Cache ICrushable traits in actor.
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@@ -657,8 +657,7 @@ namespace OpenRA.Mods.Common.Pathfinder
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if (isTemporaryBlocker)
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return false;
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var crushables = actor.TraitsImplementing<ICrushable>();
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foreach (var crushable in crushables)
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foreach (var crushable in actor.Crushables)
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if (world.NoPlayersMask != crushable.CrushableBy(actor, locomotor.Info.Crushes))
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return false;
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@@ -713,8 +713,7 @@ namespace OpenRA.Mods.Common.Traits
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// If the other actor in our way cannot be crushed, we are blocked.
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// PERF: Avoid LINQ.
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var crushables = otherActor.TraitsImplementing<ICrushable>();
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foreach (var crushable in crushables)
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foreach (var crushable in otherActor.Crushables)
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if (crushable.CrushableBy(otherActor, self, Info.Crushes))
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return false;
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@@ -857,7 +856,7 @@ namespace OpenRA.Mods.Common.Traits
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void CrushAction(Actor self, Func<INotifyCrushed, Action<Actor, Actor, BitSet<CrushClass>>> action)
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{
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var crushables = self.World.ActorMap.GetActorsAt(TopLeft).Where(a => a != self)
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.SelectMany(a => a.TraitsImplementing<ICrushable>().Select(t => new TraitPair<ICrushable>(a, t)));
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.SelectMany(a => a.Crushables.Select(t => new TraitPair<ICrushable>(a, t)));
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// Only crush actors that are on the ground level
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foreach (var crushable in crushables)
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@@ -92,7 +92,7 @@ namespace OpenRA.Mods.Common.Traits
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if (target.TraitsImplementing<Cloak>().Any(c => !c.IsTraitDisabled && !c.IsVisible(target, self.Owner)))
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return false;
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return target.TraitsImplementing<ICrushable>().Any(c => c.CrushableBy(target, self, Info.CrushClasses));
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return target.Crushables.Any(c => c.CrushableBy(target, self, Info.CrushClasses));
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}
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protected override void TraitEnabled(Actor self)
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@@ -10,6 +10,7 @@
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#endregion
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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@@ -219,7 +219,7 @@ namespace OpenRA.Mods.Common.Traits
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return;
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var crushables = self.World.ActorMap.GetActorsAt(self.World.Map.CellContaining(position)).Where(a => a != self)
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.SelectMany(a => a.TraitsImplementing<ICrushable>().Select(t => new TraitPair<ICrushable>(a, t)));
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.SelectMany(a => a.Crushables.Select(t => new TraitPair<ICrushable>(a, t)));
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// Only crush actors that are on the ground level.
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foreach (var crushable in crushables)
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@@ -574,7 +574,7 @@ namespace OpenRA.Mods.Common.Traits
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void CrushAction(Actor self, Func<INotifyCrushed, Action<Actor, Actor, BitSet<CrushClass>>> action)
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{
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var crushables = self.World.ActorMap.GetActorsAt(ToCell, ToSubCell).Where(a => a != self)
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.SelectMany(a => a.TraitsImplementing<ICrushable>().Select(t => new TraitPair<ICrushable>(a, t)));
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.SelectMany(a => a.Crushables.Select(t => new TraitPair<ICrushable>(a, t)));
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// Only crush actors that are on the ground level
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foreach (var crushable in crushables)
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@@ -380,7 +380,7 @@ namespace OpenRA.Mods.Common.Traits
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// If the other actor in our way cannot be crushed, we are blocked.
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// PERF: Avoid LINQ.
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var crushables = otherActor.TraitsImplementing<ICrushable>();
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var crushables = otherActor.Crushables;
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foreach (var crushable in crushables)
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if (crushable.CrushableBy(otherActor, actor, Info.Crushes))
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return false;
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@@ -493,7 +493,7 @@ namespace OpenRA.Mods.Common.Traits
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var actorImmovablePlayers = world.AllPlayersMask;
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var actorCrushablePlayers = world.NoPlayersMask;
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var crushables = actor.TraitsImplementing<ICrushable>();
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var crushables = actor.Crushables;
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var mobile = actor.OccupiesSpace as Mobile;
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var isMovable = mobile != null && !mobile.IsTraitDisabled && !mobile.IsTraitPaused && !mobile.IsImmovable;
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var isMoving = isMovable && mobile.CurrentMovementTypes.HasMovementType(MovementType.Horizontal);
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@@ -93,16 +93,6 @@ namespace OpenRA.Mods.Common.Traits
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void Demolish(Actor self, Actor saboteur, int delay, BitSet<DamageType> damageTypes);
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}
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// Type tag for crush class bits
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public class CrushClass { }
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[RequireExplicitImplementation]
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public interface ICrushable
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{
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bool CrushableBy(Actor self, Actor crusher, BitSet<CrushClass> crushClasses);
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LongBitSet<PlayerBitMask> CrushableBy(Actor self, BitSet<CrushClass> crushClasses);
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}
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[RequireExplicitImplementation]
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public interface INotifyCrushed
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{
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