Remove a bunch of unnecessary caching
This commit is contained in:
@@ -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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@@ -50,6 +50,8 @@ namespace OpenRA
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cellInfo = InitCellInfo();
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queue = new PriorityQueue<PathDistance>();
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umt = self.traits.Get<Mobile>().GetMovementType();
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buildingInfluence = world.WorldActor.traits.Get<BuildingInfluence>();
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unitInfluence = world.WorldActor.traits.Get<UnitInfluence>();
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}
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@@ -172,31 +174,28 @@ namespace OpenRA
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queue.Add( new PathDistance( heuristic( location ), location ) );
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}
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public static PathSearch Search( Actor self, UnitMovementType umt, bool checkForBlocked )
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public static PathSearch Search( Actor self, bool checkForBlocked )
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{
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var search = new PathSearch(self) {
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umt = umt,
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checkForBlocked = checkForBlocked };
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return search;
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}
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public static PathSearch FromPoint( Actor self, int2 from, int2 target, UnitMovementType umt, bool checkForBlocked )
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public static PathSearch FromPoint( Actor self, int2 from, int2 target, bool checkForBlocked )
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{
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var search = new PathSearch(self) {
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heuristic = DefaultEstimator( target ),
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umt = umt,
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checkForBlocked = checkForBlocked };
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search.AddInitialCell( self.World, from );
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return search;
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}
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public static PathSearch FromPoints(Actor self, IEnumerable<int2> froms, int2 target, UnitMovementType umt, bool checkForBlocked)
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public static PathSearch FromPoints(Actor self, IEnumerable<int2> froms, int2 target, bool checkForBlocked)
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{
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var search = new PathSearch(self)
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{
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heuristic = DefaultEstimator(target),
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umt = umt,
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checkForBlocked = checkForBlocked
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};
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@@ -32,7 +32,7 @@ namespace OpenRA.Traits.Activities
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int2? destination;
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int nearEnough;
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public List<int2> path;
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Func<Actor, Mobile, List<int2>> getPath;
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Func<Actor, List<int2>> getPath;
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public Actor ignoreBuilding;
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MovePart move;
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@@ -50,9 +50,8 @@ namespace OpenRA.Traits.Activities
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public Move( int2 destination, int nearEnough )
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: this()
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{
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this.getPath = ( self, mobile ) => self.World.PathFinder.FindUnitPath(
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self.Location, destination,
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mobile.GetMovementType(), self );
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this.getPath = self => self.World.PathFinder.FindUnitPath(
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self.Location, destination, self );
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this.destination = destination;
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this.nearEnough = nearEnough;
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}
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@@ -60,9 +59,9 @@ namespace OpenRA.Traits.Activities
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public Move(int2 destination, Actor ignoreBuilding)
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: this()
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{
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this.getPath = (self, mobile) =>
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this.getPath = self =>
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self.World.PathFinder.FindPath(
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PathSearch.FromPoint( self, self.Location, destination, mobile.GetMovementType(), false )
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PathSearch.FromPoint( self, self.Location, destination, false )
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.WithCustomBlocker( self.World.PathFinder.AvoidUnitsNear( self.Location, 4, self ))
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.WithIgnoredBuilding( ignoreBuilding ));
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@@ -74,9 +73,9 @@ namespace OpenRA.Traits.Activities
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public Move( Actor target, int range )
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: this()
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{
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this.getPath = ( self, mobile ) => self.World.PathFinder.FindUnitPathToRange(
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this.getPath = self => self.World.PathFinder.FindUnitPathToRange(
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self.Location, target.Location,
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mobile.GetMovementType(), range, self );
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range, self );
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this.destination = null;
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this.nearEnough = range;
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}
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@@ -84,7 +83,7 @@ namespace OpenRA.Traits.Activities
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public Move(Func<List<int2>> getPath)
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: this()
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{
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this.getPath = (_, _2) => getPath();
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this.getPath = _ => getPath();
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this.destination = null;
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this.nearEnough = 0;
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}
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@@ -111,7 +110,7 @@ namespace OpenRA.Traits.Activities
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return this;
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}
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path = getPath( self, mobile ).TakeWhile( a => a != self.Location ).ToList();
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path = getPath( self ).TakeWhile( a => a != self.Location ).ToList();
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SanityCheckPath( mobile );
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}
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@@ -187,7 +186,7 @@ namespace OpenRA.Traits.Activities
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return null;
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self.World.WorldActor.traits.Get<UnitInfluence>().Remove( self, mobile );
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var newPath = getPath(self, mobile).TakeWhile(a => a != self.Location).ToList();
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var newPath = getPath(self).TakeWhile(a => a != self.Location).ToList();
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self.World.WorldActor.traits.Get<UnitInfluence>().Add( self, mobile );
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if (newPath.Count != 0)
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@@ -76,7 +76,7 @@ namespace OpenRA.Mods.RA.Activities
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self.QueueActivity(new Move(
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() =>
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{
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return self.World.PathFinder.FindPath(PathSearch.Search(self, UnitMovementType.Wheel, true)
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return self.World.PathFinder.FindPath(PathSearch.Search(self, true)
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.WithHeuristic(loc => (res.GetResource(loc) != null && harv.Resources.Contains( res.GetResource(loc).info.Name )) ? 0 : 1)
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.FromPoint(self.Location));
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}));
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@@ -66,8 +66,6 @@ namespace OpenRA.Mods.RA
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Actor ClosestProc(Actor self, Actor ignore)
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{
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var mobile = self.traits.Get<Mobile>();
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var refs = self.World.Queries.OwnedBy[self.Owner]
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.Where(x => x != ignore && x.traits.Contains<IAcceptOre>())
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.ToList();
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@@ -75,7 +73,6 @@ namespace OpenRA.Mods.RA
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var path = self.World.PathFinder.FindPath(PathSearch.FromPoints(self,
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refs.Select(r => r.Location + r.traits.Get<IAcceptOre>().DeliverOffset),
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self.Location,
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mobile.GetMovementType(),
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false));
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path.Reverse();
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if (path.Count != 0)
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