Files
OpenRA/OpenRA.Mods.Common/Traits/World/SubterraneanLocomotor.cs
RoosterDragon df9398a871 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.
2021-10-10 17:09:38 +02:00

42 lines
1.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Used by Mobile. Required for subterranean actors. Attach these to the world actor. You can have multiple variants by adding @suffixes.")]
public class SubterraneanLocomotorInfo : LocomotorInfo
{
[Desc("Pathfinding cost for submerging or reemerging.")]
public readonly short SubterraneanTransitionCost = 0;
[Desc("The terrain types that this actor can transition on. Leave empty to allow any.")]
public readonly HashSet<string> SubterraneanTransitionTerrainTypes = new HashSet<string>();
[Desc("Can this actor transition on slopes?")]
public readonly bool SubterraneanTransitionOnRamps = false;
[Desc("Depth at which the subterranean condition is applied.")]
public readonly WDist SubterraneanTransitionDepth = new WDist(-1024);
public override bool DisableDomainPassabilityCheck => true;
public override object Create(ActorInitializer init) { return new SubterraneanLocomotor(init.Self, this); }
}
public class SubterraneanLocomotor : Locomotor
{
public SubterraneanLocomotor(Actor self, SubterraneanLocomotorInfo info)
: base(self, info) { }
}
}