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

@@ -37,13 +37,11 @@ namespace OpenRA.Mods.RA
readonly List<int2> droppedAt = new List<int2>();
int2 lz;
Actor flare;
bool waterDrop;
public void SetLZ( int2 lz, Actor flare, bool waterDrop )
public void SetLZ( int2 lz, Actor flare )
{
this.lz = lz;
this.flare = flare;
this.waterDrop = waterDrop;
droppedAt.Clear();
}
@@ -79,7 +77,7 @@ namespace OpenRA.Mods.RA
bool IsSuitableCell(Actor self, int2 p)
{
return self.World.IsPathableCell(p, waterDrop ? UnitMovementType.Float : UnitMovementType.Wheel);
return self.traits.Get<Mobile>().CanEnterCell(p);
}
void FinishedDropping(Actor self)