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static const entity_pos_t | WAYPOINT_ADVANCE_MAX = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*8) |
| When advancing along the long path, and picking a new waypoint to move towards, we'll pick one that's up to this far from the unit's current position (to minimise the effects of grid-constrained movement) More...
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static const int | WAYPOINT_ADVANCE_LOOKAHEAD_TURNS = 4 |
| When advancing along the long path, we'll pick a new waypoint to move towards if we expect to reach the end of our current short path within this many turns (assuming constant speed and turn length). More...
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static const entity_pos_t | SHORT_PATH_SEARCH_RANGE = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*10) |
| Maximum range to restrict short path queries to. More...
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static const entity_pos_t | SHORT_PATH_GOAL_RADIUS = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*3/2) |
| When short-pathing to an intermediate waypoint, we aim for a circle of this radius around the waypoint rather than expecting to reach precisely the waypoint itself (since it might be inside an obstacle). More...
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static const entity_pos_t | DIRECT_PATH_RANGE = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*4) |
| If we are this close to our target entity/point, then think about heading for it in a straight line instead of pathfinding. More...
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static const entity_pos_t | CHECK_TARGET_MOVEMENT_MIN_DELTA = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*4) |
| If we're following a target entity, we will recompute our path if the target has moved more than this distance from where we last pathed to. More...
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static const entity_pos_t | CHECK_TARGET_MOVEMENT_MIN_DELTA_FORMATION = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*1) |
| If we're following as part of a formation, but can't move to our assigned target point in a straight line, we will recompute our path if the target has moved more than this distance from where we last pathed to. More...
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static const entity_pos_t | CHECK_TARGET_MOVEMENT_AT_MAX_DIST = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*16) |
| If we're following something but it's more than this distance away along our path, then don't bother trying to repath regardless of how much it has moved, until we get this close to the end of our old path. More...
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static const CColor | OVERLAY_COLOUR_LONG_PATH (1, 1, 1, 1) |
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static const CColor | OVERLAY_COLOUR_SHORT_PATH (1, 0, 0, 1) |
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static const entity_pos_t | g_GoalDelta = entity_pos_t::FromInt(TERRAIN_TILE_SIZE)/4 |
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const int WAYPOINT_ADVANCE_LOOKAHEAD_TURNS = 4 |
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When advancing along the long path, we'll pick a new waypoint to move towards if we expect to reach the end of our current short path within this many turns (assuming constant speed and turn length).
(This could typically be 1, but we need some tolerance in case speeds or turn lengths change.)
Definition at line 55 of file CCmpUnitMotion.cpp.