Repath around blocking units or structures.
This commit is contained in:
@@ -42,6 +42,32 @@ namespace OpenRa.Game
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return path;
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}
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public List<int2> FindPathToPath( int2 from, List<int2> path, UnitMovementType umt )
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{
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var offset = map.Offset;
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var cellInfo = InitCellInfo();
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var queue = new PriorityQueue<PathDistance>();
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var estimator = DefaultEstimator( from );
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var cost = 0.0;
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var prev = path[ 0 ] + offset;
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for( int i = 0 ; i < path.Count ; i++ )
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{
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var sl = path[ i ] + offset;
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if( Game.BuildingInfluence.GetBuildingAt( path[ i ] ) == null & Game.UnitInfluence.GetUnitAt( path[ i ] ) == null )
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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 ] = new CellInfo( cost, prev, false );
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}
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var d = sl - prev;
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cost += ( ( d.X * d.Y != 0 ) ? 1.414213563 : 1.0 ) * passableCost[ (int)umt ][ sl.X, sl.Y ];
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prev = sl;
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}
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var ret = FindPath( cellInfo, queue, estimator, umt, true );
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ret.Reverse();
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return ret;
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}
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List<int2> FindUnitPath( int2 unitLocation, Func<int2,double> estimator, UnitMovementType umt )
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{
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var startLocation = unitLocation + map.Offset;
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@@ -50,13 +76,8 @@ namespace OpenRa.Game
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List<int2> FindUnitPath(IEnumerable<int2> startLocations, Func<int2, double> estimator, UnitMovementType umt)
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{
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var cellInfo = new CellInfo[128, 128];
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var offset = map.Offset;
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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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var cellInfo = InitCellInfo();
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var queue = new PriorityQueue<PathDistance>();
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foreach (var sl in startLocations)
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@@ -65,6 +86,13 @@ namespace OpenRa.Game
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cellInfo[sl.X, sl.Y].MinCost = 0;
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}
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return FindPath( cellInfo, queue, estimator, umt, false );
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}
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List<int2> FindPath( CellInfo[ , ] cellInfo, PriorityQueue<PathDistance> queue, Func<int2, double> estimator, UnitMovementType umt, bool checkForBlock )
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{
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var offset = map.Offset;
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while( !queue.Empty )
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{
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PathDistance p = queue.Pop();
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@@ -84,6 +112,8 @@ namespace OpenRa.Game
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continue;
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if (Game.BuildingInfluence.GetBuildingAt(newHere - offset) != null)
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continue;
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if( checkForBlock && Game.UnitInfluence.GetUnitAt( newHere - offset ) != null )
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continue;
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double cellCost = ( ( d.X * d.Y != 0 ) ? 1.414213563 : 1.0 ) * passableCost[(int)umt][ newHere.X, newHere.Y ];
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double newCost = cellInfo[ here.X, here.Y ].MinCost + cellCost;
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@@ -102,6 +132,15 @@ namespace OpenRa.Game
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return new List<int2>();
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}
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static CellInfo[ , ] InitCellInfo()
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{
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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 cellInfo;
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}
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List<int2> MakePath( CellInfo[ , ] cellInfo, int2 destination, int2 offset )
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{
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List<int2> ret = new List<int2>();
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