Beispiel #1
0
/* virtual */ void COrder_Board::UpdatePathFinderData(PathFinderInput &input)
{
	input.SetMinRange(0);
	input.SetMaxRange(this->Range);

	Vec2i tileSize;
	if (this->HasGoal()) {
		CUnit *goal = this->GetGoal();
		tileSize.x = goal->Type->TileWidth;
		tileSize.y = goal->Type->TileHeight;
		input.SetGoal(goal->tilePos, tileSize);
	} else {
		tileSize.x = 0;
		tileSize.y = 0;
		input.SetGoal(this->goalPos, tileSize);
	}
}
Beispiel #2
0
/* virtual */ void COrder_Build::UpdatePathFinderData(PathFinderInput &input)
{
	input.SetMinRange(this->Type->BoolFlag[BUILDEROUTSIDE_INDEX].value ? 1 : 0);
	input.SetMaxRange(this->Range);

	const Vec2i tileSize(this->Type->TileWidth, this->Type->TileHeight);
	input.SetGoal(this->goalPos, tileSize);
}
Beispiel #3
0
/* virtual */ void COrder_Move::UpdatePathFinderData(PathFinderInput &input)
{
	input.SetMinRange(0);
	input.SetMaxRange(this->Range);
	const Vec2i tileSize(0, 0);

	input.SetGoal(this->goalPos, tileSize);
}
Beispiel #4
0
/* virtual */ void COrder_Build::UpdatePathFinderData(PathFinderInput &input)
{
	input.SetMinRange(this->Type->BuilderOutside ? 1 : 0);
	input.SetMaxRange(this->Range);

	const Vec2i tileSize(this->Type->TileWidth, this->Type->TileHeight);
	input.SetGoal(this->goalPos, tileSize);
}
Beispiel #5
0
/* virtual */ void COrder_Repair::UpdatePathFinderData(PathFinderInput &input)
{
	const CUnit &unit = *input.GetUnit();

	input.SetMinRange(0);
	input.SetMaxRange(ReparableTarget != NULL ? unit.Type->RepairRange : 0);

	Vec2i tileSize;
	if (ReparableTarget != NULL) {
		tileSize.x = ReparableTarget->Type->TileWidth;
		tileSize.y = ReparableTarget->Type->TileHeight;
		input.SetGoal(ReparableTarget->tilePos, tileSize);
	} else {
		tileSize.x = 0;
		tileSize.y = 0;
		input.SetGoal(this->goalPos, tileSize);
	}
}
Beispiel #6
0
/* virtual */ void COrder_Move::UpdatePathFinderData(PathFinderInput &input)
{
	const Vec2i tileSize(0, 0);
	input.SetGoal(this->goalPos, tileSize);

	int distance = this->Range;
	if (GameSettings.Inside) {
		CheckObstaclesBetweenTiles(input.GetUnitPos(), this->HasGoal() ? this->GetGoal()->tilePos : this->goalPos, MapFieldRocks | MapFieldForest, &distance);
	}
	input.SetMaxRange(distance);
	input.SetMinRange(0);
}
Beispiel #7
0
/* virtual */ void COrder_Follow::UpdatePathFinderData(PathFinderInput &input)
{
	input.SetMinRange(0);
	input.SetMaxRange(this->Range);

	Vec2i tileSize;
	if (this->HasGoal()) {
		CUnit *goal = this->GetGoal();
		tileSize.x = goal->Type->TileWidth;
		tileSize.y = goal->Type->TileHeight;
		//Wyrmgus start
//		input.SetGoal(goal->tilePos, tileSize);
		input.SetGoal(goal->tilePos, tileSize, goal->MapLayer);
		//Wyrmgus end
	} else {
		tileSize.x = 0;
		tileSize.y = 0;
		//Wyrmgus start
//		input.SetGoal(this->goalPos, tileSize);
		input.SetGoal(this->goalPos, tileSize, this->MapLayer);
		//Wyrmgus end
	}
}