Remove PPos overload of FindUnitsInCircle.
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@@ -52,21 +52,13 @@ namespace OpenRA.Mods.RA.Activities
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int searchRadiusSquared = searchRadius * searchRadius;
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// Find harvestable resources nearby:
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// Avoid enemy territory:
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// TODO: calculate weapons ranges of units and factor those in instead of hard-coding 8.
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var path = self.World.WorldActor.Trait<PathFinder>().FindPath(
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PathSearch.Search(self.World, mobileInfo, self, true)
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.WithCustomCost(loc =>
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{
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// Avoid enemy territory:
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int safetycost = (
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// TODO: calculate weapons ranges of units and factor those in instead of hard-coding 8.
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from u in self.World.FindUnitsInCircle(loc.ToPPos(), Game.CellSize * 8)
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where !u.Destroyed
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where self.Owner.Stances[u.Owner] == Stance.Enemy
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select Math.Max(0, 64 - (loc - u.Location).LengthSquared)
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).Sum();
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return safetycost;
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})
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.WithCustomCost(loc => self.World.FindUnitsInCircle(loc.CenterPosition, WRange.FromCells(8))
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.Where (u => !u.Destroyed && self.Owner.Stances[u.Owner] == Stance.Enemy)
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.Sum(u => Math.Max(0, 64 - (loc - u.Location).LengthSquared)))
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.WithHeuristic(loc =>
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{
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// Avoid this cell:
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