Intermediate crushable-behavior checkin; Muliple units per cell in UIM; Crushable TraitInterface; Crushable units are taken into account in pathfinding; Crashes when trying to crush a unit

This commit is contained in:
Paul Chote
2009-12-22 22:37:11 -08:00
parent 980ce2df56
commit 4667679f12
13 changed files with 146 additions and 43 deletions

View File

@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using IjwFramework.Collections;
using OpenRa.Game.Graphics;
@@ -35,7 +36,7 @@ namespace OpenRa.Game
if (!ignoreTerrain)
if (passableCost[(int)umt][p.Location.X, p.Location.Y] == float.PositiveInfinity)
return p.Location;
foreach( int2 d in Util.directions )
{
int2 newHere = p.Location + d;
@@ -53,13 +54,15 @@ namespace OpenRa.Game
if (Rules.Map.IsOverlaySolid(newHere))
continue;
}
if( checkForBlocked && Game.UnitInfluence.GetUnitAt( newHere ) != null )
// Replicate real-ra behavior of not being able to enter a cell if there is a mixture of crushable and uncrushable units
if (checkForBlocked && (Game.UnitInfluence.GetUnitsAt(newHere).Any(a => !Game.IsActorCrushableByMovementType(a, umt))))
continue;
if (customBlock != null && customBlock(newHere))
continue;
var est = heuristic( newHere );
if( est == float.PositiveInfinity )
continue;
@@ -75,6 +78,7 @@ namespace OpenRa.Game
cellInfo[ newHere.X, newHere.Y ].MinCost = newCost;
queue.Add( new PathDistance( newCost + est, newHere ) );
}
return p.Location;
}
@@ -96,7 +100,6 @@ namespace OpenRa.Game
checkForBlocked = checkForBlocked };
search.AddInitialCell( from );
return search;
}