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
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@@ -1,5 +1,5 @@
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//
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//
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// $Id: AStarPathUtil.java,v 1.25 2003/01/31 23:10:45 mdb Exp $
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// $Id: AStarPathUtil.java,v 1.26 2003/04/07 23:53:41 mdb Exp $
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package com.threerings.miso.client.util;
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package com.threerings.miso.client.util;
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@@ -283,11 +283,7 @@ class AStarInfo
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*/
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*/
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protected boolean isTraversable (int x, int y)
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protected boolean isTraversable (int x, int y)
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{
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{
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// off-screen coordinates are always traversable so that we can
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return scene.canTraverse(trav, x, y);
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// meander off the edge of the scene; note, however, that their
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// cost is prohibitively high such that normal on-screen paths
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// won't make use of off-screen tiles. oh, the hackery.
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return !isCoordinateValid(x, y) || scene.canTraverse(trav, x, y);
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}
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}
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/**
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/**
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