use UIM (was BIM) to determine what cells a building blocks

This commit is contained in:
Bob
2010-11-03 16:42:53 +13:00
committed by Chris Forbes
parent f5b8b18d86
commit c3fc7b98f3
6 changed files with 23 additions and 60 deletions

View File

@@ -222,39 +222,21 @@ namespace OpenRA.Mods.RA.Move
public static bool CanEnterCell( World world, MobileInfo mi, int2 cell, Actor ignoreActor, bool checkTransientActors )
{
var bim = world.WorldActor.Trait<BuildingInfluence>();
var uim = world.WorldActor.Trait<UnitInfluence>();
return Mobile.CanEnterCell( mi, world, uim, bim, cell, ignoreActor, checkTransientActors );
return Mobile.CanEnterCell( mi, world, uim, cell, ignoreActor, checkTransientActors );
}
public bool CanEnterCell( int2 cell, Actor ignoreActor, bool checkTransientActors )
{
var bim = self.World.WorldActor.Trait<BuildingInfluence>();
var uim = self.World.WorldActor.Trait<UnitInfluence>();
return CanEnterCell( Info, self.World, uim, bim, cell, ignoreActor, checkTransientActors );
return CanEnterCell( Info, self.World, uim, cell, ignoreActor, checkTransientActors );
}
public static bool CanEnterCell( MobileInfo mobileInfo, World world, UnitInfluence uim, BuildingInfluence bim, int2 cell, Actor ignoreActor, bool checkTransientActors )
public static bool CanEnterCell( MobileInfo mobileInfo, World world, UnitInfluence uim, int2 cell, Actor ignoreActor, bool checkTransientActors )
{
if (MovementCostForCell(mobileInfo, world, cell) == int.MaxValue)
return false;
// Check for buildings
var building = bim.GetBuildingBlocking(cell);
if (building != null && building != ignoreActor)
{
if (mobileInfo.Crushes == null)
return false;
var crushable = building.TraitsImplementing<ICrushable>();
if (crushable.Count() == 0)
return false;
if (!crushable.Any(b => b.CrushClasses.Intersect(mobileInfo.Crushes).Any()))
return false;
}
// Check mobile actors
var blockingActors = uim.GetUnitsAt( cell ).Where( x => x != ignoreActor ).ToList();
if (checkTransientActors && blockingActors.Count > 0)
{