Remove a bunch of unused stuff. May help pathfinder perf a little.
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@@ -1,75 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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public class HazardLayerInfo : ITraitInfo
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{
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public object Create( ActorInitializer init ) { return new HazardLayer( init.world ); }
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}
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public class HazardLayer : ITerrainCost
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{
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List<Pair<Actor, Hazard>>[,] hazards;
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public HazardLayer( World world )
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{
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hazards = new List<Pair<Actor, Hazard>>[world.Map.MapSize.X, world.Map.MapSize.Y];
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for (int i = 0; i < world.Map.MapSize.X; i++)
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for (int j = 0; j < world.Map.MapSize.Y; j++)
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hazards[ i, j ] = new List<Pair<Actor, Hazard>>();
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world.ActorRemoved += a => Remove( a, a.traits.GetOrDefault<IProvideHazard>() );
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}
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public float GetTerrainCost(int2 p, Actor forActor)
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{
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var avoid = forActor.traits.WithInterface<IAvoidHazard>().Select(h => h.Type).ToList();
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var intensity = hazards[p.X,p.Y].Where(a => avoid.Contains(a.Second.type))
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.Select(b => b.Second.intensity)
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.Sum();
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return intensity;
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}
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public void Add( Actor self, IProvideHazard hazard )
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{
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foreach( var h in hazard.HazardCells(self) )
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{
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hazards[h.location.X, h.location.Y].Add(Pair.New(self, h));
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}
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}
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public void Remove( Actor self, IProvideHazard hazard )
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{
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if (hazard != null)
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foreach (var h in hazard.HazardCells(self))
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hazards[h.location.X, h.location.Y].Remove(Pair.New(self,h));
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}
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public void Update(Actor self, IProvideHazard hazard)
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{
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Remove(self, hazard);
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if (!self.IsDead) Add(self, hazard);
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}
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public struct Hazard
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{
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public int2 location;
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public string type;
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public float intensity;
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}
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}
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}
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