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.
This commit is contained in:
RoosterDragon
2014-10-03 20:55:00 +01:00
parent 268c63f7df
commit 59b3cd154d
9 changed files with 39 additions and 36 deletions

View File

@@ -158,7 +158,7 @@ namespace OpenRA.Mods.RA.AI
bool enabled;
int ticks;
HashSet<int> resourceTypeIndices;
HashSet<byte> resourceTypeIndices;
RushFuzzy rushFuzzy = new RushFuzzy();
@@ -208,7 +208,7 @@ namespace OpenRA.Mods.RA.AI
random = new MersenneTwister((int)p.PlayerActor.ActorID);
resourceTypeIndices = new HashSet<int>(
resourceTypeIndices = new HashSet<byte>(
Map.Rules.Actors["world"].Traits
.WithInterface<ResourceTypeInfo>()
.Select(t => world.TileSet.GetTerrainIndex(t.TerrainType)));