Tweak some AI methods to avoid allocations.
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@@ -182,6 +182,7 @@ namespace OpenRA.Mods.Common.AI
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readonly IPathFinder pathfinder;
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readonly IPathFinder pathfinder;
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readonly Func<Actor, bool> isEnemyUnit;
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readonly Func<Actor, bool> isEnemyUnit;
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readonly Predicate<Actor> unitIsDeadOrHasNewOwner;
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Dictionary<SupportPowerInstance, int> waitingPowers = new Dictionary<SupportPowerInstance, int>();
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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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Dictionary<string, SupportPowerDecision> powerDecisions = new Dictionary<string, SupportPowerDecision>();
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@@ -235,6 +236,7 @@ namespace OpenRA.Mods.Common.AI
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Player.Stances[unit.Owner] == Stance.Enemy
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Player.Stances[unit.Owner] == Stance.Enemy
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&& !unit.Info.HasTraitInfo<HuskInfo>()
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&& !unit.Info.HasTraitInfo<HuskInfo>()
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&& unit.Info.HasTraitInfo<ITargetableInfo>();
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&& unit.Info.HasTraitInfo<ITargetableInfo>();
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unitIsDeadOrHasNewOwner = a => a.Owner != Player || a.IsDead;
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foreach (var decision in info.PowerDecisions)
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foreach (var decision in info.PowerDecisions)
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powerDecisions.Add(decision.OrderName, decision);
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powerDecisions.Add(decision.OrderName, decision);
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@@ -604,7 +606,7 @@ namespace OpenRA.Mods.Common.AI
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{
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{
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squads.RemoveAll(s => !s.IsValid);
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squads.RemoveAll(s => !s.IsValid);
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foreach (var s in squads)
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foreach (var s in squads)
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s.Units.RemoveAll(a => a.IsDead || a.Owner != Player);
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s.Units.RemoveAll(unitIsDeadOrHasNewOwner);
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}
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}
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// Use of this function requires that one squad of this type. Hence it is a piece of shit
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// Use of this function requires that one squad of this type. Hence it is a piece of shit
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@@ -623,8 +625,8 @@ namespace OpenRA.Mods.Common.AI
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void AssignRolesToIdleUnits(Actor self)
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void AssignRolesToIdleUnits(Actor self)
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{
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{
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CleanSquads();
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CleanSquads();
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activeUnits.RemoveAll(a => a.IsDead || a.Owner != Player);
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activeUnits.RemoveAll(unitIsDeadOrHasNewOwner);
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unitsHangingAroundTheBase.RemoveAll(a => a.IsDead || a.Owner != Player);
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unitsHangingAroundTheBase.RemoveAll(unitIsDeadOrHasNewOwner);
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if (--rushTicks <= 0)
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if (--rushTicks <= 0)
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{
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{
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@@ -805,12 +807,14 @@ namespace OpenRA.Mods.Common.AI
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void SetRallyPointsForNewProductionBuildings(Actor self)
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void SetRallyPointsForNewProductionBuildings(Actor self)
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{
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{
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var buildings = self.World.ActorsWithTrait<RallyPoint>()
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foreach (var rp in self.World.ActorsWithTrait<RallyPoint>())
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.Where(rp => rp.Actor.Owner == Player &&
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if (rp.Actor.Owner == Player &&
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!IsRallyPointValid(rp.Trait.Location, rp.Actor.Info.TraitInfoOrDefault<BuildingInfo>())).ToArray();
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!IsRallyPointValid(rp.Trait.Location, rp.Actor.Info.TraitInfoOrDefault<BuildingInfo>()))
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QueueOrder(new Order("SetRallyPoint", rp.Actor, false)
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foreach (var a in buildings)
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{
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QueueOrder(new Order("SetRallyPoint", a.Actor, false) { TargetLocation = ChooseRallyLocationNear(a.Actor), SuppressVisualFeedback = true });
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TargetLocation = ChooseRallyLocationNear(rp.Actor),
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SuppressVisualFeedback = true
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});
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}
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}
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// Won't work for shipyards...
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// Won't work for shipyards...
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@@ -878,10 +882,10 @@ namespace OpenRA.Mods.Common.AI
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if (supportPowerMngr == null)
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if (supportPowerMngr == null)
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return;
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return;
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var powers = supportPowerMngr.Powers.Where(p => !p.Value.Disabled);
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foreach (var sp in supportPowerMngr.Powers.Values)
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foreach (var kv in powers)
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{
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{
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var sp = kv.Value;
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if (sp.Disabled)
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continue;
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// Add power to dictionary if not in delay dictionary yet
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// Add power to dictionary if not in delay dictionary yet
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if (!waitingPowers.ContainsKey(sp))
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if (!waitingPowers.ContainsKey(sp))
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