fixed ore spreading; units no longer block

This commit is contained in:
Chris Forbes
2009-11-04 22:59:51 +13:00
parent 66fd532db8
commit 7e0b0541e2
3 changed files with 14 additions and 5 deletions

View File

@@ -10,8 +10,17 @@ namespace OpenRa.Game
{
/* todo: deal with ore pits */
public static void GrowOre(this Map map,
Func<int2, bool> canSpreadIntoCell, Random r)
static bool CanSpreadInto(int i, int j)
{
if (Game.BuildingInfluence.GetBuildingAt(new int2(i, j)) != null)
return false;
return TerrainCosts.Cost(UnitMovementType.Wheel,
Game.worldRenderer.terrainRenderer.tileSet.GetWalkability(Game.map.MapTiles[i, j]))
< double.PositiveInfinity;
}
public static void GrowOre(this Map map, Random r)
{
var mini = map.XOffset; var maxi = map.XOffset + map.Width;
var minj = map.YOffset; var maxj = map.YOffset + map.Height;
@@ -28,7 +37,7 @@ namespace OpenRa.Game
if (!map.HasOverlay(i, j)
&& r.NextDouble() < chance
&& map.GetOreDensity(i, j) > 0
&& canSpreadIntoCell(new int2(i, j)))
&& CanSpreadInto(i,j))
newOverlay[i, j] = ChooseOre();
}