more refs to Game.world (PathSearch)
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@@ -31,8 +31,8 @@ namespace OpenRa
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using (new PerfSample("find_unit_path"))
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{
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var pb = FindBidiPath(
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PathSearch.FromPoint(target, from, umt, false).WithCustomBlocker(AvoidUnitsNear(from, 4)),
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PathSearch.FromPoint(from, target, umt, false).WithCustomBlocker(AvoidUnitsNear(from, 4)));
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PathSearch.FromPoint(world, target, from, umt, false).WithCustomBlocker(AvoidUnitsNear(from, 4)),
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PathSearch.FromPoint(world, from, target, umt, false).WithCustomBlocker(AvoidUnitsNear(from, 4)));
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CheckSanePath2(pb, from, target);
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return pb;
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@@ -46,7 +46,7 @@ namespace OpenRa
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var tilesInRange = world.FindTilesInCircle(target, range)
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.Where( t => world.IsCellBuildable( t, umt ) );
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var path = FindPath( PathSearch.FromPoints( tilesInRange, src, umt, false ).WithCustomBlocker(AvoidUnitsNear(src, 4)));
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var path = FindPath( PathSearch.FromPoints( world, tilesInRange, src, umt, false ).WithCustomBlocker(AvoidUnitsNear(src, 4)));
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path.Reverse();
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return path;
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}
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@@ -66,7 +66,7 @@ namespace OpenRa
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{
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while (!search.queue.Empty)
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{
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var p = search.Expand( passableCost );
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var p = search.Expand( world, passableCost );
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PerfHistory.Increment("nodes_expanded", .01);
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if (search.heuristic(p) == 0)
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@@ -103,13 +103,13 @@ namespace OpenRa
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while (!fromSrc.queue.Empty && !fromDest.queue.Empty)
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{
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/* make some progress on the first search */
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var p = fromSrc.Expand( passableCost );
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var p = fromSrc.Expand( world, passableCost );
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if (fromDest.cellInfo[p.X, p.Y].Seen && fromDest.cellInfo[p.X, p.Y].MinCost < float.PositiveInfinity)
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return MakeBidiPath(fromSrc, fromDest, p);
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/* make some progress on the second search */
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var q = fromDest.Expand( passableCost );
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var q = fromDest.Expand( world, passableCost );
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if (fromSrc.cellInfo[q.X, q.Y].Seen && fromSrc.cellInfo[q.X, q.Y].MinCost < float.PositiveInfinity)
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return MakeBidiPath(fromSrc, fromDest, q);
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