Add plumbing to support ownership checks in MobileInfo.CanEnterCell.
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@@ -75,7 +75,7 @@ namespace OpenRA.Mods.RA.Move
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{SubCell.FullCell, new int2(0,0)},
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};
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public bool CanEnterCell(World world, int2 cell, Actor ignoreActor, bool checkTransientActors)
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public bool CanEnterCell(World world, Player owner, int2 cell, Actor ignoreActor, bool checkTransientActors)
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{
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if (MovementCostForCell(world, cell) == int.MaxValue)
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return false;
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@@ -326,7 +326,7 @@ namespace OpenRA.Mods.RA.Move
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public bool CanEnterCell(int2 cell, Actor ignoreActor, bool checkTransientActors)
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{
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return Info.CanEnterCell(self.World, cell, ignoreActor, checkTransientActors);
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return Info.CanEnterCell(self.World, self.Owner, cell, ignoreActor, checkTransientActors);
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}
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public void FinishedMoving(Actor self)
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@@ -33,7 +33,7 @@ namespace OpenRA.Mods.RA.Move
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{
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this.getPath = (self,mobile) =>
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self.World.WorldActor.Trait<PathFinder>().FindPath(
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PathSearch.FromPoint( self.World, mobile.Info, mobile.toCell, destination, false )
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PathSearch.FromPoint( self.World, mobile.Info, self.Owner, mobile.toCell, destination, false )
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.WithoutLaneBias());
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this.destination = destination;
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this.nearEnough = 0;
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@@ -50,7 +50,7 @@ namespace OpenRA.Mods.RA.Move
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{
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this.getPath = (self,mobile) =>
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self.World.WorldActor.Trait<PathFinder>().FindPath(
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PathSearch.FromPoint( self.World, mobile.Info, mobile.toCell, destination, false )
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PathSearch.FromPoint( self.World, mobile.Info, self.Owner, mobile.toCell, destination, false )
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.WithIgnoredBuilding( ignoreBuilding ));
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this.destination = destination;
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@@ -54,8 +54,8 @@ namespace OpenRA.Mods.RA.Move
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var mi = self.Info.Traits.Get<MobileInfo>();
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var pb = FindBidiPath(
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PathSearch.FromPoint(world, mi, target, from, true),
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PathSearch.FromPoint(world, mi, from, target, true)
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PathSearch.FromPoint(world, mi, self.Owner, target, from, true),
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PathSearch.FromPoint(world, mi, self.Owner, from, target, true)
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.InReverse());
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CheckSanePath2(pb, from, target);
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@@ -72,11 +72,11 @@ namespace OpenRA.Mods.RA.Move
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{
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var mi = self.Info.Traits.Get<MobileInfo>();
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var tilesInRange = world.FindTilesInCircle(target, range)
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.Where( t => mi.CanEnterCell(self.World, t, null, true));
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.Where( t => mi.CanEnterCell(self.World, self.Owner, t, null, true));
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var path = FindBidiPath(
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PathSearch.FromPoints(world, mi, tilesInRange, src, true),
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PathSearch.FromPoint(world, mi, src, target, true)
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PathSearch.FromPoints(world, mi, self.Owner, tilesInRange, src, true),
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PathSearch.FromPoint(world, mi, self.Owner, src, target, true)
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.InReverse());
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return path;
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@@ -27,12 +27,14 @@ namespace OpenRA.Mods.RA.Move
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public bool inReverse;
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MobileInfo mobileInfo;
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Player owner;
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public PathSearch(World world, MobileInfo mobileInfo)
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public PathSearch(World world, MobileInfo mobileInfo, Player owner)
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{
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this.world = world;
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cellInfo = InitCellInfo();
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this.mobileInfo = mobileInfo;
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this.owner = owner;
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queue = new PriorityQueue<PathDistance>();
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}
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@@ -103,7 +105,7 @@ namespace OpenRA.Mods.RA.Move
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if (costHere == int.MaxValue)
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continue;
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if (!mobileInfo.CanEnterCell(world, newHere, ignoreBuilding, checkForBlocked))
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if (!mobileInfo.CanEnterCell(world, owner, newHere, ignoreBuilding, checkForBlocked))
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continue;
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if (customBlock != null && customBlock(newHere))
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@@ -160,16 +162,16 @@ namespace OpenRA.Mods.RA.Move
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queue.Add( new PathDistance( heuristic( location ), location ) );
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}
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public static PathSearch Search( World world, MobileInfo mi, bool checkForBlocked )
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public static PathSearch Search( World world, MobileInfo mi, Player owner, bool checkForBlocked )
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{
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var search = new PathSearch(world, mi) {
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var search = new PathSearch(world, mi, owner) {
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checkForBlocked = checkForBlocked };
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return search;
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}
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public static PathSearch FromPoint( World world, MobileInfo mi, int2 from, int2 target, bool checkForBlocked )
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public static PathSearch FromPoint( World world, MobileInfo mi, Player owner, int2 from, int2 target, bool checkForBlocked )
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{
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var search = new PathSearch(world, mi) {
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var search = new PathSearch(world, mi, owner) {
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heuristic = DefaultEstimator( target ),
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checkForBlocked = checkForBlocked };
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@@ -177,9 +179,9 @@ namespace OpenRA.Mods.RA.Move
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return search;
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}
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public static PathSearch FromPoints(World world, MobileInfo mi, IEnumerable<int2> froms, int2 target, bool checkForBlocked)
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public static PathSearch FromPoints(World world, MobileInfo mi, Player owner, IEnumerable<int2> froms, int2 target, bool checkForBlocked)
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{
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var search = new PathSearch(world, mi)
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var search = new PathSearch(world, mi, owner)
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{
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heuristic = DefaultEstimator(target),
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checkForBlocked = checkForBlocked
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