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Aircraft pathfinding fix #1338
Aircraft pathfinding fix #1338
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…onverter to handle all explicitly used vehicles by pathfinding
Should we add a pathfinder version number (similar to how we add version in |
@aubergine10 no need here, I think. This applies only to aircrafts taking off so it will start working for new paths. Clearing all vehicles is a bit overkill in this case. Would be cool to add section in the options where user could select which vehicles are cleared. |
Would it be worth exposing EDIT: #1341 |
Tested this in-game, although without an airport... so I was focussed on all the other vehicles which seem to be working fine :)
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Done another in-game test with a small airport and it seems to be working as advertised.
@krzychu124 If you can add a pathfinder version check, and want to despawn planes with this new update (assuming #1341 gets merged first): Singleton<SimulationManager>.instance.AddAction(() => {
UtilityManager.Instance.DespawnVehicles(ExtVehicleType.Plane);
}); |
I'll implement suggestion from kvakvs and merge, then you can add such thing in your PR 😉 |
TM:PE is searching for path for all AI's in game, so added
vehicleType
converter to handle all explicitly used vehicles by pathfinding. Previously they set vehicle type None which caused issues in path-finding code testing lanes with allowed vehicle types. This change may fix other rare issues that happened in the past for AIs not explicitly managed by TM:PEcloses #1327
closes #1329
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