make the pathfinder use integers
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@@ -39,7 +39,7 @@ namespace OpenRA.Traits
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foreach (var t in y.NodesDict["TerrainSpeeds"].Nodes)
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{
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var speed = (float)FieldLoader.GetValue("speed", typeof(float),t.Value.Value);
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var cost = t.Value.NodesDict.ContainsKey("PathingCost") ? (float)FieldLoader.GetValue("cost", typeof(float), t.Value.NodesDict["PathingCost"].Value) : 1f/speed;
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var cost = t.Value.NodesDict.ContainsKey("PathingCost") ? (int)FieldLoader.GetValue("cost", typeof(int), t.Value.NodesDict["PathingCost"].Value) : (int)(10000/speed);
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ret.Add(t.Key, new TerrainInfo{Speed = speed, Cost = cost});
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}
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@@ -48,7 +48,7 @@ namespace OpenRA.Traits
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public class TerrainInfo
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{
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public float Cost = float.PositiveInfinity;
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public int Cost = int.MaxValue;
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public float Speed = 0;
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}
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}
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@@ -250,7 +250,7 @@ namespace OpenRA.Traits
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public static bool CanEnterCell( MobileInfo mobileInfo, World world, UnitInfluence uim, BuildingInfluence bim, int2 cell, Actor ignoreActor, bool checkTransientActors )
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{
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if (MovementCostForCell(mobileInfo, world, cell) == float.PositiveInfinity)
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if (MovementCostForCell(mobileInfo, world, cell) == int.MaxValue)
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return false;
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// Check for buildings
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@@ -295,19 +295,14 @@ namespace OpenRA.Traits
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}
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}
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public float MovementCostForCell( Actor self, int2 cell )
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{
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return MovementCostForCell( Info, self.World, cell );
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}
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public static float MovementCostForCell(MobileInfo info, World world, int2 cell)
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public static int MovementCostForCell(MobileInfo info, World world, int2 cell)
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{
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if (!world.Map.IsInMap(cell.X,cell.Y))
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return float.PositiveInfinity;
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return int.MaxValue;
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var type = world.GetTerrainType(cell);
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if (!info.TerrainSpeeds.ContainsKey(type))
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return float.PositiveInfinity;
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return int.MaxValue;
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return info.TerrainSpeeds[type].Cost;
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}
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@@ -323,7 +318,7 @@ namespace OpenRA.Traits
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.TraitsImplementing<ISpeedModifier>()
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.Select(t => t.GetSpeedModifier())
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.Product();
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return Info.Speed * Info.TerrainSpeeds[type].Speed * modifier;
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return Info.Speed * Info.TerrainSpeeds[type].Speed * modifier / 100f;
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}
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public IEnumerable<float2> GetCurrentPath(Actor self)
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