Reduce ICrushable trait lookup & drop -SubCell suffix.
Replace `a.HasTrait<ICrushable>()` with a.TraitsImplementing<ICrushable>().Any() or equivalent.
This commit is contained in:
@@ -171,18 +171,22 @@ namespace OpenRA.Mods.RA.Move
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if (check.HasFlag(CellConditions.TransientActors))
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{
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var canIgnoreMovingAllies = self != null && !check.HasFlag(CellConditions.BlockedByMovers);
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var needsCellExclusively = self == null || Crushes == null;
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var needsCellExclusively = self == null || Crushes == null || !Crushes.Any();
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foreach(var a in world.ActorMap.GetUnitsAt(cell))
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{
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if (a == ignoreActor) continue;
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if (a == ignoreActor)
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continue;
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// Neutral/enemy units are blockers. Allied units that are moving are not blockers.
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if (canIgnoreMovingAllies && self.Owner.Stances[a.Owner] == Stance.Ally && IsMovingInMyDirection(self, a)) continue;
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// Non-sharable unit can enter a cell with shareable units only if it can crush all of them.
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if (needsCellExclusively) return false;
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if (!a.HasTrait<ICrushable>()) return false;
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foreach (var crushable in a.TraitsImplementing<ICrushable>())
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if (needsCellExclusively)
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return false;
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var crushables = a.TraitsImplementing<ICrushable>();
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if (!crushables.Any())
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return false;
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foreach (var crushable in crushables)
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if (!crushable.CrushableBy(Crushes, self.Owner))
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return false;
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}
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@@ -191,10 +195,10 @@ namespace OpenRA.Mods.RA.Move
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return true;
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}
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public SubCell GetAvailableSubCell(World world, Actor self, CPos cell, SubCell preferredSubCell = SubCell.AnySubCell, Actor ignoreActor = null, CellConditions check = CellConditions.All)
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public SubCell GetAvailableSubCell(World world, Actor self, CPos cell, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, CellConditions check = CellConditions.All)
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{
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if (MovementCostForCell(world, cell) == int.MaxValue)
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return SubCell.InvalidSubCell;
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return SubCell.Invalid;
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if (check.HasFlag(CellConditions.TransientActors))
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{
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@@ -213,9 +217,10 @@ namespace OpenRA.Mods.RA.Move
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// Non-sharable unit can enter a cell with shareable units only if it can crush all of them.
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if (needsCellExclusively)
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return true;
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if (!a.HasTrait<ICrushable>())
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var crushables = a.TraitsImplementing<ICrushable>();
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if (!crushables.Any())
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return true;
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foreach (var crushable in a.TraitsImplementing<ICrushable>())
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foreach (var crushable in crushables)
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if (!crushable.CrushableBy(Crushes, self.Owner))
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return true;
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@@ -223,13 +228,13 @@ namespace OpenRA.Mods.RA.Move
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};
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if (!SharesCell)
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return world.ActorMap.AnyUnitsAt(cell, SubCell.FullCell, checkTransient) ? SubCell.InvalidSubCell : SubCell.FullCell;
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return world.ActorMap.AnyUnitsAt(cell, SubCell.FullCell, checkTransient) ? SubCell.Invalid : SubCell.FullCell;
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return world.ActorMap.FreeSubCell(cell, preferredSubCell, checkTransient);
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}
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if (!SharesCell)
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return world.ActorMap.AnyUnitsAt(cell, SubCell.FullCell)? SubCell.InvalidSubCell : SubCell.FullCell;
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return world.ActorMap.AnyUnitsAt(cell, SubCell.FullCell)? SubCell.Invalid : SubCell.FullCell;
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return world.ActorMap.FreeSubCell(cell, preferredSubCell);
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}
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@@ -306,10 +311,10 @@ namespace OpenRA.Mods.RA.Move
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}
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// Returns a valid sub-cell
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public SubCell GetValidSubCell(SubCell preferred = SubCell.AnySubCell)
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public SubCell GetValidSubCell(SubCell preferred = SubCell.Any)
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{
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// Try same sub-cell
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if (preferred == SubCell.AnySubCell)
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if (preferred == SubCell.Any)
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preferred = fromSubCell;
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// Fix sub-cell assignment
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@@ -326,7 +331,7 @@ namespace OpenRA.Mods.RA.Move
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return preferred;
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}
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public void SetPosition(Actor self, CPos cell, SubCell subCell = SubCell.AnySubCell)
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public void SetPosition(Actor self, CPos cell, SubCell subCell = SubCell.Any)
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{
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subCell = GetValidSubCell(subCell);
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SetLocation(cell, subCell, cell, subCell);
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@@ -486,13 +491,13 @@ namespace OpenRA.Mods.RA.Move
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}
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}
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public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.AnySubCell)
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public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.Any)
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{
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return toCell != location && __fromCell == location
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&& (subCell == SubCell.AnySubCell || fromSubCell == subCell || subCell == SubCell.FullCell || fromSubCell == SubCell.FullCell);
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&& (subCell == SubCell.Any || fromSubCell == subCell || subCell == SubCell.FullCell || fromSubCell == SubCell.FullCell);
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}
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public SubCell GetAvailableSubCell(CPos a, SubCell preferredSubCell = SubCell.AnySubCell, Actor ignoreActor = null, bool checkTransientActors = true)
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public SubCell GetAvailableSubCell(CPos a, SubCell preferredSubCell = SubCell.Any, Actor ignoreActor = null, bool checkTransientActors = true)
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{
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return Info.GetAvailableSubCell(self.World, self, a, preferredSubCell, ignoreActor, checkTransientActors? CellConditions.All : CellConditions.None);
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}
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@@ -504,24 +509,18 @@ namespace OpenRA.Mods.RA.Move
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public void EnteringCell(Actor self)
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{
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var crushable = self.World.ActorMap.GetUnitsAt(toCell).Where(a => a != self && a.HasTrait<ICrushable>());
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foreach (var a in crushable)
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{
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var crushActions = a.TraitsImplementing<ICrushable>().Where(b => b.CrushableBy(Info.Crushes, self.Owner));
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foreach (var b in crushActions)
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b.WarnCrush(self);
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}
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var crushables = self.World.ActorMap.GetUnitsAt(toCell).Where(a => a != self)
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.SelectMany(a => a.TraitsImplementing<ICrushable>().Where(b => b.CrushableBy(Info.Crushes, self.Owner)));
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foreach (var crushable in crushables)
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crushable.WarnCrush(self);
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}
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public void FinishedMoving(Actor self)
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{
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var crushable = self.World.ActorMap.GetUnitsAt(toCell).Where(a => a != self && a.HasTrait<ICrushable>());
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foreach (var a in crushable)
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{
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var crushActions = a.TraitsImplementing<ICrushable>().Where(b => b.CrushableBy(Info.Crushes, self.Owner));
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foreach (var b in crushActions)
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b.OnCrush(self);
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}
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var crushables = self.World.ActorMap.GetUnitsAt(toCell).Where(a => a != self)
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.SelectMany(a => a.TraitsImplementing<ICrushable>().Where(c => c.CrushableBy(Info.Crushes, self.Owner)));
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foreach (var crushable in crushables)
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crushable.OnCrush(self);
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}
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public int MovementSpeedForCell(Actor self, CPos cell)
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@@ -646,15 +645,15 @@ namespace OpenRA.Mods.RA.Move
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Nudge(self, blocking, true);
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}
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public Activity MoveIntoWorld(Actor self, CPos cell, SubCell subCell = SubCell.AnySubCell)
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public Activity MoveIntoWorld(Actor self, CPos cell, SubCell subCell = SubCell.Any)
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{
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var pos = self.CenterPosition;
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if (subCell == SubCell.AnySubCell)
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if (subCell == SubCell.Any)
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subCell = self.World.ActorMap.FreeSubCell(cell, subCell);
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// TODO: solve/reduce cell is full problem
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if (subCell == SubCell.InvalidSubCell)
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if (subCell == SubCell.Invalid)
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subCell = self.World.Map.DefaultSubCell;
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// Reserve the exit cell
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