 @@ std::vector<AIPath> PathfindingManager::getPathsToTile(HeroPtr hero, int3 tile)
return pathfinder->getPathInfo(hero, tile);
}
bool PathfindingManager::isTileAccessible(HeroPtr hero, int3 tile)
{
return pathfinder->isTileAccessible(hero, tile);
}
Goals::TGoalVec PathfindingManager::findPath(
HeroPtr hero,
crint3 dest,