New crush code, now with less bs

This commit is contained in:
Paul Chote
2010-06-25 20:57:06 +12:00
parent 00b91bd7ad
commit 7c3a10396c
16 changed files with 70 additions and 94 deletions

View File

@@ -65,6 +65,12 @@ namespace OpenRA.Traits
if (!map.IsInMap(cell)) return null;
return influence[cell.X, cell.Y];
}
public Actor GetBuildingBlocking(int2 cell)
{
if (!map.IsInMap(cell) || !blocked[cell.X, cell.Y]) return null;
return influence[cell.X, cell.Y];
}
public bool CanMoveHere(int2 cell)
{

View File

@@ -38,7 +38,6 @@ namespace OpenRA.Traits
public HazardLayer( World world )
{
map = world.Map;
hazards = new List<Pair<Actor, Hazard>>[world.Map.MapSize.X, world.Map.MapSize.Y];
for (int i = 0; i < world.Map.MapSize.X; i++)
for (int j = 0; j < world.Map.MapSize.Y; j++)

View File

@@ -49,27 +49,6 @@ namespace OpenRA.Traits
public void Tick( Actor self )
{
// Does this belong here? NO, but it's your mess.
// Get the crushable actors
foreach (var aa in self.World.Queries.WithTrait<ICrushable>())
{
var a = aa.Actor;
// Are there any units in the same cell that can crush this?
foreach( var ios in a.traits.WithInterface<IOccupySpace>() )
foreach( var cell in ios.OccupiedCells() )
{
// There should only be one (counterexample: An infantry and a tank try to pick up a crate at the same time.)
// If there is more than one, do action on the first crusher
var crusher = GetUnitsAt(cell).Where(b => a != b && self.World.IsActorCrushableByActor(a, b)).FirstOrDefault();
if (crusher != null)
{
// Apply the crush action
foreach (var crush in a.traits.WithInterface<ICrushable>())
crush.OnCrush(crusher);
}
}
}
SanityCheck( self );
}