PathSearch patched to support ICustomTerrain

This commit is contained in:
Chris Forbes
2010-01-19 10:32:03 +13:00
parent 76a9e293b2
commit f0b26e8ee2
3 changed files with 23 additions and 25 deletions

View File

@@ -14,7 +14,6 @@ namespace OpenRa
public UnitMovementType umt;
Func<int2, bool> customBlock;
public bool checkForBlocked;
public bool ignoreTerrain;
public Actor ignoreBuilding;
public PathSearch()
@@ -40,9 +39,8 @@ namespace OpenRa
var p = queue.Pop();
cellInfo[ p.Location.X, p.Location.Y ].Seen = true;
if (!ignoreTerrain)
if (passableCost[(int)umt][p.Location.X, p.Location.Y] == float.PositiveInfinity)
return p.Location;
if (passableCost[(int)umt][p.Location.X, p.Location.Y] == float.PositiveInfinity)
return p.Location;
foreach( int2 d in Util.directions )
{
@@ -51,17 +49,18 @@ namespace OpenRa
if (!Game.world.Map.IsInMap(newHere.X, newHere.Y)) continue;
if( cellInfo[ newHere.X, newHere.Y ].Seen )
continue;
if (!ignoreTerrain)
{
if (passableCost[(int)umt][newHere.X, newHere.Y] == float.PositiveInfinity)
continue;
if (!Game.world.BuildingInfluence.CanMoveHere(newHere) &&
Game.world.BuildingInfluence.GetBuildingAt(newHere) != ignoreBuilding)
continue;
if (Game.world.Map.IsOverlaySolid(newHere))
continue;
}
var custom = Game.world.customTerrain[newHere.X, newHere.Y];
if (custom != null
&& custom.GetCost(newHere, umt) == float.PositiveInfinity)
continue;
if (passableCost[(int)umt][newHere.X, newHere.Y] == float.PositiveInfinity)
continue;
if (!Game.world.BuildingInfluence.CanMoveHere(newHere) &&
Game.world.BuildingInfluence.GetBuildingAt(newHere) != ignoreBuilding)
continue;
if (Game.world.Map.IsOverlaySolid(newHere))
continue;
// Replicate real-ra behavior of not being able to enter a cell if there is a mixture of crushable and uncrushable units
if (checkForBlocked && (Game.world.UnitInfluence.GetUnitsAt(newHere).Any(a => !Game.world.IsActorPathableToCrush(a, umt))))
@@ -69,14 +68,15 @@ namespace OpenRa
if (customBlock != null && customBlock(newHere))
continue;
var est = heuristic( newHere );
if( est == float.PositiveInfinity )
continue;
float cellCost = ( ( d.X * d.Y != 0 ) ? 1.414213563f : 1.0f ) *
(ignoreTerrain ? 1 : passableCost[ (int)umt ][ newHere.X, newHere.Y ]);
float cellCost = ((d.X * d.Y != 0) ? 1.414213563f : 1.0f) *
(custom != null
? custom.GetCost(newHere, umt) :
passableCost[(int)umt][newHere.X, newHere.Y]);
float newCost = cellInfo[ p.Location.X, p.Location.Y ].MinCost + cellCost;
if( newCost >= cellInfo[ newHere.X, newHere.Y ].MinCost )