shuffle exits

This commit is contained in:
Chris Forbes
2010-12-27 19:43:32 +13:00
parent 888fe35f08
commit d8eaa7c841
2 changed files with 28 additions and 19 deletions

View File

@@ -82,26 +82,21 @@ namespace OpenRA.Mods.RA
//Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID);
}
public virtual bool Produce( Actor self, ActorInfo producee )
{
// Todo: remove assumption on Mobile;
// required for 3-arg CanEnterCell
//var mobile = newUnit.Trait<Mobile>();
var mobileInfo = producee.Traits.Get<MobileInfo>();
var uim = self.World.WorldActor.Trait<UnitInfluence>();
// Pick a spawn/exit point pair
// Todo: Reorder in a synced random way
foreach (var s in self.Info.Traits.WithInterface<ExitInfo>())
if( mobileInfo.CanEnterCell( self.World, uim, self.Location + s.ExitCell,self,true ) )
{
DoProduction(self, producee, s);
return true;
}
return false;
}
public virtual bool Produce(Actor self, ActorInfo producee)
{
// todo: remove Mobile requirement.
var mobileInfo = producee.Traits.Get<MobileInfo>();
var uim = self.World.WorldActor.Trait<UnitInfluence>();
// pick a spawn/exit point pair
foreach (var s in self.Info.Traits.WithInterface<ExitInfo>().Shuffle(self.World.SharedRandom))
if (mobileInfo.CanEnterCell(self.World, uim, self.Location + s.ExitCell, self, true))
{
DoProduction(self, producee, s);
return true;
}
return false;
}
}
}