changed UIM to use less memory
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@@ -21,66 +21,59 @@ namespace OpenRA.Traits
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public object Create( ActorInitializer init ) { return new UnitInfluence( init.world ); }
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}
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public class UnitInfluence : ITick
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public class UnitInfluence
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{
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List<Actor>[,] influence;
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class InfluenceNode
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{
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public InfluenceNode next;
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public Actor actor;
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}
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InfluenceNode[,] influence;
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Map map;
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public UnitInfluence( World world )
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{
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map = world.Map;
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influence = new List<Actor>[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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influence[ i, j ] = new List<Actor>();
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influence = new InfluenceNode[world.Map.MapSize.X, world.Map.MapSize.Y];
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world.ActorRemoved += a => Remove( a, a.TraitOrDefault<IOccupySpace>() );
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}
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public void Tick( Actor self )
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{
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SanityCheck( self );
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}
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[Conditional( "SANITY_CHECKS" )]
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void SanityCheck( Actor self )
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{
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for( int x = 0 ; x < self.World.Map.MapSize.X ; x++ )
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for( int y = 0 ; y < self.World.Map.MapSize.Y ; y++ )
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if( influence[ x, y ] != null )
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foreach (var a in influence[ x, y ])
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if (!a.Trait<IOccupySpace>().OccupiedCells().Contains( new int2( x, y ) ) )
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throw new InvalidOperationException( "UIM: Sanity check failed A" );
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foreach( var t in self.World.Queries.WithTraitMultiple<IOccupySpace>() )
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foreach( var cell in t.Trait.OccupiedCells() )
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if (!influence[cell.X, cell.Y].Contains(t.Actor))
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throw new InvalidOperationException( "UIM: Sanity check failed B" );
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}
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Actor[] noActors = { };
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public IEnumerable<Actor> GetUnitsAt( int2 a )
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{
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if (!map.IsInMap(a)) return noActors;
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return influence[ a.X, a.Y ];
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if (!map.IsInMap(a)) yield break;
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for( var i = influence[ a.X, a.Y ] ; i != null ; i = i.next )
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yield return i.actor;
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}
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public bool AnyUnitsAt(int2 a)
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{
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return /*map.IsInMap(a) && */influence[a.X, a.Y].Count > 0;
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return /*map.IsInMap(a) && */influence[ a.X, a.Y ] != null;
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}
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public void Add( Actor self, IOccupySpace unit )
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{
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foreach( var c in unit.OccupiedCells() )
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influence[c.X, c.Y].Add(self);
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influence[ c.X, c.Y ] = new InfluenceNode { next = influence[ c.X, c.Y ], actor = self };
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}
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public void Remove( Actor self, IOccupySpace unit )
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{
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if (unit != null)
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foreach (var c in unit.OccupiedCells())
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influence[c.X, c.Y].Remove(self);
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RemoveInner( ref influence[ c.X, c.Y ], self );
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}
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void RemoveInner( ref InfluenceNode influenceNode, Actor toRemove )
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{
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if( influenceNode == null )
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return;
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else if( influenceNode.actor == toRemove )
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influenceNode = influenceNode.next;
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else
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RemoveInner( ref influenceNode.next, toRemove );
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}
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public void Update(Actor self, IOccupySpace unit)
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