Whatever reason we had for assuming all off-screen tiles are passable,

that can't possibly be the right way to handle it. If you can't get there
by staying on the screen, you're not going.


git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2388 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
Michael Bayne
2003-04-07 23:53:41 +00:00
parent 4e1b4a00d8
commit d987d66bf3
@@ -1,5 +1,5 @@
//
// $Id: AStarPathUtil.java,v 1.25 2003/01/31 23:10:45 mdb Exp $
// $Id: AStarPathUtil.java,v 1.26 2003/04/07 23:53:41 mdb Exp $
package com.threerings.miso.client.util;
@@ -283,11 +283,7 @@ class AStarInfo
*/
protected boolean isTraversable (int x, int y)
{
// off-screen coordinates are always traversable so that we can
// meander off the edge of the scene; note, however, that their
// cost is prohibitively high such that normal on-screen paths
// won't make use of off-screen tiles. oh, the hackery.
return !isCoordinateValid(x, y) || scene.canTraverse(trav, x, y);
return scene.canTraverse(trav, x, y);
}
/**