prep in pathfinder for multi-source pathing
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@@ -33,12 +33,13 @@ namespace OpenRa.Game
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foreach( var traitName in unitInfo.Traits )
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{
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var type = typeof( Traits.Mobile ).Assembly.GetType( typeof( Traits.Mobile ).Namespace + "." + traitName, true, false );
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var ctor = type.GetConstructor( new Type[] { typeof( Actor ) } );
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var ctor = type.GetConstructor( new[] { typeof( Actor ) } );
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traits.Add( type, ctor.Invoke( new object[] { this } ) );
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}
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}
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else
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throw new InvalidOperationException( "No Actor traits for " + unitInfo.Name + "; add Traits= to units.ini for appropriate unit" );
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throw new InvalidOperationException( "No Actor traits for " + unitInfo.Name
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+ "; add Traits= to units.ini for appropriate unit" );
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}
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public Actor( TreeReference tree, TreeCache treeRenderer, int2 mapOffset )
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@@ -65,8 +66,7 @@ namespace OpenRa.Game
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{
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return traits.WithInterface<Traits.IOrder>()
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.Select( x => x.Order( this, xy ) )
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.Where( x => x != null )
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.FirstOrDefault();
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.FirstOrDefault( x => x != null );
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}
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public RectangleF Bounds
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@@ -83,9 +83,9 @@ namespace OpenRa.Game
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{
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/* todo: auto-retaliate, etc */
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/* todo: death sequence for infantry based on inflictor */
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/* todo: start smoking if < conditionYellow and took damage, and not already smoking
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/* todo: start smoking if < conditionYellow and took damage, and not already smoking */
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if (Health <= 0) return; /* overkill! */
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if (Health <= 0) return; /* overkill! don't count extra hits as more kills! */
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Health -= damage;
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if (Health <= 0)
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@@ -26,23 +26,26 @@ namespace OpenRa.Game
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public List<int2> FindUnitPath( int2 unitLocation, Func<int2,double> estimator )
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{
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int2 startLocation = unitLocation + map.Offset;
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var startLocation = unitLocation + map.Offset;
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CellInfo[ , ] cellInfo = new CellInfo[ 128, 128 ];
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var cellInfo = new CellInfo[ 128, 128 ];
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for( int x = 0 ; x < 128 ; x++ )
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for( int y = 0 ; y < 128 ; y++ )
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cellInfo[ x, y ] = new CellInfo( double.PositiveInfinity, new int2( x, y ), false );
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return FindUnitPath( startLocation, estimator, map.Offset, cellInfo );
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return FindUnitPath( new[] {startLocation}, estimator, map.Offset, cellInfo );
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}
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List<int2> FindUnitPath(int2 startLocation, Func<int2, double> estimator, int2 offset, CellInfo[,] cellInfo)
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List<int2> FindUnitPath(IEnumerable<int2> startLocations, Func<int2, double> estimator, int2 offset, CellInfo[,] cellInfo)
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{
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PriorityQueue<PathDistance> queue = new PriorityQueue<PathDistance>();
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var queue = new PriorityQueue<PathDistance>();
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queue.Add( new PathDistance( estimator( startLocation - offset ), startLocation ) );
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cellInfo[ startLocation.X, startLocation.Y ].MinCost = 0;
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foreach (var sl in startLocations)
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{
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queue.Add(new PathDistance(estimator(sl - offset), sl));
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cellInfo[sl.X, sl.Y].MinCost = 0;
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}
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while( !queue.Empty )
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{
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