PathSearch patched to support ICustomTerrain
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@@ -14,7 +14,6 @@ namespace OpenRa
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public UnitMovementType umt;
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Func<int2, bool> customBlock;
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public bool checkForBlocked;
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public bool ignoreTerrain;
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public Actor ignoreBuilding;
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public PathSearch()
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@@ -40,9 +39,8 @@ namespace OpenRa
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var p = queue.Pop();
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cellInfo[ p.Location.X, p.Location.Y ].Seen = true;
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if (!ignoreTerrain)
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if (passableCost[(int)umt][p.Location.X, p.Location.Y] == float.PositiveInfinity)
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return p.Location;
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if (passableCost[(int)umt][p.Location.X, p.Location.Y] == float.PositiveInfinity)
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return p.Location;
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foreach( int2 d in Util.directions )
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{
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@@ -51,17 +49,18 @@ namespace OpenRa
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if (!Game.world.Map.IsInMap(newHere.X, newHere.Y)) continue;
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if( cellInfo[ newHere.X, newHere.Y ].Seen )
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continue;
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if (!ignoreTerrain)
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{
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if (passableCost[(int)umt][newHere.X, newHere.Y] == float.PositiveInfinity)
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continue;
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if (!Game.world.BuildingInfluence.CanMoveHere(newHere) &&
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Game.world.BuildingInfluence.GetBuildingAt(newHere) != ignoreBuilding)
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continue;
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if (Game.world.Map.IsOverlaySolid(newHere))
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continue;
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}
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var custom = Game.world.customTerrain[newHere.X, newHere.Y];
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if (custom != null
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&& custom.GetCost(newHere, umt) == float.PositiveInfinity)
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continue;
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if (passableCost[(int)umt][newHere.X, newHere.Y] == float.PositiveInfinity)
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continue;
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if (!Game.world.BuildingInfluence.CanMoveHere(newHere) &&
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Game.world.BuildingInfluence.GetBuildingAt(newHere) != ignoreBuilding)
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continue;
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if (Game.world.Map.IsOverlaySolid(newHere))
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continue;
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// Replicate real-ra behavior of not being able to enter a cell if there is a mixture of crushable and uncrushable units
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if (checkForBlocked && (Game.world.UnitInfluence.GetUnitsAt(newHere).Any(a => !Game.world.IsActorPathableToCrush(a, umt))))
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@@ -69,14 +68,15 @@ namespace OpenRa
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if (customBlock != null && customBlock(newHere))
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continue;
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var est = heuristic( newHere );
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if( est == float.PositiveInfinity )
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continue;
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float cellCost = ( ( d.X * d.Y != 0 ) ? 1.414213563f : 1.0f ) *
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(ignoreTerrain ? 1 : passableCost[ (int)umt ][ newHere.X, newHere.Y ]);
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float cellCost = ((d.X * d.Y != 0) ? 1.414213563f : 1.0f) *
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(custom != null
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? custom.GetCost(newHere, umt) :
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passableCost[(int)umt][newHere.X, newHere.Y]);
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float newCost = cellInfo[ p.Location.X, p.Location.Y ].MinCost + cellCost;
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if( newCost >= cellInfo[ newHere.X, newHere.Y ].MinCost )
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@@ -9,12 +9,12 @@ using System.Drawing;
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namespace OpenRa.Traits
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{
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class BridgeInfo : ITraitInfo
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class BridgeInfo : OwnedActorInfo, ITraitInfo
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{
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public object Create(Actor self) { return new Bridge(self); }
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}
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class Bridge : IRender, ITick, ICustomTerrain
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class Bridge : IRender, ICustomTerrain
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{
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Dictionary<int2, int> Tiles;
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TileTemplate Template;
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@@ -34,8 +34,6 @@ namespace OpenRa.Traits
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yield return new Renderable(t.Value, Game.CellSize * t.Key, PaletteType.Gold);
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}
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public void Tick(Actor self) {}
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public void SetTiles(TileTemplate template, Dictionary<int2, int> replacedTiles)
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{
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Template = template;
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@@ -49,10 +47,10 @@ namespace OpenRa.Traits
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a => Sprites[new TileReference { tile = (ushort)template.Index, image = (byte)a.Value }]);
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}
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public double GetCost(int2 p, UnitMovementType umt)
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public float GetCost(int2 p, UnitMovementType umt)
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{
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var origTile = Tiles[p]; // if this explodes, then SetTiles did something horribly wrong.
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return 1.0;
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return float.PositiveInfinity;
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}
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}
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}
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@@ -25,7 +25,7 @@ namespace OpenRa.Traits
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public interface IAcceptThief { void OnSteal(Actor self, Actor thief); }
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public interface IAcceptSpy { void OnInfiltrate(Actor self, Actor spy); }
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public interface ICustomTerrain { double GetCost(int2 p, UnitMovementType umt); }
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public interface ICustomTerrain { float GetCost(int2 p, UnitMovementType umt); }
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interface IProducer
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{
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