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:
@@ -90,14 +90,17 @@ namespace OpenRA.Mods.RA
|
||||
}
|
||||
}
|
||||
|
||||
public float GetCost(int2 p, UnitMovementType umt)
|
||||
public float GetCost(int2 p, Actor forActor)
|
||||
{
|
||||
var umt = forActor.traits.Get<Mobile>().GetMovementType();
|
||||
if (customTerrain[p.X, p.Y] != null)
|
||||
return customTerrain[p.X,p.Y].GetCost(p,umt);
|
||||
return 1f;
|
||||
}
|
||||
public float GetSpeedModifier(int2 p, UnitMovementType umt)
|
||||
|
||||
public float GetSpeedModifier(int2 p, Actor forActor)
|
||||
{
|
||||
var umt = forActor.traits.Get<Mobile>().GetMovementType();
|
||||
if (customTerrain[p.X, p.Y] != null)
|
||||
return customTerrain[p.X,p.Y].GetSpeedModifier(p,umt);
|
||||
return 1f;
|
||||
|
||||
Reference in New Issue
Block a user