forked from 0ad/0ad
AI: remove code from old pathFinder
This was SVN commit r16789.
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989f164500
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@ -31,10 +31,7 @@ m.aStarPath = function(gameState, onWater, disregardEntities, targetTerritory)
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var passMap = gameState.sharedScript.passabilityMap;
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var terrMap = gameState.sharedScript.territoryMap;
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var ratio = terrMap.cellSize / passMap.cellSize;
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if (passMap.cellSize == 4)
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var pathObstruction = gameState.sharedScript.passabilityClasses["pathfinderObstruction"];
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else // new pathFinder branch
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var pathObstruction = gameState.sharedScript.passabilityClasses["default"];
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var pathObstruction = gameState.sharedScript.passabilityClasses["default"];
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this.widthMap = new Uint8Array(this.map.length);
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for (var i = 0; i < this.map.length; ++i)
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@ -27,21 +27,12 @@ m.TerrainAnalysis.prototype.init = function(sharedScript,rawState)
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this.width = passabilityMap.width;
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this.height = passabilityMap.height;
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this.cellSize = passabilityMap.cellSize;
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// the first two won't change, the third is a reference to a value updated by C++
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if (this.cellSize == 4)
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{
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var obstructionMaskLand = rawState.passabilityClasses["default"];
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var obstructionMaskWater = rawState.passabilityClasses["ship"];
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}
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else // new pathFinder branch
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{
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var obstructionMaskLand = rawState.passabilityClasses["default-terrain-only"];
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var obstructionMaskWater = rawState.passabilityClasses["ship-small"];
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}
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var obstructionMaskLand = rawState.passabilityClasses["default-terrain-only"];
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var obstructionMaskWater = rawState.passabilityClasses["ship-small"];
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var obstructionTiles = new Uint8Array(passabilityMap.data.length);
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/* Generated map legend:
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0 is impassable
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200 is deep water (ie non-passable by land units)
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@ -38,9 +38,6 @@ m.createObstructionMap = function(gameState, accessIndex, template)
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var obstructionMask = gameState.getPassabilityClassMask("building-land");
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}
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if (passabilityMap.cellSize == 4) // old pathFinder
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var obstructionMask = obstructionMask | gameState.getPassabilityClassMask("foundationObstruction");
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for (var k = 0; k < territoryMap.data.length; ++k)
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{
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let tilePlayer = (territoryMap.data[k] & m.TERRITORY_PLAYER_MASK);
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@ -314,7 +314,7 @@ m.ConstructionPlan.prototype.findGoodPosition = function(gameState)
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else if (template.resourceDropsiteTypes() === undefined && !template.hasClass("House") && !template.hasClass("Field"))
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radius = Math.ceil((template.obstructionRadius() + 4) / obstructions.cellSize);
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else
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radius = Math.ceil(template.obstructionRadius() / obstructions.cellSize);
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radius = Math.ceil(template.obstructionRadius() / obstructions.cellSize) + 1;
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if (template.hasClass("House") && !alreadyHasHouses)
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{
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