rules-based terrain cost, part 1

This commit is contained in:
Chris Forbes
2010-04-02 15:14:58 +13:00
parent 45f9ec2f7e
commit 0596b08f2c
25 changed files with 235 additions and 239 deletions

View File

@@ -24,6 +24,7 @@ using System.Diagnostics;
using System.Linq;
using OpenRA.Support;
using OpenRA.Traits;
using OpenRA.GameRules;
namespace OpenRA
{
@@ -38,11 +39,12 @@ namespace OpenRA
var map = world.Map;
for (var umt = UnitMovementType.Foot; umt <= UnitMovementType.Float; umt++)
passableCost[(int)umt] = new float[map.MapSize, map.MapSize];
for( int x = 0 ; x < map.MapSize ; x++ )
for( int y = 0 ; y < map.MapSize ; y++ )
for (var umt = UnitMovementType.Foot; umt <= UnitMovementType.Float; umt++ )
passableCost[(int)umt][ x, y ] = ( world.Map.IsInMap( x, y ) )
? (float)TerrainCosts.Cost( umt, world.TileSet.GetTerrainType( world.Map.MapTiles[ x, y ] ) )
for (int x = 0; x < map.MapSize; x++)
for (int y = 0; y < map.MapSize; y++)
for (var umt = UnitMovementType.Foot; umt <= UnitMovementType.Float; umt++)
passableCost[(int)umt][x, y] = (world.Map.IsInMap(x, y))
? (float)Rules.TerrainTypes[world.TileSet.GetTerrainType(world.Map.MapTiles[x, y])]
.GetCost(umt)
: float.PositiveInfinity;
}