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https://github.com/OpenRCT2/OpenRCT2
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Use UK spelling of center
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@@ -4974,15 +4974,15 @@ void Guest::UpdateRideShopInteract()
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if (ride == nullptr)
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return;
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const int16_t tileCenterX = NextLoc.x + 16;
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const int16_t tileCenterY = NextLoc.y + 16;
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const int16_t tileCentreX = NextLoc.x + 16;
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const int16_t tileCentreY = NextLoc.y + 16;
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if (ride->type == RIDE_TYPE_FIRST_AID)
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{
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if (Nausea <= 35)
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{
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RideSubState = PeepRideSubState::LeaveShop;
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SetDestination({ tileCenterX, tileCenterY }, 3);
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SetDestination({ tileCentreX, tileCentreY }, 3);
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HappinessTarget = std::min(HappinessTarget + 30, PEEP_MAX_HAPPINESS);
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Happiness = HappinessTarget;
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}
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@@ -5008,7 +5008,7 @@ void Guest::UpdateRideShopInteract()
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RideSubState = PeepRideSubState::LeaveShop;
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SetDestination({ tileCenterX, tileCenterY }, 3);
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SetDestination({ tileCentreX, tileCentreY }, 3);
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HappinessTarget = std::min(HappinessTarget + 30, PEEP_MAX_HAPPINESS);
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Happiness = HappinessTarget;
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@@ -135,18 +135,18 @@ static int32_t peep_move_one_tile(Direction direction, Peep* peep)
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if (peep->State != PeepState::Queuing)
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{
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// When peeps are walking along a path, we would like them to be spread out across the width of the path,
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// instead of all walking along the exact center line of the path.
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// instead of all walking along the exact centre line of the path.
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//
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// Setting a random DestinationTolerance does not work very well for this. It means that peeps will make
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// their new pathfinding decision at a random time, and so will distribute a bit when they are turning
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// corners (which is good); but, as they walk along a straight path, they will - eventually - have had a
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// low tolerance value which forced them back to the center of the path, where they stay until they turn
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// low tolerance value which forced them back to the centre of the path, where they stay until they turn
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// a corner.
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//
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// What we want instead is to apply that randomness in the direction they are walking ONLY, and keep their
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// other coordinate constant.
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//
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// However, we have also seen some situations where guests end up too far from the center of paths. We've
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// However, we have also seen some situations where guests end up too far from the centre of paths. We've
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// not identified exactly what causes this yet, but to limit the impact of it, we don't just keep the other
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// coordinate constant, but instead clamp it to an acceptable range. This brings in 'outlier' guests from
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// the edges of the path, while allowing guests who are already in an acceptable position to stay there.
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@@ -68,7 +68,7 @@ protected:
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{
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// Our start position is in tile coordinates, but we need to give the peep spawn
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// position in actual world coords (32 units per tile X/Y, 8 per Z level).
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// Add 16 so the peep spawns in the center of the tile.
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// Add 16 so the peep spawns in the centre of the tile.
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auto* peep = Guest::Generate(pos->ToCoordsXYZ().ToTileCentre());
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// Peeps that are outside of the park use specialized pathfinding which we don't want to
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