remove distance sorting for formation place assignment, as it made the center of the formation run + remove debug warning in AI code

This was SVN commit r14292.
This commit is contained in:
sanderd17 2013-12-05 12:31:04 +00:00
parent 03d9db0bb7
commit 7b82fba8d0
2 changed files with 0 additions and 13 deletions

View File

@ -297,7 +297,6 @@ SharedScript.prototype.ApplyEntitiesDelta = function(state)
// Switch the metadata
for (var i in this._players)
{
warn (uneval(this._entityMetadata[this._players[i]][evt.msg.entity]));
this._entityMetadata[this._players[i]][evt.msg.newentity] = this._entityMetadata[this._players[i]][evt.msg.entity];
this._entityMetadata[this._players[i]][evt.msg.entity] = {};
}

View File

@ -692,18 +692,6 @@ Formation.prototype.ComputeFormationOffsets = function(active, positions, column
{
var usedOffsets = offsets.splice(0,t.length);
var usedRealPositions = realPositions.splice(0, t.length);
// sort t so the entities far away can pick
// their position first. This reduces the maximum distance run,
// and thus the time to form a position
t.sort(function(entPos1, entPos2)
{
var dx1 = entPos1.pos.x - formationPos.x;
var dz1 = entPos1.pos.z - formationPos.z;
var dx2 = entPos2.pos.x - formationPos.x;
var dz2 = entPos2.pos.z - formationPos.z;
return dx1 * dx1 + dz1 *dz1 < dx2 * dx2 + dz2 * dz2;
});
for each (var entPos in t)
{
var closestOffsetId = this.TakeClosestOffset(entPos, usedRealPositions);