Fix: Changing NPF max search nodes while in-game had no effect (#12194)
(cherry picked from commit f845b4bbc3
)
This commit is contained in:

committed by
Jonathan G Rennison

parent
5c345f55e2
commit
afaf452534
@@ -1039,6 +1039,10 @@ static NPFFoundTargetData NPFRouteInternal(AyStarNode *start1, bool ignore_start
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/* Initialize user_data */
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/* Initialize user_data */
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_npf_aystar.user_data = user;
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_npf_aystar.user_data = user;
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/* We will limit the number of nodes for now, until we have a better
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* solution to really fix performance */
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_npf_aystar.max_search_nodes = _settings_game.pf.npf.npf_max_search_nodes;
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/* GO! */
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/* GO! */
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[[maybe_unused]] int r = _npf_aystar.Main();
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[[maybe_unused]] int r = _npf_aystar.Main();
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assert(r != AYSTAR_STILL_BUSY);
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assert(r != AYSTAR_STILL_BUSY);
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@@ -1112,9 +1116,6 @@ void InitializeNPF()
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}
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}
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_npf_aystar.loops_per_tick = 0;
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_npf_aystar.loops_per_tick = 0;
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_npf_aystar.max_path_cost = 0;
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_npf_aystar.max_path_cost = 0;
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/* We will limit the number of nodes for now, until we have a better
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* solution to really fix performance */
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_npf_aystar.max_search_nodes = _settings_game.pf.npf.npf_max_search_nodes;
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}
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}
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static void NPFFillWithOrderData(NPFFindStationOrTileData *fstd, const Vehicle *v, bool reserve_path = false)
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static void NPFFillWithOrderData(NPFFindStationOrTileData *fstd, const Vehicle *v, bool reserve_path = false)
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