Fixed pathfinding through liquids / Switched overlay render layer

This commit is contained in:
Anuken 2018-10-18 00:02:12 -04:00
parent 6ecdef02ab
commit e3001b614e
2 changed files with 3 additions and 3 deletions

View file

@ -155,7 +155,7 @@ public class Pathfinder{
int dx = tile.x + point.x, dy = tile.y + point.y;
Tile other = world.tile(dx, dy);
if(other != null && (path.weights[dx][dy] == Float.MAX_VALUE || path.searches[dx][dy] < path.search)
if(other != null && (path.weights[dx][dy] > cost + other.cost || path.searches[dx][dy] < path.search)
&& passable(other, team)){
path.frontier.addFirst(world.tile(dx, dy));
path.weights[dx][dy] = cost + other.cost;

View file

@ -247,15 +247,15 @@ public class Renderer extends RendererModule{
overlays.drawBottom();
drawAndInterpolate(playerGroup, p -> true, Player::drawBuildRequests);
overlays.drawTop();
Shaders.shield.color.set(Palette.accent);
Graphics.beginShaders(Shaders.shield);
EntityDraw.draw(shieldGroup);
EntityDraw.drawWith(shieldGroup, shield -> true, shield -> ((ShieldEntity)shield).drawOver());
Graphics.endShaders();
overlays.drawTop();
if(showFog){
Graphics.surface();
}else{