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

@@ -68,23 +68,18 @@ namespace OpenRA.Mods.RA
{
var mobile = self.traits.Get<Mobile>();
var search = new PathSearch(self.World)
{
heuristic = PathSearch.DefaultEstimator(self.Location),
umt = mobile.GetMovementType(),
checkForBlocked = false,
};
var refineries = self.World.Queries.OwnedBy[self.Owner]
var refs = self.World.Queries.OwnedBy[self.Owner]
.Where(x => x != ignore && x.traits.Contains<IAcceptOre>())
.ToList();
foreach (var r in refineries)
search.AddInitialCell(self.World, r.Location + r.traits.Get<IAcceptOre>().DeliverOffset);
var path = self.World.PathFinder.FindPath(search);
var path = self.World.PathFinder.FindPath(PathSearch.FromPoints(self,
refs.Select(r => r.Location + r.traits.Get<IAcceptOre>().DeliverOffset),
self.Location,
mobile.GetMovementType(),
false));
path.Reverse();
if (path.Count != 0)
return refineries.FirstOrDefault(x => x.Location + x.traits.Get<IAcceptOre>().DeliverOffset == path[0]);
return refs.FirstOrDefault(x => x.Location + x.traits.Get<IAcceptOre>().DeliverOffset == path[0]);
else
return null;
}