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Three changes: - Assume a certain incertain based on distance to the target, to avoid recompute paths every turn when the target is far way and moving. - Handle cases where the target is unreachable to the long-range pathfinder and we would be recomputing every turn. - If we went straight, assume we don't need to recompute a path. These together make moving entities recompute paths far less often, speeding up the game. Differential Revision: https://code.wildfiregames.com/D2066 This was SVN commit r22474. |
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| MessageTypes.h | ||
| Simulation2.cpp | ||
| Simulation2.h | ||
| TypeList.h | ||