Reduce ICrushable trait lookup & drop -SubCell suffix.

Replace `a.HasTrait<ICrushable>()` with a.TraitsImplementing<ICrushable>().Any() or equivalent.
This commit is contained in:
atlimit8
2014-08-30 04:43:57 -05:00
parent e29b9edfc1
commit 8ad1140921
10 changed files with 74 additions and 75 deletions

View File

@@ -95,34 +95,34 @@ namespace OpenRA.Mods.RA
public void SetPosition(Actor self, WPos pos) { SetPosition(self, self.World.Map.CellContaining(pos)); }
public void SetVisualPosition(Actor self, WPos pos) { SetPosition(self, self.World.Map.CellContaining(pos)); }
public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.AnySubCell) { return self.Location == location && ticks + 1 == info.Lifetime * 25; }
public SubCell GetValidSubCell(SubCell preferred = SubCell.AnySubCell) { return SubCell.FullCell; }
public SubCell GetAvailableSubCell(CPos cell, SubCell preferredSubCell = SubCell.AnySubCell, Actor ignoreActor = null, bool checkTransientActors = true)
public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.Any) { return self.Location == location && ticks + 1 == info.Lifetime * 25; }
public SubCell GetValidSubCell(SubCell preferred = SubCell.Any) { return SubCell.FullCell; }
public SubCell GetAvailableSubCell(CPos cell, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, bool checkTransientActors = true)
{
if (!self.World.Map.Contains(cell))
return SubCell.InvalidSubCell;
return SubCell.Invalid;
var type = self.World.Map.GetTerrainInfo(cell).Type;
if (!info.TerrainTypes.Contains(type))
return SubCell.InvalidSubCell;
return SubCell.Invalid;
if (self.World.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(cell) != null)
return SubCell.InvalidSubCell;
return SubCell.Invalid;
if (!checkTransientActors)
return SubCell.FullCell;
return !self.World.ActorMap.GetUnitsAt(cell)
.Where(x => x != ignoreActor)
.Any() ? SubCell.FullCell : SubCell.InvalidSubCell;
.Any() ? SubCell.FullCell : SubCell.Invalid;
}
public bool CanEnterCell(CPos a, Actor ignoreActor = null, bool checkTransientActors = true)
{
return GetAvailableSubCell(a, SubCell.AnySubCell, ignoreActor, checkTransientActors) != SubCell.InvalidSubCell;
return GetAvailableSubCell(a, SubCell.Any, ignoreActor, checkTransientActors) != SubCell.Invalid;
}
public void SetPosition(Actor self, CPos cell, SubCell subCell = SubCell.AnySubCell)
public void SetPosition(Actor self, CPos cell, SubCell subCell = SubCell.Any)
{
self.World.ActorMap.RemoveInfluence(self, this);
Location = cell;