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authorAuke Kok <sofar@foo-projects.org>2016-04-25 17:14:57 -0700
committerest31 <MTest31@outlook.com>2016-05-01 15:32:03 +0200
commitaa8c88cf4a61362ada473fc058fbfb50aa235d23 (patch)
tree7899d5f9dfa80b3f6cb8a075f5810222a7158c02 /client/shaders/selection_shader
parent9aec701a4cb999b3d1eb097d4b01df0480b4ebd0 (diff)
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find_path: consider walkable instead of CONTENT_AIR
The path finding code works fairly well except that it considers anythin not CONTENT_AIR to be "above the surface". This results in paths that are unwalkable for entities since e.g. plants are not walkable. The path would force them to jump on top of grass plants, etc.. The obvious solution is not to use CONTENT_AIR as a criteria, but instead distinguish between walkable and non-walkable nodes. This results in paths that properly walk through grass nodes. This was extensively tested by a flock of electric sheep. Note that for underwater purposes this changes the behaviour from "the surface is walkable" to "ignore water entirely" making the path go across the water bottom, and pathing fail likely from the water surface. This is intentional.
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