Use CellLayer for ActorMap.
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@@ -41,7 +41,7 @@ namespace OpenRA.Traits
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readonly ActorMapInfo info;
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readonly ActorMapInfo info;
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readonly Map map;
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readonly Map map;
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InfluenceNode[,] influence;
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readonly CellLayer<InfluenceNode> influence;
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List<Actor>[] actors;
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List<Actor>[] actors;
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int rows, cols;
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int rows, cols;
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@@ -56,7 +56,7 @@ namespace OpenRA.Traits
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{
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{
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this.info = info;
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this.info = info;
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map = world.Map;
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map = world.Map;
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influence = new InfluenceNode[world.Map.MapSize.X, world.Map.MapSize.Y];
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influence = new CellLayer<InfluenceNode>(world.Map);
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cols = world.Map.MapSize.X / info.BinSize + 1;
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cols = world.Map.MapSize.X / info.BinSize + 1;
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rows = world.Map.MapSize.Y / info.BinSize + 1;
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rows = world.Map.MapSize.Y / info.BinSize + 1;
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@@ -74,7 +74,7 @@ namespace OpenRA.Traits
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if (!map.IsInMap(a))
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if (!map.IsInMap(a))
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yield break;
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yield break;
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for (var i = influence[a.X, a.Y]; i != null; i = i.Next)
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for (var i = influence[a]; i != null; i = i.Next)
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if (!i.Actor.Destroyed)
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if (!i.Actor.Destroyed)
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yield return i.Actor;
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yield return i.Actor;
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}
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}
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@@ -84,7 +84,7 @@ namespace OpenRA.Traits
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if (!map.IsInMap(a))
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if (!map.IsInMap(a))
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yield break;
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yield break;
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for (var i = influence[a.X, a.Y]; i != null; i = i.Next)
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for (var i = influence[a]; i != null; i = i.Next)
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if (!i.Actor.Destroyed && (i.SubCell == sub || i.SubCell == SubCell.FullCell))
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if (!i.Actor.Destroyed && (i.SubCell == sub || i.SubCell == SubCell.FullCell))
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yield return i.Actor;
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yield return i.Actor;
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}
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}
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@@ -107,12 +107,12 @@ namespace OpenRA.Traits
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public bool AnyUnitsAt(CPos a)
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public bool AnyUnitsAt(CPos a)
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{
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{
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return influence[a.X, a.Y] != null;
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return influence[a] != null;
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}
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}
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public bool AnyUnitsAt(CPos a, SubCell sub)
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public bool AnyUnitsAt(CPos a, SubCell sub)
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{
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{
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for (var i = influence[a.X, a.Y]; i != null; i = i.Next)
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for (var i = influence[a]; i != null; i = i.Next)
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if (i.SubCell == sub || i.SubCell == SubCell.FullCell)
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if (i.SubCell == sub || i.SubCell == SubCell.FullCell)
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return true;
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return true;
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@@ -122,20 +122,25 @@ namespace OpenRA.Traits
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public void AddInfluence(Actor self, IOccupySpace ios)
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public void AddInfluence(Actor self, IOccupySpace ios)
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{
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{
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foreach (var c in ios.OccupiedCells())
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foreach (var c in ios.OccupiedCells())
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influence[c.First.X, c.First.Y] = new InfluenceNode { Next = influence[c.First.X, c.First.Y], SubCell = c.Second, Actor = self };
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influence[c.First] = new InfluenceNode { Next = influence[c.First], SubCell = c.Second, Actor = self };
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}
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}
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public void RemoveInfluence(Actor self, IOccupySpace ios)
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public void RemoveInfluence(Actor self, IOccupySpace ios)
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{
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{
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foreach (var c in ios.OccupiedCells())
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foreach (var c in ios.OccupiedCells())
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RemoveInfluenceInner(ref influence[c.First.X, c.First.Y], self);
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{
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var temp = influence[c.First];
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RemoveInfluenceInner(ref temp, self);
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influence[c.First] = temp;
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}
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}
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}
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void RemoveInfluenceInner(ref InfluenceNode influenceNode, Actor toRemove)
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void RemoveInfluenceInner(ref InfluenceNode influenceNode, Actor toRemove)
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{
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{
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if (influenceNode == null)
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if (influenceNode == null)
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return;
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return;
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else if (influenceNode.Actor == toRemove)
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if (influenceNode.Actor == toRemove)
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influenceNode = influenceNode.Next;
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influenceNode = influenceNode.Next;
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if (influenceNode != null)
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if (influenceNode != null)
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