Merge pull request #9302 from RoosterDragon/alloc-tweaks
Reduce allocations for shroud checks and lost actors.
This commit is contained in:
@@ -182,6 +182,7 @@ namespace OpenRA.Mods.Common.AI
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readonly IPathFinder pathfinder;
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readonly Func<Actor, bool> isEnemyUnit;
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readonly Predicate<Actor> unitIsDeadOrHasNewOwner;
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Dictionary<SupportPowerInstance, int> waitingPowers = new Dictionary<SupportPowerInstance, int>();
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Dictionary<string, SupportPowerDecision> powerDecisions = new Dictionary<string, SupportPowerDecision>();
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@@ -235,6 +236,7 @@ namespace OpenRA.Mods.Common.AI
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Player.Stances[unit.Owner] == Stance.Enemy
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&& !unit.Info.HasTraitInfo<HuskInfo>()
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&& unit.Info.HasTraitInfo<ITargetableInfo>();
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unitIsDeadOrHasNewOwner = a => a.Owner != Player || a.IsDead;
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foreach (var decision in info.PowerDecisions)
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powerDecisions.Add(decision.OrderName, decision);
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@@ -604,7 +606,7 @@ namespace OpenRA.Mods.Common.AI
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{
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squads.RemoveAll(s => !s.IsValid);
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foreach (var s in squads)
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s.Units.RemoveAll(a => a.IsDead || a.Owner != Player);
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s.Units.RemoveAll(unitIsDeadOrHasNewOwner);
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}
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// Use of this function requires that one squad of this type. Hence it is a piece of shit
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@@ -623,8 +625,8 @@ namespace OpenRA.Mods.Common.AI
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void AssignRolesToIdleUnits(Actor self)
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{
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CleanSquads();
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activeUnits.RemoveAll(a => a.IsDead || a.Owner != Player);
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unitsHangingAroundTheBase.RemoveAll(a => a.IsDead || a.Owner != Player);
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activeUnits.RemoveAll(unitIsDeadOrHasNewOwner);
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unitsHangingAroundTheBase.RemoveAll(unitIsDeadOrHasNewOwner);
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if (--rushTicks <= 0)
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{
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@@ -805,12 +807,14 @@ namespace OpenRA.Mods.Common.AI
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void SetRallyPointsForNewProductionBuildings(Actor self)
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{
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var buildings = self.World.ActorsWithTrait<RallyPoint>()
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.Where(rp => rp.Actor.Owner == Player &&
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!IsRallyPointValid(rp.Trait.Location, rp.Actor.Info.TraitInfoOrDefault<BuildingInfo>())).ToArray();
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foreach (var a in buildings)
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QueueOrder(new Order("SetRallyPoint", a.Actor, false) { TargetLocation = ChooseRallyLocationNear(a.Actor), SuppressVisualFeedback = true });
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foreach (var rp in self.World.ActorsWithTrait<RallyPoint>())
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if (rp.Actor.Owner == Player &&
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!IsRallyPointValid(rp.Trait.Location, rp.Actor.Info.TraitInfoOrDefault<BuildingInfo>()))
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QueueOrder(new Order("SetRallyPoint", rp.Actor, false)
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{
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TargetLocation = ChooseRallyLocationNear(rp.Actor),
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SuppressVisualFeedback = true
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});
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}
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// Won't work for shipyards...
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@@ -878,10 +882,10 @@ namespace OpenRA.Mods.Common.AI
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if (supportPowerMngr == null)
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return;
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var powers = supportPowerMngr.Powers.Where(p => !p.Value.Disabled);
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foreach (var kv in powers)
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foreach (var sp in supportPowerMngr.Powers.Values)
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{
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var sp = kv.Value;
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if (sp.Disabled)
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continue;
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// Add power to dictionary if not in delay dictionary yet
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if (!waitingPowers.ContainsKey(sp))
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@@ -194,6 +194,7 @@
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<Compile Include="Lint\LintBuildablePrerequisites.cs" />
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<Compile Include="Lint\LintExts.cs" />
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<Compile Include="LoadScreens\ModChooserLoadScreen.cs" />
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<Compile Include="ShroudExts.cs" />
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<Compile Include="Orders\BeaconOrderGenerator.cs" />
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<Compile Include="Orders\DeployOrderTargeter.cs" />
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<Compile Include="Orders\EnterAlliedActorTargeter.cs" />
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39
OpenRA.Mods.Common/ShroudExts.cs
Normal file
39
OpenRA.Mods.Common/ShroudExts.cs
Normal file
@@ -0,0 +1,39 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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 COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common
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{
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using OccupiedCells = IEnumerable<Pair<CPos, SubCell>>;
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public static class ShroudExts
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{
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public static bool AnyExplored(this Shroud shroud, OccupiedCells cells)
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{
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foreach (var cell in cells)
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if (shroud.IsExplored(cell.First))
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return true;
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return false;
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}
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public static bool AnyVisible(this Shroud shroud, OccupiedCells cells)
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{
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foreach (var cell in cells)
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if (shroud.IsVisible(cell.First))
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return true;
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return false;
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}
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}
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}
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@@ -70,8 +70,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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// If fog is disabled visibility is determined by shroud
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if (!byPlayer.Shroud.FogEnabled)
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return self.OccupiesSpace.OccupiedCells()
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.Any(o => byPlayer.Shroud.IsExplored(o.First));
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return byPlayer.Shroud.AnyExplored(self.OccupiesSpace.OccupiedCells());
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return initialized && stateByPlayer[byPlayer].IsVisible;
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}
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@@ -33,8 +33,7 @@ namespace OpenRA.Mods.Common.Traits
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return base.IsVisibleInner(self, byPlayer);
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if (Info.Type == VisibilityType.Footprint)
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return self.OccupiesSpace.OccupiedCells()
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.Any(o => byPlayer.Shroud.IsVisible(o.First));
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return byPlayer.Shroud.AnyVisible(self.OccupiesSpace.OccupiedCells());
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return byPlayer.Shroud.IsVisible(self.CenterPosition);
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}
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@@ -42,8 +42,7 @@ namespace OpenRA.Mods.Common.Traits
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protected virtual bool IsVisibleInner(Actor self, Player byPlayer)
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{
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if (Info.Type == VisibilityType.Footprint)
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return self.OccupiesSpace.OccupiedCells()
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.Any(o => byPlayer.Shroud.IsExplored(o.First));
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return byPlayer.Shroud.AnyExplored(self.OccupiesSpace.OccupiedCells());
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return byPlayer.Shroud.IsExplored(self.CenterPosition);
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}
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