Don't pass movement class via IsPassable directly

Let IsPassable get that info from the locomotor instead.
This commit is contained in:
reaperrr
2018-03-23 23:47:03 +01:00
committed by abcdefg30
parent a52e83ca49
commit 5364515004
9 changed files with 25 additions and 35 deletions

View File

@@ -48,9 +48,7 @@ namespace OpenRA.Mods.Common.Traits
var aircraftInfo = producee.TraitInfoOrDefault<AircraftInfo>();
var mobileInfo = producee.TraitInfoOrDefault<MobileInfo>();
var locomotorInfo = mobileInfo.LocomotorInfo;
var passable = mobileInfo != null ? (uint)locomotorInfo.GetMovementClass(self.World.Map.Rules.TileSet) : 0;
var destination = rp != null ? rp.Location : self.Location;
var location = spawnLocation;
@@ -60,8 +58,11 @@ namespace OpenRA.Mods.Common.Traits
location = self.World.Map.ChooseClosestEdgeCell(self.Location);
if (mobileInfo != null)
{
var locomotorInfo = mobileInfo.LocomotorInfo;
location = self.World.Map.ChooseClosestMatchingEdgeCell(self.Location,
c => mobileInfo.CanEnterCell(self.World, null, c) && domainIndex.IsPassable(c, destination, locomotorInfo, passable));
c => mobileInfo.CanEnterCell(self.World, null, c) && domainIndex.IsPassable(c, destination, locomotorInfo));
}
}
// No suitable spawn location could be found, so production has failed.

View File

@@ -23,12 +23,13 @@ namespace OpenRA.Mods.Common.Traits
public class DomainIndex : IWorldLoaded
{
TileSet tileSet;
Dictionary<uint, MovementClassDomainIndex> domainIndexes;
public void WorldLoaded(World world, WorldRenderer wr)
{
domainIndexes = new Dictionary<uint, MovementClassDomainIndex>();
var tileSet = world.Map.Rules.TileSet;
tileSet = world.Map.Rules.TileSet;
var locomotors = world.WorldActor.TraitsImplementing<Locomotor>().Where(l => !string.IsNullOrEmpty(l.Info.Name));
var movementClasses = locomotors.Select(t => (uint)t.Info.GetMovementClass(tileSet)).Distinct();
@@ -36,7 +37,7 @@ namespace OpenRA.Mods.Common.Traits
domainIndexes[mc] = new MovementClassDomainIndex(world, mc);
}
public bool IsPassable(CPos p1, CPos p2, LocomotorInfo loco, uint movementClass)
public bool IsPassable(CPos p1, CPos p2, LocomotorInfo li)
{
// HACK: Work around units in other movement layers from being blocked
// when the point in the main layer is not pathable
@@ -44,9 +45,10 @@ namespace OpenRA.Mods.Common.Traits
return true;
// HACK: Workaround until we can generalize movement classes
if (loco is SubterraneanLocomotorInfo || loco is JumpjetLocomotorInfo)
if (li is SubterraneanLocomotorInfo || li is JumpjetLocomotorInfo)
return true;
var movementClass = li.GetMovementClass(tileSet);
return domainIndexes[movementClass].IsPassable(p1, p2);
}

View File

@@ -169,9 +169,9 @@ namespace OpenRA.Mods.Common.Traits
return TilesetTerrainInfo[tileset].Select(ti => ti.Cost < int.MaxValue).ToBits();
}
public int GetMovementClass(TileSet tileset)
public uint GetMovementClass(TileSet tileset)
{
return TilesetMovementClass[tileset];
return (uint)TilesetMovementClass[tileset];
}
public int TileSetMovementHash(TileSet tileSet)

View File

@@ -67,12 +67,8 @@ namespace OpenRA.Mods.Common.Traits
// If a water-land transition is required, bail early
var domainIndex = world.WorldActor.TraitOrDefault<DomainIndex>();
if (domainIndex != null)
{
var passable = li.GetMovementClass(world.Map.Rules.TileSet);
if (!domainIndex.IsPassable(source, target, li, (uint)passable))
return EmptyPath;
}
if (domainIndex != null && !domainIndex.IsPassable(source, target, li))
return EmptyPath;
List<CPos> pb;
using (var fromSrc = PathSearch.FromPoint(world, li, self, target, source, true).WithIgnoredActor(ignoreActor))
@@ -104,8 +100,7 @@ namespace OpenRA.Mods.Common.Traits
var domainIndex = world.WorldActor.TraitOrDefault<DomainIndex>();
if (domainIndex != null)
{
var passable = li.GetMovementClass(world.Map.Rules.TileSet);
tilesInRange = new List<CPos>(tilesInRange.Where(t => domainIndex.IsPassable(source, t, li, (uint)passable)));
tilesInRange = new List<CPos>(tilesInRange.Where(t => domainIndex.IsPassable(source, t, li)));
if (!tilesInRange.Any())
return EmptyPath;
}