Sanitize ProductionQueue and fix bugs in TechTreeCache.

Gives perf win on every tick, and fixes bugs where you lose prereqs when buildings are low power.
This commit is contained in:
Paul Chote
2010-09-17 22:21:49 +12:00
committed by Chris Forbes
parent 692ef539f9
commit 22861fca5a
6 changed files with 152 additions and 106 deletions

View File

@@ -15,10 +15,45 @@ using OpenRA.GameRules;
namespace OpenRA.Traits
{
class TechTreeCacheInfo : TraitInfo<TechTreeCache> { }
class TechTreeCache : ITick
class TechTreeCacheInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new TechTreeCache(init);}
}
class TechTreeCache
{
readonly List<Watcher> watchers = new List<Watcher>();
readonly Player player;
public TechTreeCache(ActorInitializer init)
{
player = init.self.Owner;
init.world.ActorAdded += ActorChanged;
init.world.ActorRemoved += ActorChanged;
}
public void ActorChanged(Actor a)
{
if (a.Owner == player && a.HasTrait<Building>())
Update();
}
public void Update()
{
var buildings = Rules.TechTree.GatherBuildings(player);
foreach(var w in watchers)
w.Update(buildings);
}
public void Add(string key, List<string> prerequisites, ITechTreeElement tte)
{
watchers.Add(new Watcher( key, prerequisites, tte ));
}
public void Remove(string key)
{
watchers.RemoveAll(x => x.key == key);
}
class Watcher
{
public readonly string key;
@@ -35,10 +70,16 @@ namespace OpenRA.Traits
this.hasPrerequisites = false;
}
public void Tick( Player owner, Cache<string, List<Actor>> buildings )
public void Update(Cache<string, List<Actor>> buildings)
{
var nowHasPrerequisites = prerequisites.All( a => buildings[ a ].Any( b => !b.Trait<Building>().Disabled ) );
var nowHasPrerequisites = true;
foreach (var p in prerequisites)
if (!buildings.Keys.Contains(p))
{
nowHasPrerequisites = false;
break;
}
if( nowHasPrerequisites && !hasPrerequisites )
watcher.PrerequisitesAvailable(key);
@@ -48,26 +89,6 @@ namespace OpenRA.Traits
hasPrerequisites = nowHasPrerequisites;
}
}
readonly List<Watcher> watchers = new List<Watcher>();
public void Tick( Actor self )
{
var buildings = Rules.TechTree.GatherBuildings( self.Owner );
foreach( var w in watchers )
w.Tick( self.Owner, buildings );
}
public void Add( string key, List<string> prerequisites, ITechTreeElement tte )
{
watchers.Add( new Watcher( key, prerequisites, tte ) );
}
public void Remove( string key )
{
watchers.RemoveAll( x => x.key == key );
}
}
interface ITechTreeElement