more refs to Game.world (PathSearch)

This commit is contained in:
Bob
2010-01-21 13:51:09 +13:00
parent 232ed72bbf
commit 02ce7990c0
5 changed files with 24 additions and 24 deletions

View File

@@ -34,12 +34,12 @@ namespace OpenRa
return this;
}
public int2 Expand( float[][ , ] passableCost )
public int2 Expand( World world, float[][ , ] passableCost )
{
var p = queue.Pop();
cellInfo[ p.Location.X, p.Location.Y ].Seen = true;
var custom2 = Game.world.customTerrain[p.Location.X, p.Location.Y];
var custom2 = world.customTerrain[p.Location.X, p.Location.Y];
var thisCost = (custom2 != null)
? custom2.GetCost(p.Location, umt)
: passableCost[(int)umt][p.Location.X, p.Location.Y];
@@ -51,24 +51,24 @@ namespace OpenRa
{
int2 newHere = p.Location + d;
if (!Game.world.Map.IsInMap(newHere.X, newHere.Y)) continue;
if (!world.Map.IsInMap(newHere.X, newHere.Y)) continue;
if( cellInfo[ newHere.X, newHere.Y ].Seen )
continue;
var custom = Game.world.customTerrain[newHere.X, newHere.Y];
var custom = world.customTerrain[newHere.X, newHere.Y];
var costHere = (custom != null) ? custom.GetCost(newHere, umt) : passableCost[(int)umt][newHere.X, newHere.Y];
if (costHere == float.PositiveInfinity)
continue;
if (!Game.world.BuildingInfluence.CanMoveHere(newHere) &&
Game.world.BuildingInfluence.GetBuildingAt(newHere) != ignoreBuilding)
if (!world.BuildingInfluence.CanMoveHere(newHere) &&
world.BuildingInfluence.GetBuildingAt(newHere) != ignoreBuilding)
continue;
if (Game.world.Map.IsOverlaySolid(newHere))
if (world.Map.IsOverlaySolid(newHere))
continue;
// Replicate real-ra behavior of not being able to enter a cell if there is a mixture of crushable and uncrushable units
if (checkForBlocked && (Game.world.UnitInfluence.GetUnitsAt(newHere).Any(a => !Game.world.IsActorPathableToCrush(a, umt))))
if (checkForBlocked && (world.UnitInfluence.GetUnitsAt(newHere).Any(a => !world.IsActorPathableToCrush(a, umt))))
continue;
if (customBlock != null && customBlock(newHere))
@@ -93,27 +93,27 @@ namespace OpenRa
return p.Location;
}
public void AddInitialCell( int2 location )
public void AddInitialCell( World world, int2 location )
{
if (!Game.world.Map.IsInMap(location.X, location.Y))
if (!world.Map.IsInMap(location.X, location.Y))
return;
cellInfo[ location.X, location.Y ] = new CellInfo( 0, location, false );
queue.Add( new PathDistance( heuristic( location ), location ) );
}
public static PathSearch FromPoint( int2 from, int2 target, UnitMovementType umt, bool checkForBlocked )
public static PathSearch FromPoint( World world, int2 from, int2 target, UnitMovementType umt, bool checkForBlocked )
{
var search = new PathSearch {
heuristic = DefaultEstimator( target ),
umt = umt,
checkForBlocked = checkForBlocked };
search.AddInitialCell( from );
search.AddInitialCell( world, from );
return search;
}
public static PathSearch FromPoints(IEnumerable<int2> froms, int2 target, UnitMovementType umt, bool checkForBlocked)
public static PathSearch FromPoints(World world, IEnumerable<int2> froms, int2 target, UnitMovementType umt, bool checkForBlocked)
{
var search = new PathSearch
{
@@ -123,7 +123,7 @@ namespace OpenRa
};
foreach (var sl in froms)
search.AddInitialCell(sl);
search.AddInitialCell(world, sl);
return search;
}