Merge pull request #7834 from RoosterDragon/avoid-preventable-allocations

Avoid preventable allocations
This commit is contained in:
Matthias Mailänder
2015-04-03 13:52:46 +02:00
5 changed files with 38 additions and 18 deletions

View File

@@ -33,6 +33,18 @@ namespace OpenRA.GameRules
[Desc("Delay in ticks before applying the warhead effect.", "0 = instant (old model).")]
public readonly int Delay = 0;
HashSet<string> validTargetSet;
HashSet<string> invalidTargetSet;
public bool IsValidTarget(IEnumerable<string> targetTypes)
{
if (validTargetSet == null)
validTargetSet = new HashSet<string>(ValidTargets);
if (invalidTargetSet == null)
invalidTargetSet = new HashSet<string>(InvalidTargets);
return validTargetSet.Overlaps(targetTypes) && !invalidTargetSet.Overlaps(targetTypes);
}
/// <summary>Applies the warhead's effect against the target.</summary>
public abstract void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers);
@@ -52,8 +64,7 @@ namespace OpenRA.GameRules
return false;
var cellInfo = world.Map.GetTerrainInfo(cell);
if (!ValidTargets.Intersect(cellInfo.TargetTypes).Any()
|| InvalidTargets.Intersect(cellInfo.TargetTypes).Any())
if (!IsValidTarget(cellInfo.TargetTypes))
return false;
return true;
@@ -81,8 +92,7 @@ namespace OpenRA.GameRules
// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
var targetable = victim.TraitOrDefault<ITargetable>();
if (targetable == null || !ValidTargets.Intersect(targetable.TargetTypes).Any()
|| InvalidTargets.Intersect(targetable.TargetTypes).Any())
if (targetable == null || !IsValidTarget(targetable.TargetTypes))
return false;
return true;
@@ -101,8 +111,7 @@ namespace OpenRA.GameRules
// A target type is valid if it is in the valid targets list, and not in the invalid targets list.
var targetable = victim.Info.Traits.GetOrDefault<ITargetableInfo>();
if (targetable == null || !ValidTargets.Intersect(targetable.GetTargetTypes()).Any()
|| InvalidTargets.Intersect(targetable.GetTargetTypes()).Any())
if (targetable == null || !IsValidTarget(targetable.GetTargetTypes()))
return false;
return true;

View File

@@ -30,7 +30,7 @@ namespace OpenRA.GameRules
public interface IProjectileInfo { IEffect Create(ProjectileArgs args); }
public class WeaponInfo
public sealed class WeaponInfo
{
[Desc("The maximum range the weapon can fire.")]
public readonly WRange Range = WRange.Zero;
@@ -64,9 +64,14 @@ namespace OpenRA.GameRules
[FieldLoader.LoadUsing("LoadWarheads")]
public readonly List<Warhead> Warheads = new List<Warhead>();
readonly HashSet<string> validTargetSet;
readonly HashSet<string> invalidTargetSet;
public WeaponInfo(string name, MiniYaml content)
{
FieldLoader.Load(this, content);
validTargetSet = new HashSet<string>(ValidTargets);
invalidTargetSet = new HashSet<string>(InvalidTargets);
}
static object LoadProjectile(MiniYaml yaml)
@@ -92,6 +97,11 @@ namespace OpenRA.GameRules
return retList;
}
public bool IsValidTarget(IEnumerable<string> targetTypes)
{
return validTargetSet.Overlaps(targetTypes) && !invalidTargetSet.Overlaps(targetTypes);
}
/// <summary>Checks if the weapon is valid against (can target) the target.</summary>
public bool IsValidAgainst(Target target, World world, Actor firedBy)
{
@@ -108,8 +118,7 @@ namespace OpenRA.GameRules
return false;
var cellInfo = world.Map.GetTerrainInfo(cell);
if (!ValidTargets.Intersect(cellInfo.TargetTypes).Any()
|| InvalidTargets.Intersect(cellInfo.TargetTypes).Any())
if (!IsValidTarget(cellInfo.TargetTypes))
return false;
return true;
@@ -122,8 +131,7 @@ namespace OpenRA.GameRules
public bool IsValidAgainst(Actor victim, Actor firedBy)
{
var targetable = victim.TraitOrDefault<ITargetable>();
if (targetable == null || !ValidTargets.Intersect(targetable.TargetTypes).Any()
|| InvalidTargets.Intersect(targetable.TargetTypes).Any())
if (targetable == null || !IsValidTarget(targetable.TargetTypes))
return false;
if (!Warheads.Any(w => w.IsValidAgainst(victim, firedBy)))
@@ -136,8 +144,7 @@ namespace OpenRA.GameRules
public bool IsValidAgainst(FrozenActor victim, Actor firedBy)
{
var targetable = victim.Info.Traits.GetOrDefault<ITargetableInfo>();
if (targetable == null || !ValidTargets.Intersect(targetable.GetTargetTypes()).Any()
|| InvalidTargets.Intersect(targetable.GetTargetTypes()).Any())
if (targetable == null || !IsValidTarget(targetable.GetTargetTypes()))
return false;
if (!Warheads.Any(w => w.IsValidAgainst(victim, firedBy)))