Merge pull request #9058 from RoosterDragon/reduce-alloc
Reduce allocations in the main game loop
This commit is contained in:
@@ -260,8 +260,6 @@ namespace OpenRA
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[FieldLoader.Ignore] public ProjectedCellRegion ProjectedCellBounds;
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[FieldLoader.Ignore] public CellRegion AllCells;
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readonly Func<PPos, bool> containsTest;
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void AssertExists(string filename)
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{
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using (var s = Container.GetContent(filename))
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@@ -275,8 +273,6 @@ namespace OpenRA
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/// </summary>
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public Map(TileSet tileset, int width, int height)
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{
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containsTest = Contains;
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var size = new Size(width, height);
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var tileShape = Game.ModData.Manifest.TileShape;
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var tileRef = new TerrainTile(tileset.Templates.First().Key, (byte)0);
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@@ -316,8 +312,6 @@ namespace OpenRA
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/// <summary>Initializes a map loaded from disk.</summary>
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public Map(string path)
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{
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containsTest = Contains;
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Path = path;
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Container = GlobalFileSystem.OpenPackage(path, null, int.MaxValue);
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@@ -448,34 +442,40 @@ namespace OpenRA
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initializedCellProjection = true;
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if (MaximumTerrainHeight != 0)
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cellProjection = new CellLayer<PPos[]>(this);
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inverseCellProjection = new CellLayer<List<MPos>>(this);
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// Initialize collections
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foreach (var cell in AllCells)
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{
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cellProjection = new CellLayer<PPos[]>(this);
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inverseCellProjection = new CellLayer<List<MPos>>(this);
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// Initialize collections
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foreach (var cell in AllCells)
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{
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var uv = cell.ToMPos(TileShape);
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cellProjection[uv] = new PPos[0];
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inverseCellProjection[uv] = new List<MPos>();
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}
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// Initialize projections
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foreach (var cell in AllCells)
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UpdateProjection(cell);
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var uv = cell.ToMPos(TileShape);
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cellProjection[uv] = new PPos[0];
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inverseCellProjection[uv] = new List<MPos>();
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}
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// Initialize projections
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foreach (var cell in AllCells)
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UpdateProjection(cell);
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}
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void UpdateProjection(CPos cell)
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{
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MPos uv;
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if (MaximumTerrainHeight == 0)
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{
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uv = cell.ToMPos(TileShape);
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cellProjection[cell] = new[] { (PPos)uv };
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var inverse = inverseCellProjection[uv];
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inverse.Clear();
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inverse.Add(uv);
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return;
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}
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if (!initializedCellProjection)
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InitializeCellProjection();
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var uv = cell.ToMPos(TileShape);
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uv = cell.ToMPos(TileShape);
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// Remove old reverse projection
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foreach (var puv in cellProjection[uv])
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@@ -630,7 +630,8 @@ namespace OpenRA
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}
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}
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tiles.CellEntryChanged += UpdateProjection;
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if (MaximumTerrainHeight > 0)
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tiles.CellEntryChanged += UpdateProjection;
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return tiles;
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}
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@@ -650,7 +651,8 @@ namespace OpenRA
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}
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}
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tiles.CellEntryChanged += UpdateProjection;
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if (MaximumTerrainHeight > 0)
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tiles.CellEntryChanged += UpdateProjection;
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return tiles;
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}
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@@ -755,7 +757,15 @@ namespace OpenRA
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// The first check ensures that the cell is within the valid map region, avoiding
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// potential crashes in deeper code. All CellLayers have the same geometry, and
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// CustomTerrain is convenient (cellProjection may be null and others are Lazy).
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return CustomTerrain.Contains(uv) && ProjectedCellsCovering(uv).All(containsTest);
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return CustomTerrain.Contains(uv) && ContainsAllProjectedCellsCovering(uv);
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}
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bool ContainsAllProjectedCellsCovering(MPos uv)
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{
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foreach (var puv in ProjectedCellsCovering(uv))
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if (!Contains(puv))
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return false;
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return true;
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}
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public bool Contains(PPos puv)
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@@ -822,10 +832,6 @@ namespace OpenRA
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static readonly PPos[] NoProjectedCells = { };
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public PPos[] ProjectedCellsCovering(MPos uv)
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{
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// Shortcut for mods that don't use heightmaps
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if (MaximumTerrainHeight == 0)
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return new[] { (PPos)uv };
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if (!initializedCellProjection)
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InitializeCellProjection();
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@@ -835,21 +841,17 @@ namespace OpenRA
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return cellProjection[uv];
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}
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public MPos[] Unproject(PPos puv)
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public List<MPos> Unproject(PPos puv)
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{
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var uv = (MPos)puv;
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// Shortcut for mods that don't use heightmaps
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if (MaximumTerrainHeight == 0)
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return new[] { uv };
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if (!initializedCellProjection)
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InitializeCellProjection();
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if (!inverseCellProjection.Contains(uv))
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return new MPos[0];
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return new List<MPos>();
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return inverseCellProjection[uv].ToArray();
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return inverseCellProjection[uv];
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}
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public int FacingBetween(CPos cell, CPos towards, int fallbackfacing)
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@@ -966,7 +968,7 @@ namespace OpenRA
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return (MPos)Clamp((PPos)uv);
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// Already in bounds, so don't need to do anything.
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if (ProjectedCellsCovering(uv).Any(containsTest))
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if (ContainsAllProjectedCellsCovering(uv))
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return uv;
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// Clamping map coordinates is trickier than it might first look!
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@@ -1028,7 +1030,7 @@ namespace OpenRA
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public CPos ChooseRandomCell(MersenneTwister rand)
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{
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MPos[] cells;
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List<MPos> cells;
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do
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{
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var u = rand.Next(Bounds.Left, Bounds.Right);
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@@ -1093,7 +1095,7 @@ namespace OpenRA
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public CPos ChooseRandomEdgeCell(MersenneTwister rand)
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{
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MPos[] cells;
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List<MPos> cells;
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do
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{
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var isU = rand.Next(2) == 0;
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@@ -270,7 +270,11 @@ namespace OpenRA.Traits
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if (!map.Contains(uv))
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return false;
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return map.ProjectedCellsCovering(uv).Any(isExploredTest);
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foreach (var puv in map.ProjectedCellsCovering(uv))
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if (IsExplored(puv))
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return true;
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return false;
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}
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public bool IsExplored(PPos puv)
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@@ -316,7 +320,11 @@ namespace OpenRA.Traits
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if (!visibleCount.Contains(uv))
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return false;
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return map.ProjectedCellsCovering(uv).Any(isVisibleTest);
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foreach (var puv in map.ProjectedCellsCovering(uv))
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if (IsVisible(puv))
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return true;
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return false;
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}
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// In internal shroud coords
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@@ -189,6 +189,7 @@ namespace OpenRA.Mods.Common.AI
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public Player Player { get; private set; }
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readonly Func<Actor, bool> isEnemyUnit;
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Dictionary<SupportPowerInstance, int> waitingPowers = new Dictionary<SupportPowerInstance, int>();
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Dictionary<string, SupportPowerDecision> powerDecisions = new Dictionary<string, SupportPowerDecision>();
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@@ -229,6 +230,8 @@ namespace OpenRA.Mods.Common.AI
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{
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Info = info;
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World = init.World;
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isEnemyUnit = unit =>
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Player.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait<Husk>() && unit.HasTrait<ITargetable>();
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foreach (var decision in info.PowerDecisions)
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powerDecisions.Add(decision.OrderName, decision);
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@@ -580,20 +583,12 @@ namespace OpenRA.Mods.Common.AI
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internal Actor FindClosestEnemy(WPos pos)
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{
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var allEnemyUnits = World.Actors
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.Where(unit => Player.Stances[unit.Owner] == Stance.Enemy && !unit.HasTrait<Husk>() &&
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unit.HasTrait<ITargetable>());
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return allEnemyUnits.ClosestTo(pos);
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return World.Actors.Where(isEnemyUnit).ClosestTo(pos);
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}
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internal Actor FindClosestEnemy(WPos pos, WDist radius)
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{
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var enemyUnits = World.FindActorsInCircle(pos, radius)
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.Where(unit => Player.Stances[unit.Owner] == Stance.Enemy &&
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!unit.HasTrait<Husk>() && unit.HasTrait<ITargetable>());
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return enemyUnits.ClosestTo(pos);
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return World.FindActorsInCircle(pos, radius).Where(isEnemyUnit).ClosestTo(pos);
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}
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List<Actor> FindEnemyConstructionYards()
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@@ -40,7 +40,17 @@ namespace OpenRA.Mods.Common.Traits
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public class RepairableBuilding : UpgradableTrait<RepairableBuildingInfo>, ITick
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{
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[Sync]
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public int RepairersHash { get { return Repairers.Aggregate(0, (code, player) => code ^ Sync.HashPlayer(player)); } }
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public int RepairersHash
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{
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get
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{
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var hash = 0;
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foreach (var player in Repairers)
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hash ^= Sync.HashPlayer(player);
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return hash;
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}
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}
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public readonly List<Player> Repairers = new List<Player>();
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readonly Health health;
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@@ -94,7 +104,9 @@ namespace OpenRA.Mods.Common.Traits
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Repairers.RemoveAll(isNotActiveAlly);
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// If after the previous operation there's no repairers left, stop
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if (!Repairers.Any()) return;
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if (Repairers.Count == 0)
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return;
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var buildingValue = self.GetSellValue();
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// The cost is the same regardless of the amount of people repairing
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@@ -70,6 +70,7 @@ namespace OpenRA.Mods.Common.Traits
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readonly HarvesterInfo info;
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readonly Mobile mobile;
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Dictionary<ResourceTypeInfo, int> contents = new Dictionary<ResourceTypeInfo, int>();
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bool idleSmart = true;
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[Sync] public Actor OwnerLinkedProc = null;
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[Sync] public Actor LastLinkedProc = null;
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@@ -77,8 +78,17 @@ namespace OpenRA.Mods.Common.Traits
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[Sync] int currentUnloadTicks;
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public CPos? LastHarvestedCell = null;
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public CPos? LastOrderLocation = null;
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[Sync] public int ContentValue { get { return contents.Sum(c => c.Key.ValuePerUnit * c.Value); } }
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bool idleSmart = true;
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[Sync]
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public int ContentValue
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{
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get
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{
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var value = 0;
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foreach (var c in contents)
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value += c.Key.ValuePerUnit * c.Value;
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return value;
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}
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}
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public Harvester(Actor self, HarvesterInfo info)
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{
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@@ -58,7 +58,16 @@ namespace OpenRA.Mods.Common.Traits
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public ReadOnlyList<MissionObjective> Objectives;
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[Sync]
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public int ObjectivesHash { get { return Objectives.Aggregate(0, (code, objective) => code ^ Sync.Hash(objective.State)); } }
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public int ObjectivesHash
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{
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get
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{
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var hash = 0;
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foreach (var objective in objectives)
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hash ^= Sync.Hash(objective.State);
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return hash;
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}
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}
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// This property is used as a flag in 'Cooperative' games to mark that the player has completed all his objectives.
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// The player's WinState is only updated when his allies have all completed their objective as well.
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@@ -68,15 +68,17 @@ namespace OpenRA.Mods.Common.Traits
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public readonly ProductionQueueInfo Info;
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readonly Actor self;
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// A list of things we could possibly build
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readonly Dictionary<ActorInfo, ProductionState> produceable = new Dictionary<ActorInfo, ProductionState>();
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readonly List<ProductionItem> queue = new List<ProductionItem>();
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readonly IEnumerable<ActorInfo> allProduceables;
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readonly IEnumerable<ActorInfo> buildableProduceables;
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// Will change if the owner changes
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PowerManager playerPower;
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PlayerResources playerResources;
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protected DeveloperMode developerMode;
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// A list of things we could possibly build
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Dictionary<ActorInfo, ProductionState> produceable;
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List<ProductionItem> queue = new List<ProductionItem>();
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public Actor Actor { get { return self; } }
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[Sync] public int QueueLength { get { return queue.Count; } }
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@@ -101,6 +103,8 @@ namespace OpenRA.Mods.Common.Traits
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Enabled = !info.Factions.Any() || info.Factions.Contains(Faction);
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CacheProduceables(playerActor);
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allProduceables = produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
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buildableProduceables = produceable.Where(a => a.Value.Buildable).Select(a => a.Key);
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}
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void ClearQueue()
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@@ -143,7 +147,7 @@ namespace OpenRA.Mods.Common.Traits
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void CacheProduceables(Actor playerActor)
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{
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produceable = new Dictionary<ActorInfo, ProductionState>();
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produceable.Clear();
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if (!Enabled)
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return;
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@@ -200,9 +204,9 @@ namespace OpenRA.Mods.Common.Traits
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public virtual IEnumerable<ActorInfo> AllItems()
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{
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if (self.World.AllowDevCommands && developerMode.AllTech)
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return produceable.Select(a => a.Key);
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return produceable.Keys;
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return produceable.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
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return allProduceables;
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}
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public virtual IEnumerable<ActorInfo> BuildableItems()
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@@ -210,9 +214,9 @@ namespace OpenRA.Mods.Common.Traits
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if (!Enabled)
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return Enumerable.Empty<ActorInfo>();
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if (self.World.AllowDevCommands && developerMode.AllTech)
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return produceable.Select(a => a.Key);
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return produceable.Keys;
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return produceable.Where(a => a.Value.Buildable).Select(a => a.Key);
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return buildableProduceables;
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}
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public bool CanBuild(ActorInfo actor)
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