make it actually sortof work

This commit is contained in:
Chris Forbes
2010-05-16 12:53:20 +12:00
parent c20a1cc70a
commit 8e46f99ab9
4 changed files with 12 additions and 12 deletions

View File

@@ -35,7 +35,7 @@ namespace OpenRA.Orders
.Where(o => o != null)
.ToArray();
var actorsInvolved = orders.Select(o => o.TargetActor).Distinct();
var actorsInvolved = orders.Select(o => o.Subject).Distinct();
if (actorsInvolved.Any())
yield return new Order("CreateGroup", actorsInvolved.First().Owner.PlayerActor,
string.Join(",", actorsInvolved.Select(a => a.ActorID.ToString()).ToArray()));

View File

@@ -60,7 +60,7 @@ namespace OpenRA
List<CachedPath> CachedPaths = new List<CachedPath>();
const int MaxPathAge = 50; /* x 40ms ticks */
public List<int2> FindUnitPath(int2 from, int2 target, UnitMovementType umt)
public List<int2> FindUnitPath(int2 from, int2 target, UnitMovementType umt, Actor self)
{
using (new PerfSample("find_unit_path"))
{
@@ -73,9 +73,9 @@ namespace OpenRA
var pb = FindBidiPath(
PathSearch.FromPoint(world, target, from, umt, true)
.WithCustomBlocker(AvoidUnitsNear(from, 4)),
.WithCustomBlocker(AvoidUnitsNear(from, 4, self)),
PathSearch.FromPoint(world, from, target, umt, true)
.WithCustomBlocker(AvoidUnitsNear(from, 4))
.WithCustomBlocker(AvoidUnitsNear(from, 4, self))
.InReverse());
CheckSanePath2(pb, from, target);
@@ -86,7 +86,7 @@ namespace OpenRA
}
}
public List<int2> FindUnitPathToRange( int2 src, int2 target, UnitMovementType umt, int range )
public List<int2> FindUnitPathToRange( int2 src, int2 target, UnitMovementType umt, int range, Actor self )
{
using( new PerfSample( "find_unit_path_multiple_src" ) )
{
@@ -94,19 +94,19 @@ namespace OpenRA
.Where( t => world.IsPathableCell( t, umt ) );
var path = FindPath( PathSearch.FromPoints( world, tilesInRange, src, umt, false )
.WithCustomBlocker(AvoidUnitsNear(src, 4))
.WithCustomBlocker(AvoidUnitsNear(src, 4, self))
.InReverse());
path.Reverse();
return path;
}
}
public Func<int2, bool> AvoidUnitsNear(int2 p, int dist)
public Func<int2, bool> AvoidUnitsNear(int2 p, int dist, Actor self)
{
return q =>
p != q &&
((p - q).LengthSquared < dist * dist) &&
(world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(q).Any());
(world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(q).Any(a => a.Group != self.Group));
}
public List<int2> FindPath( PathSearch search )

View File

@@ -54,7 +54,7 @@ namespace OpenRA.Traits.Activities
{
this.getPath = ( self, mobile ) => self.World.PathFinder.FindUnitPath(
self.Location, destination,
mobile.GetMovementType() );
mobile.GetMovementType(), self );
this.destination = destination;
this.nearEnough = nearEnough;
}
@@ -65,7 +65,7 @@ namespace OpenRA.Traits.Activities
this.getPath = (self, mobile) =>
self.World.PathFinder.FindPath(
PathSearch.FromPoint( self.World, self.Location, destination, mobile.GetMovementType(), false )
.WithCustomBlocker( self.World.PathFinder.AvoidUnitsNear( self.Location, 4 ))
.WithCustomBlocker( self.World.PathFinder.AvoidUnitsNear( self.Location, 4, self ))
.WithIgnoredBuilding( ignoreBuilding ));
this.destination = destination;
@@ -78,7 +78,7 @@ namespace OpenRA.Traits.Activities
{
this.getPath = ( self, mobile ) => self.World.PathFinder.FindUnitPathToRange(
self.Location, target.Location,
mobile.GetMovementType(), range );
mobile.GetMovementType(), range, self );
this.destination = null;
this.nearEnough = range;
}

View File

@@ -1,6 +1,6 @@
Player:
ProductionQueue:
BuildSpeed: .4
BuildSpeed: .04
LowPowerSlowdown: 3
PlaceBuilding:
GpsPower: