map.Offset is no long necessary in so many places. (removed BS where world-coords != map-coords)

This commit is contained in:
Bob
2009-10-29 22:10:54 +13:00
parent 066ce1a203
commit be39cdd054
8 changed files with 145 additions and 154 deletions

View File

@@ -34,8 +34,7 @@ namespace OpenRa.Game
public List<int2> FindUnitPathToRange(int2 src, int2 dest, UnitMovementType umt, int range)
{
var tilesInRange = Game.FindTilesInCircle(dest, range)
.Where(t => Game.IsCellBuildable(t, umt))
.Select(t => t + map.Offset);
.Where(t => Game.IsCellBuildable(t, umt));
var path = FindUnitPath(tilesInRange, DefaultEstimator(src), umt);
path.Reverse();
@@ -44,19 +43,18 @@ namespace OpenRa.Game
public List<int2> FindPathToPath( int2 from, List<int2> path, UnitMovementType umt )
{
var offset = map.Offset;
var cellInfo = InitCellInfo();
var queue = new PriorityQueue<PathDistance>();
var estimator = DefaultEstimator( from );
var cost = 0.0;
var prev = path[ 0 ] + offset;
var prev = path[ 0 ];
for( int i = 0 ; i < path.Count ; i++ )
{
var sl = path[ i ] + offset;
var sl = path[ i ];
if( i == 0 || Game.BuildingInfluence.GetBuildingAt( path[ i ] ) == null & Game.UnitInfluence.GetUnitAt( path[ i ] ) == null )
{
queue.Add( new PathDistance( estimator( sl - offset ), sl ) );
queue.Add( new PathDistance( estimator( sl ), sl ) );
cellInfo[ sl.X, sl.Y ] = new CellInfo( cost, prev, false );
}
var d = sl - prev;
@@ -70,19 +68,17 @@ namespace OpenRa.Game
List<int2> FindUnitPath( int2 unitLocation, Func<int2,double> estimator, UnitMovementType umt )
{
var startLocation = unitLocation + map.Offset;
return FindUnitPath( new[] {startLocation}, estimator, umt );
return FindUnitPath( new[] { unitLocation }, estimator, umt );
}
List<int2> FindUnitPath(IEnumerable<int2> startLocations, Func<int2, double> estimator, UnitMovementType umt)
{
var offset = map.Offset;
var cellInfo = InitCellInfo();
var queue = new PriorityQueue<PathDistance>();
foreach (var sl in startLocations)
{
queue.Add(new PathDistance(estimator(sl - offset), sl));
queue.Add(new PathDistance(estimator(sl), sl));
cellInfo[sl.X, sl.Y].MinCost = 0;
}
@@ -91,7 +87,6 @@ namespace OpenRa.Game
List<int2> FindPath( CellInfo[ , ] cellInfo, PriorityQueue<PathDistance> queue, Func<int2, double> estimator, UnitMovementType umt, bool checkForBlock )
{
var offset = map.Offset;
while( !queue.Empty )
{
@@ -99,8 +94,8 @@ namespace OpenRa.Game
int2 here = p.Location;
cellInfo[ here.X, here.Y ].Seen = true;
if( estimator( here - offset ) == 0.0 )
return MakePath( cellInfo, here, offset );
if( estimator( here ) == 0.0 )
return MakePath( cellInfo, here );
foreach( int2 d in Util.directions )
{
@@ -110,9 +105,9 @@ namespace OpenRa.Game
continue;
if( passableCost[(int)umt][ newHere.X, newHere.Y ] == double.PositiveInfinity )
continue;
if (Game.BuildingInfluence.GetBuildingAt(newHere - offset) != null)
if (Game.BuildingInfluence.GetBuildingAt(newHere) != null)
continue;
if( checkForBlock && Game.UnitInfluence.GetUnitAt( newHere - offset ) != null )
if( checkForBlock && Game.UnitInfluence.GetUnitAt( newHere ) != null )
continue;
double cellCost = ( ( d.X * d.Y != 0 ) ? 1.414213563 : 1.0 ) * passableCost[(int)umt][ newHere.X, newHere.Y ];
@@ -124,7 +119,7 @@ namespace OpenRa.Game
cellInfo[ newHere.X, newHere.Y ].Path = here;
cellInfo[ newHere.X, newHere.Y ].MinCost = newCost;
queue.Add( new PathDistance( newCost + estimator( newHere - offset ), newHere ) );
queue.Add( new PathDistance( newCost + estimator( newHere ), newHere ) );
}
}
@@ -141,18 +136,18 @@ namespace OpenRa.Game
return cellInfo;
}
List<int2> MakePath( CellInfo[ , ] cellInfo, int2 destination, int2 offset )
List<int2> MakePath( CellInfo[ , ] cellInfo, int2 destination )
{
List<int2> ret = new List<int2>();
int2 pathNode = destination;
while( cellInfo[ pathNode.X, pathNode.Y ].Path != pathNode )
{
ret.Add( pathNode - offset );
ret.Add( pathNode );
pathNode = cellInfo[ pathNode.X, pathNode.Y ].Path;
}
ret.Add(pathNode - offset);
ret.Add(pathNode);
return ret;
}