fixed influence map update on remove

This commit is contained in:
Chris Forbes
2009-10-24 14:51:31 +13:00
parent 6ea3a3d1cc
commit aa784d446c

View File

@@ -56,7 +56,7 @@ namespace OpenRa.Game
{
var c = pq.Pop();
if (influence[c.location.X, c.location.Y].Second <= c.distance)
if (influence[c.location.X, c.location.Y].Second < c.distance)
continue;
influence[c.location.X, c.location.Y].First = c.actor;
@@ -86,11 +86,31 @@ namespace OpenRa.Game
void RemoveInfluence(Actor a)
{
foreach (var t in Footprint.UnpathableTiles(a.unitInfo, a.Location))
if (IsValid(t))
influence[t.X, t.Y] = NoClaim;
var tiles = Footprint.UnpathableTiles(a.unitInfo, a.Location).ToArray();
var min = int2.Max(new int2(0, 0),
tiles.Aggregate(int2.Min) - new int2(maxDistance, maxDistance));
var max = int2.Min(new int2(128, 128),
tiles.Aggregate(int2.Max) + new int2(maxDistance, maxDistance));
/* todo: fix everything that was in this region! doesnt matter yet, since we cant destroy buildings */
for (var j = min.Y; j <= max.Y; j++)
for (var i = min.X; i <= max.X; i++)
if (influence[i, j].First == a)
influence[i, j] = NoClaim;
// slightly expanded bounds for collecting candidates for recalculation.
var min2 = int2.Max(new int2(0, 0), min - new int2(1, 1));
var max2 = int2.Min(new int2(128, 128), max + new int2(1, 1));
var actors = new List<Actor>();
for (var j = min2.Y; j <= max2.Y; j++)
for (var i = min2.X; i <= max2.X; i++)
if (influence[i, j].First != null && !actors.Contains(influence[i, j].First))
actors.Add(influence[i, j].First);
Log.Write("Finished collecting candidates for evacuated region = {0}", actors.Count);
foreach (var b in actors)
AddInfluence(b); /* we can actually safely constrain this a bit more... */
}
bool IsValid(int2 t)