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

@@ -82,7 +82,7 @@ namespace OpenRA.Mods.RA.Move
foreach (var kvp in TerrainSpeeds)
{
int index;
byte index;
if (tileSet.TryGetTerrainIndex(kvp.Key, out index))
info[index] = kvp.Value;
}
@@ -125,7 +125,7 @@ namespace OpenRA.Mods.RA.Move
return int.MaxValue;
var index = world.Map.GetTerrainIndex(cell);
if (index == -1)
if (index == byte.MaxValue)
return int.MaxValue;
return TilesetTerrainInfo[world.TileSet][index].Cost;
@@ -526,7 +526,7 @@ namespace OpenRA.Mods.RA.Move
public int MovementSpeedForCell(Actor self, CPos cell)
{
var index = self.World.Map.GetTerrainIndex(cell);
if (index == -1)
if (index == byte.MaxValue)
return 0;
// TODO: Convert to integers