Remove unnecessary lookups and checks
- We already return early if the unit doesn't have a BuildableInfo - World.Map.Rules.Actors[actorName] won't return null - Made BuildUnit use an ActorInfo instead of the name as parameter
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@@ -85,14 +85,13 @@ namespace OpenRA.Mods.Common.Traits
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.FirstOrDefault();
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}
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protected override bool BuildUnit(string name)
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protected override bool BuildUnit(ActorInfo unit)
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{
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// Find a production structure to build this actor
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var ai = self.World.Map.Rules.Actors[name];
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var bi = ai.TraitInfoOrDefault<BuildableInfo>();
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var bi = unit.TraitInfo<BuildableInfo>();
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// Some units may request a specific production type, which is ignored if the AllTech cheat is enabled
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var type = bi == null || developerMode.AllTech ? Info.Type : bi.BuildAtProductionType ?? Info.Type;
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var type = developerMode.AllTech ? Info.Type : bi.BuildAtProductionType ?? Info.Type;
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var producers = self.World.ActorsWithTrait<Production>()
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.Where(x => x.Actor.Owner == self.Owner
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@@ -102,13 +101,13 @@ namespace OpenRA.Mods.Common.Traits
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if (!producers.Any())
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{
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CancelProduction(name, 1);
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CancelProduction(unit.Name, 1);
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return true;
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}
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foreach (var p in producers.Where(p => !p.Actor.IsDisabled()))
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{
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if (p.Trait.Produce(p.Actor, ai, p.Trait.Faction))
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if (p.Trait.Produce(p.Actor, unit, p.Trait.Faction))
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{
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FinishProduction();
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return true;
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@@ -120,12 +119,7 @@ namespace OpenRA.Mods.Common.Traits
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public override int GetBuildTime(string unitString)
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{
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var ai = self.World.Map.Rules.Actors[unitString];
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var bi = ai.TraitInfoOrDefault<BuildableInfo>();
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if (bi == null)
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return 0;
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return GetBuildTime(ai);
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return GetBuildTime(self.World.Map.Rules.Actors[unitString]);
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}
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public override int GetBuildTime(ActorInfo unit)
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