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Fix: Changing NPF max search nodes while in-game had no effect (OpenT…
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SamuXarick authored Mar 25, 2024
1 parent 40a75e0 commit f845b4b
Showing 1 changed file with 4 additions and 3 deletions.
7 changes: 4 additions & 3 deletions src/pathfinder/npf/npf.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1040,6 +1040,10 @@ static NPFFoundTargetData NPFRouteInternal(AyStarNode *start1, bool ignore_start
/* Initialize user_data */
_npf_aystar.user_data = user;

/* We will limit the number of nodes for now, until we have a better
* solution to really fix performance */
_npf_aystar.max_search_nodes = _settings_game.pf.npf.npf_max_search_nodes;

/* GO! */
[[maybe_unused]] int r = _npf_aystar.Main();
assert(r != AYSTAR_STILL_BUSY);
Expand Down Expand Up @@ -1113,9 +1117,6 @@ void InitializeNPF()
}
_npf_aystar.loops_per_tick = 0;
_npf_aystar.max_path_cost = 0;
/* We will limit the number of nodes for now, until we have a better
* solution to really fix performance */
_npf_aystar.max_search_nodes = _settings_game.pf.npf.npf_max_search_nodes;
}

static void NPFFillWithOrderData(NPFFindStationOrTileData *fstd, const Vehicle *v, bool reserve_path = false)
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