Initial commit: OpenRA game engine
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Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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let5sne.win10
2026-01-10 21:46:54 +08:00
commit 9cf6ebb986
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#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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;
using System.Collections.Generic;
namespace OpenRA.Mods.Common.Pathfinder
{
/// <summary>
/// A sparse pathfinding graph that supports a search over provided cells.
/// This is a classic graph that supports an arbitrary graph of nodes and edges,
/// and does not require a dense grid of cells.
/// Costs and any desired connections to a <see cref="Traits.ICustomMovementLayer"/>
/// must be provided as input.
/// </summary>
sealed class SparsePathGraph : IPathGraph
{
readonly Func<CPos, List<GraphConnection>> edges;
readonly Dictionary<CPos, CellInfo> info;
public SparsePathGraph(Func<CPos, List<GraphConnection>> edges, int estimatedSearchSize = 0)
{
this.edges = edges;
info = new Dictionary<CPos, CellInfo>(estimatedSearchSize);
}
public List<GraphConnection> GetConnections(CPos position, Func<CPos, bool> targetPredicate)
{
return edges(position) ?? [];
}
public CellInfo this[CPos pos]
{
get
{
if (info.TryGetValue(pos, out var cellInfo))
return cellInfo;
return default;
}
set => info[pos] = value;
}
public void Dispose() { }
}
}