UIM.Tick is no longer necessary. - Bugfix in move. - Speed up production even more (to encourage someone to fix unit production)
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@@ -107,6 +107,8 @@ namespace OpenRa.Game.Traits.Activities
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[Conditional( "SANITY_CHECKS")]
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[Conditional( "SANITY_CHECKS")]
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void SanityCheckPath( Mobile mobile )
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void SanityCheckPath( Mobile mobile )
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{
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{
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if( path.Count == 0 )
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return;
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var d = path[path.Count-1] - mobile.toCell;
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var d = path[path.Count-1] - mobile.toCell;
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if( d.LengthSquared > 2 )
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if( d.LengthSquared > 2 )
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throw new InvalidOperationException( "(Move) Sanity check failed" );
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throw new InvalidOperationException( "(Move) Sanity check failed" );
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@@ -18,13 +18,13 @@ namespace OpenRa.Game
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public void Tick()
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public void Tick()
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{
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{
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SanityCheck();
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//SanityCheck();
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var units = Game.world.Actors
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//var units = Game.world.Actors
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.Select( a => a.traits.GetOrDefault<Traits.Mobile>() ).Where( m => m != null );
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// .Select( a => a.traits.GetOrDefault<Traits.Mobile>() ).Where( m => m != null );
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foreach (var u in units)
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//foreach (var u in units)
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Update(u);
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// Update(u);
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SanityCheck();
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SanityCheck();
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}
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}
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@@ -99,7 +99,7 @@ namespace OpenRa.Game
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* ( 25 * 60 ) /* frames per min */ /* todo: build acceleration, if we do that */
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* ( 25 * 60 ) /* frames per min */ /* todo: build acceleration, if we do that */
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/ 1000;
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/ 1000;
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time = .05f * time; /* temporary hax so we can build stuff fast for test */
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time = .01f * time; /* temporary hax so we can build stuff fast for test */
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order.Player.BeginProduction(group,
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order.Player.BeginProduction(group,
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new ProductionItem(order.TargetString, (int)time, ui.Cost,
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new ProductionItem(order.TargetString, (int)time, ui.Cost,
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