Account for sub-cell offsets in FindUnitPathToRange. Fixes #2417.
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@@ -68,17 +68,27 @@ namespace OpenRA.Mods.RA.Move
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}
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}
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public List<CPos> FindUnitPathToRange(CPos src, CPos target, int range, Actor self)
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public List<CPos> FindUnitPathToRange(CPos src, SubCell srcSub, WPos target, WRange range, Actor self)
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{
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using (new PerfSample("Pathfinder"))
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{
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var mi = self.Info.Traits.Get<MobileInfo>();
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var tilesInRange = world.FindTilesInCircle(target, range)
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.Where(t => mi.CanEnterCell(self.World, self, t, null, true, true));
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var targetCell = target.ToCPos();
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var rangeSquared = range.Range*range.Range;
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// Correct for SubCell offset
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var so = MobileInfo.SubCellOffsets[srcSub];
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target -= new WVec(so.X * 1024 / Game.CellSize, so.Y * 1024 / Game.CellSize, 0);
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// Select only the tiles that are within range from the requested SubCell
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// This assumes that the SubCell does not change during the path traversal
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var tilesInRange = world.FindTilesInCircle(targetCell, range.Range / 1024 + 1)
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.Where(t => (t.CenterPosition - target).LengthSquared <= rangeSquared
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&& mi.CanEnterCell(self.World, self, t, null, true, true));
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var path = FindBidiPath(
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PathSearch.FromPoints(world, mi, self, tilesInRange, src, true),
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PathSearch.FromPoint(world, mi, self, src, target, true).InReverse()
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PathSearch.FromPoint(world, mi, self, src, targetCell, true).InReverse()
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);
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return path;
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