Some initial hacks towards multiple-infantry-per-cell. Make the pathfinder smart enough to do what we need, and remove a *lot* of stupid duplication. Needs more work.

This commit is contained in:
Paul Chote
2010-06-23 19:54:22 +12:00
parent 308a7b0cf6
commit b7c8e55d14
12 changed files with 93 additions and 87 deletions

View File

@@ -31,16 +31,6 @@ namespace OpenRA
{
public static class WorldUtils
{
public static bool IsPathableCell(this World world, int2 a, UnitMovementType umt)
{
if (world.WorldActor.traits.Get<BuildingInfluence>().GetBuildingAt(a) != null) return false;
if (world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(a).Any()) return false;
return world.Map.IsInMap(a.X, a.Y) &&
Rules.TerrainTypes[world.TileSet.GetTerrainType(world.Map.MapTiles[a.X, a.Y])]
.GetCost(umt) < float.PositiveInfinity;
}
public static bool IsCellBuildable(this World world, int2 a, bool waterBound)
{
return world.IsCellBuildable(a, waterBound, null);