Use named pathfinding constants.

- Rename CostForInvalidCell to PathCostForInvalidPath
- Add MovementCostForUnreachableCell
- Update usages of int.MaxValue and short.Maxvalue to use named constants where relevant.
- Update costs on ICustomMovementLayer to return short, for consistency with costs from Locomotor.
- Rename some methods to distinguish between path/movement cost.
This commit is contained in:
RoosterDragon
2021-10-08 20:35:33 +01:00
committed by abcdefg30
parent 884e6cdb51
commit df9398a871
16 changed files with 57 additions and 54 deletions

View File

@@ -167,7 +167,7 @@ namespace OpenRA.Mods.Common.Traits
// make some progress on the first search
var p = fromSrc.Expand();
if (fromDest.Graph[p].Status == CellStatus.Closed &&
fromDest.Graph[p].CostSoFar < int.MaxValue)
fromDest.Graph[p].CostSoFar != PathGraph.PathCostForInvalidPath)
{
path = MakeBidiPath(fromSrc, fromDest, p);
break;
@@ -176,7 +176,7 @@ namespace OpenRA.Mods.Common.Traits
// make some progress on the second search
var q = fromDest.Expand();
if (fromSrc.Graph[q].Status == CellStatus.Closed &&
fromSrc.Graph[q].CostSoFar < int.MaxValue)
fromSrc.Graph[q].CostSoFar != PathGraph.PathCostForInvalidPath)
{
path = MakeBidiPath(fromSrc, fromDest, q);
break;