bring back AI search for new resource patches avoiding enemies

This commit is contained in:
Matthias Mailänder
2015-09-04 14:30:12 +02:00
parent 91c7d7893e
commit 0df8b3ba39
3 changed files with 61 additions and 24 deletions

View File

@@ -109,34 +109,13 @@ namespace OpenRA.Mods.Common.Activities
}
}
bool IsHarvestable(Actor self, CPos pos)
{
var resType = resLayer.GetResource(pos);
if (resType == null)
return false;
// Can the harvester collect this kind of resource?
if (!harvInfo.Resources.Contains(resType.Info.Name))
return false;
if (territory != null)
{
// Another harvester has claimed this resource:
ResourceClaim claim;
if (territory.IsClaimedByAnyoneElse(self as Actor, pos, out claim))
return false;
}
return true;
}
/// <summary>
/// Finds the closest harvestable pos between the current position of the harvester
/// and the last order location
/// </summary>
CPos? ClosestHarvestablePos(Actor self)
{
if (IsHarvestable(self, self.Location))
if (self.CanHarvestAt(self.Location, resLayer, harvInfo, territory))
return self.Location;
// Determine where to search from and how far to search:
@@ -146,7 +125,7 @@ namespace OpenRA.Mods.Common.Activities
var passable = (uint)mobileInfo.GetMovementClass(self.World.TileSet);
var search = PathSearch.Search(self.World, mobileInfo, self, true,
loc => domainIndex.IsPassable(self.Location, loc, passable) && IsHarvestable(self, loc))
loc => domainIndex.IsPassable(self.Location, loc, passable) && self.CanHarvestAt(loc, resLayer, harvInfo, territory))
.WithCustomCost(loc =>
{
if ((avoidCell.HasValue && loc == avoidCell.Value) ||