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

@@ -76,15 +76,9 @@ namespace OpenRA.Mods.RA.Activities
self.QueueActivity(new Move(
() =>
{
var search = new PathSearch(self.World)
{
heuristic = loc => (res.GetResource(loc) != null
&& harv.Resources.Contains( res.GetResource(loc).info.Name )) ? 0 : 1,
umt = UnitMovementType.Wheel,
checkForBlocked = true
};
search.AddInitialCell(self.World, self.Location);
return self.World.PathFinder.FindPath(search);
return self.World.PathFinder.FindPath(PathSearch.Search(self, UnitMovementType.Wheel, true)
.WithHeuristic(loc => (res.GetResource(loc) != null && harv.Resources.Contains( res.GetResource(loc).info.Name )) ? 0 : 1)
.FromPoint(self.Location));
}));
self.QueueActivity(new Harvest());
}