rewrote IsCloseEnoughToBase; it works PROPERLY now. removed dead code in BIM. fixed wrong default in BuildingInfo.

This commit is contained in:
Bob
2010-01-18 15:02:03 +13:00
parent 4f60b2866b
commit 510a30b13d
3 changed files with 36 additions and 28 deletions

View File

@@ -40,18 +40,6 @@ namespace OpenRa
return influence[cell.X, cell.Y]; return influence[cell.X, cell.Y];
} }
public Actor GetNearestBuilding(int2 cell)
{
if (!IsValid(cell)) return null;
return influence[cell.X, cell.Y];
}
public int GetDistanceToBuilding(int2 cell)
{
if (!IsValid(cell)) return int.MaxValue;
return influence[cell.X, cell.Y] == null ? int.MaxValue : 0;
}
public bool CanMoveHere(int2 cell) public bool CanMoveHere(int2 cell)
{ {
return IsValid(cell) && !blocked[cell.X, cell.Y]; return IsValid(cell) && !blocked[cell.X, cell.Y];

View File

@@ -19,7 +19,7 @@ namespace OpenRa.Traits
public readonly int Power = 0; public readonly int Power = 0;
public readonly bool RequiresPower = false; public readonly bool RequiresPower = false;
public readonly bool BaseNormal = true; public readonly bool BaseNormal = true;
public readonly int Adjacent = 1; public readonly int Adjacent = 2;
public readonly bool Bib = false; public readonly bool Bib = false;
public readonly bool Capturable = false; public readonly bool Capturable = false;
public readonly bool Repairable = true; public readonly bool Repairable = true;

View File

@@ -109,26 +109,46 @@ namespace OpenRa
public static bool IsCloseEnoughToBase(this World world, Player p, string buildingName, BuildingInfo bi, int2 topLeft) public static bool IsCloseEnoughToBase(this World world, Player p, string buildingName, BuildingInfo bi, int2 topLeft)
{ {
var maxDistance = bi.Adjacent + 1; var buildingMaxBounds = bi.Dimensions;
var position = topLeft + Footprint.AdjustForBuildingSize( bi ); if( bi.Bib )
buildingMaxBounds.Y += 1;
var search = new PathSearch() var scanStart = world.ClampToWorld( topLeft - new int2( bi.Adjacent, bi.Adjacent ) );
var scanEnd = world.ClampToWorld( topLeft + buildingMaxBounds + new int2( bi.Adjacent, bi.Adjacent ) );
var nearnessCandidates = new List<int2>();
for( int y = scanStart.Y ; y < scanEnd.Y ; y++ )
{ {
heuristic = loc => for( int x = scanStart.X ; x < scanEnd.X ; x++ )
{ {
var b = world.BuildingInfluence.GetBuildingAt(loc); var at = world.BuildingInfluence.GetBuildingAt( new int2( x, y ) );
if (b != null && b.Owner == p && b.Info.Traits.Get<BuildingInfo>().BaseNormal) return 0; if( at != null && at.Owner == p )
if ((loc - position).Length > maxDistance) nearnessCandidates.Add( new int2( x, y ) );
return float.PositiveInfinity; /* not quite right */ }
return 1; }
}, var buildingTiles = Footprint.Tiles( buildingName, bi, topLeft ).ToList();
checkForBlocked = false, return nearnessCandidates
ignoreTerrain = true, .Any( a => buildingTiles
}; .Any( b => Math.Abs( a.X - b.X ) <= bi.Adjacent
&& Math.Abs( a.Y - b.Y ) <= bi.Adjacent ) );
}
foreach (var t in Footprint.Tiles(buildingName, bi, topLeft)) search.AddInitialCell(t); static int2 ClampToWorld( this World world, int2 xy )
{
var mapStart = world.Map.Offset;
var mapEnd = world.Map.Offset + world.Map.Size;
if( xy.X < mapStart.X )
xy.X = mapStart.X;
if( xy.X > mapEnd.X )
xy.X = mapEnd.X;
return world.PathFinder.FindPath(search).Count != 0; if( xy.Y < mapStart.Y )
xy.Y = mapStart.Y;
if( xy.Y > mapEnd.Y )
xy.Y = mapEnd.Y;
return xy;
} }
} }
} }