Remove a bunch of unnecessary caching
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@@ -60,8 +60,9 @@ namespace OpenRA
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List<CachedPath> CachedPaths = new List<CachedPath>();
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const int MaxPathAge = 50; /* x 40ms ticks */
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public List<int2> FindUnitPath(int2 from, int2 target, UnitMovementType umt, Actor self)
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public List<int2> FindUnitPath(int2 from, int2 target, Actor self)
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{
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var umt = self.traits.Get<Mobile>().GetMovementType();
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using (new PerfSample("find_unit_path"))
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{
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var cached = CachedPaths.FirstOrDefault(p => p.from == from && p.to == target && p.umt == umt);
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@@ -72,9 +73,9 @@ namespace OpenRA
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}
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var pb = FindBidiPath(
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PathSearch.FromPoint(self, target, from, umt, true)
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PathSearch.FromPoint(self, target, from, true)
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.WithCustomBlocker(AvoidUnitsNear(from, 4, self)),
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PathSearch.FromPoint(self, from, target, umt, true)
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PathSearch.FromPoint(self, from, target, true)
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.WithCustomBlocker(AvoidUnitsNear(from, 4, self))
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.InReverse());
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@@ -86,7 +87,7 @@ namespace OpenRA
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}
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}
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public List<int2> FindUnitPathToRange( int2 src, int2 target, UnitMovementType umt, int range, Actor self )
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public List<int2> FindUnitPathToRange( int2 src, int2 target, int range, Actor self )
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{
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using( new PerfSample( "find_unit_path_multiple_src" ) )
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{
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@@ -94,7 +95,7 @@ namespace OpenRA
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var tilesInRange = world.FindTilesInCircle(target, range)
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.Where( t => mobile.CanEnterCell(t));
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var path = FindPath( PathSearch.FromPoints( self, tilesInRange, src, umt, false )
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var path = FindPath( PathSearch.FromPoints( self, tilesInRange, src, false )
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.WithCustomBlocker(AvoidUnitsNear(src, 4, self))
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.InReverse());
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path.Reverse();
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