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.
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@@ -85,16 +85,16 @@ namespace OpenRA.Mods.Common.Traits
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return map.Ramp[cell] == 0;
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}
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int ICustomMovementLayer.EntryMovementCost(LocomotorInfo li, CPos cell)
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short ICustomMovementLayer.EntryMovementCost(LocomotorInfo li, CPos cell)
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{
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var sli = (SubterraneanLocomotorInfo)li;
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return ValidTransitionCell(cell, sli) ? sli.SubterraneanTransitionCost : PathGraph.CostForInvalidCell;
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return ValidTransitionCell(cell, sli) ? sli.SubterraneanTransitionCost : PathGraph.MovementCostForUnreachableCell;
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}
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int ICustomMovementLayer.ExitMovementCost(LocomotorInfo li, CPos cell)
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short ICustomMovementLayer.ExitMovementCost(LocomotorInfo li, CPos cell)
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{
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var sli = (SubterraneanLocomotorInfo)li;
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return ValidTransitionCell(cell, sli) ? sli.SubterraneanTransitionCost : PathGraph.CostForInvalidCell;
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return ValidTransitionCell(cell, sli) ? sli.SubterraneanTransitionCost : PathGraph.MovementCostForUnreachableCell;
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}
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byte ICustomMovementLayer.GetTerrainIndex(CPos cell)
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