Avoid unnecessary lookups in the production logic
by improving the GetBuildTime method and moving lookups around.
This commit is contained in:
@@ -125,14 +125,19 @@ namespace OpenRA.Mods.Common.Traits
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if (bi == null)
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return 0;
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return GetBuildTime(ai);
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}
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public override int GetBuildTime(ActorInfo unit)
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{
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if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
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return 0;
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var time = (int)(ai.GetBuildTime() * Info.BuildSpeed);
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var time = (int)(unit.GetBuildTime() * Info.BuildSpeed);
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if (info.SpeedUp)
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{
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var type = bi.BuildAtProductionType ?? info.Type;
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var type = unit.TraitInfo<BuildableInfo>().BuildAtProductionType ?? info.Type;
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var selfsameProductionsCount = self.World.ActorsWithTrait<Production>()
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.Count(p => p.Actor.Owner == self.Owner && p.Trait.Info.Produces.Contains(type));
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@@ -256,9 +256,6 @@ namespace OpenRA.Mods.Common.Traits
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if (!bi.Queue.Contains(Info.Type))
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return;
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var cost = unit.HasTraitInfo<ValuedInfo>() ? unit.TraitInfo<ValuedInfo>().Cost : 0;
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var time = GetBuildTime(order.TargetString);
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// You can't build that
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if (BuildableItems().All(b => b.Name != order.TargetString))
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return;
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@@ -275,6 +272,9 @@ namespace OpenRA.Mods.Common.Traits
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return;
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}
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var valued = unit.TraitInfoOrDefault<ValuedInfo>();
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var cost = valued != null ? valued.Cost : 0;
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var time = GetBuildTime(unit);
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var amountToBuild = Math.Min(fromLimit, order.ExtraData);
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for (var n = 0; n < amountToBuild; n++)
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{
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@@ -313,11 +313,15 @@ namespace OpenRA.Mods.Common.Traits
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if (unit == null || !unit.HasTraitInfo<BuildableInfo>())
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return 0;
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return GetBuildTime(unit);
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}
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public virtual int GetBuildTime(ActorInfo unit)
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{
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if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
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return 0;
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var time = unit.GetBuildTime() * Info.BuildSpeed;
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return (int)time;
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}
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@@ -81,7 +81,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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powerIcon.IsVisible = () => power != 0;
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var lowpower = pm.PowerState != PowerState.Normal;
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var time = palette.CurrentQueue == null ? 0 : palette.CurrentQueue.GetBuildTime(actor.Name)
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var time = palette.CurrentQueue == null ? 0 : palette.CurrentQueue.GetBuildTime(actor)
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* (lowpower ? palette.CurrentQueue.Info.LowPowerSlowdown : 1);
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var timeString = WidgetUtils.FormatTime(time, world.Timestep);
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timeLabel.GetText = () => timeString;
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