Units automatically path around known hazards (eg static base defenses). Test using SAM and TRAN.

Todo: Ignore hazards when force-moving; Apply only to known enemy hazards; Implement more hazard classes

Also add a few files I forgot from previous patches
This commit is contained in:
Paul Chote
2010-06-25 13:53:37 +12:00
parent 0aeca2aadc
commit 7ac8d0cf59
15 changed files with 378 additions and 16 deletions

View File

@@ -93,17 +93,21 @@ namespace OpenRA.Traits
content[x, y].density = GetIdealDensity(x, y);
}
public float GetSpeedModifier(int2 p, UnitMovementType umt)
public float GetSpeedModifier(int2 p, Actor forActor)
{
if (content[p.X,p.Y].type == null)
return 1.0f;
var umt = forActor.traits.Get<Mobile>().GetMovementType();
return content[p.X,p.Y].type.GetSpeedModifier(umt);
}
public float GetCost(int2 p,UnitMovementType umt)
public float GetCost(int2 p, Actor forActor)
{
if (content[p.X,p.Y].type == null)
return 1.0f;
var umt = forActor.traits.Get<Mobile>().GetMovementType();
return content[p.X,p.Y].type.GetCost(umt);
}