diff --git a/src/pathfinder/yapf/yapf_river_builder.cpp b/src/pathfinder/yapf/yapf_river_builder.cpp index 697ddd2e8f..d61e1aaa37 100644 --- a/src/pathfinder/yapf/yapf_river_builder.cpp +++ b/src/pathfinder/yapf/yapf_river_builder.cpp @@ -22,7 +22,7 @@ struct YapfRiverBuilderNode : CYapfNodeT; /* We don't need a follower but YAPF requires one. */ -struct DummyFollower {}; +struct RiverBuilderFollower {}; /* We don't need a vehicle but YAPF requires one. */ struct DummyVehicle : Vehicle {}; @@ -32,7 +32,7 @@ class YapfRiverBuilder; /* Types struct required for YAPF components. */ struct RiverBuilderTypes { using Tpf = YapfRiverBuilder; - using TrackFollower = DummyFollower; + using TrackFollower = RiverBuilderFollower; using NodeList = RiverBuilderNodeList; using VehicleType = DummyVehicle; }; @@ -74,7 +74,7 @@ public: return n.GetTile() == this->end_tile; } - inline bool PfCalcCost(Node &n, const DummyFollower *) + inline bool PfCalcCost(Node &n, const RiverBuilderFollower *) { n.cost = n.parent->cost + 1 + RandomRange(_settings_game.game_creation.river_route_random); return true; @@ -94,7 +94,7 @@ public: if (IsValidTile(t) && RiverFlowsDown(old_node.GetTile(), t)) { Node &node = Yapf().CreateNewNode(); node.Set(&old_node, t, INVALID_TRACKDIR, true); - Yapf().AddNewNode(node, DummyFollower{}); + Yapf().AddNewNode(node, RiverBuilderFollower{}); } } } diff --git a/src/pathfinder/yapf/yapf_ship_regions.cpp b/src/pathfinder/yapf/yapf_ship_regions.cpp index 089fde6073..ac0a52aac4 100644 --- a/src/pathfinder/yapf/yapf_ship_regions.cpp +++ b/src/pathfinder/yapf/yapf_ship_regions.cpp @@ -76,14 +76,14 @@ struct WaterRegionNode : CYapfNodeT { using WaterRegionNodeList = NodeList; /* We don't need a follower but YAPF requires one. */ -struct DummyFollower : public CFollowTrackWater {}; +struct WaterRegionFollower : public CFollowTrackWater {}; class YapfShipRegions; /* Types struct required for YAPF internals. */ struct WaterRegionTypes { using Tpf = YapfShipRegions; - using TrackFollower = DummyFollower; + using TrackFollower = WaterRegionFollower; using NodeList = WaterRegionNodeList; using VehicleType = Ship; };