Change indexes into tile arrays to be stored as bytes to save memory.
The index value needs only be big enough to handle all defined terrain types. This is a low number so we can save memory by defining it as a byte. This particularly saves memory for the CustomTerrain field in the Map class, which defines a cell layer for the map using tile indexes, so we can reduce the size of that layer 4x as a result.
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@@ -158,7 +158,7 @@ namespace OpenRA.Mods.RA.AI
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bool enabled;
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int ticks;
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HashSet<int> resourceTypeIndices;
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HashSet<byte> resourceTypeIndices;
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RushFuzzy rushFuzzy = new RushFuzzy();
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@@ -208,7 +208,7 @@ namespace OpenRA.Mods.RA.AI
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random = new MersenneTwister((int)p.PlayerActor.ActorID);
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resourceTypeIndices = new HashSet<int>(
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resourceTypeIndices = new HashSet<byte>(
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Map.Rules.Actors["world"].Traits
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.WithInterface<ResourceTypeInfo>()
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.Select(t => world.TileSet.GetTerrainIndex(t.TerrainType)));
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@@ -98,7 +98,7 @@ namespace OpenRA.Mods.RA
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self.World.Map.CustomTerrain[c] = GetTerrainType(c);
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}
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int GetTerrainType(CPos cell)
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byte GetTerrainType(CPos cell)
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{
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var dx = cell - self.Location;
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var index = dx.X + self.World.TileSet.Templates[template].Size.X * dx.Y;
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@@ -57,7 +57,7 @@ namespace OpenRA.Mods.RA.Buildings
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continue;
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// Don't place under other buildings or custom terrain
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if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c] != -1)
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if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c] != byte.MaxValue)
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continue;
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var index = Game.CosmeticRandom.Next(template.TilesCount);
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@@ -77,7 +77,7 @@ namespace OpenRA.Mods.RA.Buildings
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continue;
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// Don't place under other buildings or custom terrain
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if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c] != -1)
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if (bi.GetBuildingAt(c) != self || map.CustomTerrain[c] != byte.MaxValue)
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continue;
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layer.AddTile(c, new TerrainTile(template.Id, (byte)i));
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@@ -82,7 +82,7 @@ namespace OpenRA.Mods.RA.Move
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foreach (var kvp in TerrainSpeeds)
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{
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int index;
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byte index;
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if (tileSet.TryGetTerrainIndex(kvp.Key, out index))
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info[index] = kvp.Value;
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}
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@@ -125,7 +125,7 @@ namespace OpenRA.Mods.RA.Move
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return int.MaxValue;
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var index = world.Map.GetTerrainIndex(cell);
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if (index == -1)
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if (index == byte.MaxValue)
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return int.MaxValue;
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return TilesetTerrainInfo[world.TileSet][index].Cost;
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@@ -526,7 +526,7 @@ namespace OpenRA.Mods.RA.Move
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public int MovementSpeedForCell(Actor self, CPos cell)
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{
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var index = self.World.Map.GetTerrainIndex(cell);
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if (index == -1)
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if (index == byte.MaxValue)
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return 0;
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// TODO: Convert to integers
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@@ -203,7 +203,7 @@ namespace OpenRA.Mods.RA
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if (--c.Density < 0)
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{
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content[cell] = EmptyCell;
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world.Map.CustomTerrain[cell] = -1;
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world.Map.CustomTerrain[cell] = byte.MaxValue;
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}
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else
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content[cell] = c;
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@@ -222,7 +222,7 @@ namespace OpenRA.Mods.RA
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// Clear cell
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content[cell] = EmptyCell;
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world.Map.CustomTerrain[cell] = -1;
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world.Map.CustomTerrain[cell] = byte.MaxValue;
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if (!dirty.Contains(cell))
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dirty.Add(cell);
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