fix(build): align argument order in Pathfinder::findPath calls

This commit is contained in:
bart
2026-11-09 19:33:55 +01:00
parent 742ccdecb4
commit cefc57561b
2 changed files with 2 additions and 2 deletions
+1 -1
View File
@@ -1059,7 +1059,7 @@ void GameManager::commandBuildRoadToTileSelected(int targetX, int targetY, Matri
// Pathfind from current tile to target tile
std::vector<std::pair<int, int>> route = Pathfinder::findPath(
selected->tileX, selected->tileY, targetX, targetY,
MovementDomain::Land, mapPoints, numPoints05, &selected->config
mapPoints, numPoints05, MovementDomain::Land, &selected->config
);
if (route.empty()) {
+1 -1
View File
@@ -908,7 +908,7 @@ void QSceneRenderer::drawPathAndRange(QPainter &painter, Unit *unit, const QMatr
int hx = -1, hy = -1;
if (screenToHex(m_mouseCurrentPos, vMatrix, hx, hy) && (hx != unit->tileX || hy != unit->tileY)) {
if (TerrainMovementManager::instance().isHexPassable(hx, hy, MovementDomain::Land, m_point, m_numPoints05, &unit->config)) {
auto preview = Pathfinder::findPath(unit->tileX, unit->tileY, hx, hy, MovementDomain::Land, m_point, m_numPoints05, &unit->config);
auto preview = Pathfinder::findPath(unit->tileX, unit->tileY, hx, hy, m_point, m_numPoints05, MovementDomain::Land, &unit->config);
if (preview.size() > 1) {
QPainterPath previewLine;
bool first = true;