Change ActorIndex to work in terms of TraitInfo, instead of Trait.

This allows actor.Info.HasTraitInfo to be used when checking if an actor needs to be added to the index, which is a cheaper call than actor.TraitsImplementing.
This commit is contained in:
RoosterDragon
2024-09-14 18:32:54 +01:00
committed by Gustas
parent 327c1ba23b
commit ab50182c92
7 changed files with 33 additions and 31 deletions

View File

@@ -47,7 +47,8 @@ namespace OpenRA.Mods.Common
return owner.World.ActorsHavingTrait<T>().Count(a => a.Owner == owner && a.Info.Name == actorName);
}
public static int CountActorByCommonName<T>(ActorIndex.OwnerAndNamesAndTrait<T> actorIndex)
public static int CountActorByCommonName<TTraitInfo>(
ActorIndex.OwnerAndNamesAndTrait<TTraitInfo> actorIndex) where TTraitInfo : ITraitInfoInterface
{
return actorIndex.Actors.Count(a => !a.IsDead);
}

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@@ -12,6 +12,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common
{
@@ -97,9 +98,9 @@ namespace OpenRA.Mods.Common
/// <summary>
/// Maintains an index of actors in the world that
/// have one of the given <see cref="ActorInfo.Name"/>
/// and have the trait of type <typeparamref name="T"/>.
/// and have the trait with info of type <typeparamref name="TTraitInfo"/>.
/// </summary>
public sealed class NamesAndTrait<T> : ActorIndex
public sealed class NamesAndTrait<TTraitInfo> : ActorIndex where TTraitInfo : ITraitInfoInterface
{
readonly HashSet<string> names;
@@ -111,12 +112,12 @@ namespace OpenRA.Mods.Common
static IEnumerable<Actor> ActorsToIndex(World world, HashSet<string> names)
{
return world.ActorsHavingTrait<T>().Where(a => names.Contains(a.Info.Name));
return world.Actors.Where(a => names.Contains(a.Info.Name) && a.Info.HasTraitInfo<TTraitInfo>());
}
protected override bool ShouldIndexActor(Actor actor)
{
return names.Contains(actor.Info.Name) && actor.TraitsImplementing<T>().Any();
return names.Contains(actor.Info.Name) && actor.Info.HasTraitInfo<TTraitInfo>();
}
}
@@ -124,9 +125,9 @@ namespace OpenRA.Mods.Common
/// Maintains an index of actors in the world that
/// are owned by a given <see cref="Player"/>,
/// have one of the given <see cref="ActorInfo.Name"/>
/// and have the trait of type <typeparamref name="T"/>.
/// and have the trait with info of type <typeparamref name="TTraitInfo"/>.
/// </summary>
public sealed class OwnerAndNamesAndTrait<T> : ActorIndex
public sealed class OwnerAndNamesAndTrait<TTraitInfo> : ActorIndex where TTraitInfo : ITraitInfoInterface
{
readonly HashSet<string> names;
readonly Player owner;
@@ -140,12 +141,12 @@ namespace OpenRA.Mods.Common
static IEnumerable<Actor> ActorsToIndex(World world, HashSet<string> names, Player owner)
{
return world.ActorsHavingTrait<T>().Where(a => a.Owner == owner && names.Contains(a.Info.Name));
return world.Actors.Where(a => a.Owner == owner && names.Contains(a.Info.Name) && a.Info.HasTraitInfo<TTraitInfo>());
}
protected override bool ShouldIndexActor(Actor actor)
{
return actor.Owner == owner && names.Contains(actor.Info.Name) && actor.TraitsImplementing<T>().Any();
return actor.Owner == owner && names.Contains(actor.Info.Name) && actor.Info.HasTraitInfo<TTraitInfo>();
}
}
}

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@@ -173,10 +173,10 @@ namespace OpenRA.Mods.Common.Traits
readonly BaseBuilderQueueManager[] builders;
int currentBuilderIndex = 0;
readonly ActorIndex.OwnerAndNamesAndTrait<Building> refineryBuildings;
readonly ActorIndex.OwnerAndNamesAndTrait<Building> powerBuildings;
readonly ActorIndex.OwnerAndNamesAndTrait<Building> constructionYardBuildings;
readonly ActorIndex.OwnerAndNamesAndTrait<Building> barracksBuildings;
readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> refineryBuildings;
readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> powerBuildings;
readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> constructionYardBuildings;
readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> barracksBuildings;
public BaseBuilderBotModule(Actor self, BaseBuilderBotModuleInfo info)
: base(info)
@@ -184,10 +184,10 @@ namespace OpenRA.Mods.Common.Traits
world = self.World;
player = self.Owner;
builders = new BaseBuilderQueueManager[info.BuildingQueues.Count + info.DefenseQueues.Count];
refineryBuildings = new ActorIndex.OwnerAndNamesAndTrait<Building>(world, info.RefineryTypes, player);
powerBuildings = new ActorIndex.OwnerAndNamesAndTrait<Building>(world, info.PowerTypes, player);
constructionYardBuildings = new ActorIndex.OwnerAndNamesAndTrait<Building>(world, info.ConstructionYardTypes, player);
barracksBuildings = new ActorIndex.OwnerAndNamesAndTrait<Building>(world, info.BarracksTypes, player);
refineryBuildings = new ActorIndex.OwnerAndNamesAndTrait<BuildingInfo>(world, info.RefineryTypes, player);
powerBuildings = new ActorIndex.OwnerAndNamesAndTrait<BuildingInfo>(world, info.PowerTypes, player);
constructionYardBuildings = new ActorIndex.OwnerAndNamesAndTrait<BuildingInfo>(world, info.ConstructionYardTypes, player);
barracksBuildings = new ActorIndex.OwnerAndNamesAndTrait<BuildingInfo>(world, info.BarracksTypes, player);
}
protected override void Created(Actor self)

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@@ -55,7 +55,7 @@ namespace OpenRA.Mods.Common.Traits
// Units that the bot already knows about and has given a capture order. Any unit not on this list needs to be given a new order.
readonly List<Actor> activeCapturers = new();
readonly ActorIndex.OwnerAndNamesAndTrait<Captures> capturingActors;
readonly ActorIndex.OwnerAndNamesAndTrait<CapturesInfo> capturingActors;
public CaptureManagerBotModule(Actor self, CaptureManagerBotModuleInfo info)
: base(info)
@@ -70,7 +70,7 @@ namespace OpenRA.Mods.Common.Traits
maximumCaptureTargetOptions = Math.Max(1, Info.MaximumCaptureTargetOptions);
capturingActors = new ActorIndex.OwnerAndNamesAndTrait<Captures>(world, Info.CapturingActorTypes, player);
capturingActors = new ActorIndex.OwnerAndNamesAndTrait<CapturesInfo>(world, Info.CapturingActorTypes, player);
}
protected override void TraitEnabled(Actor self)

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@@ -70,8 +70,8 @@ namespace OpenRA.Mods.Common.Traits
readonly Func<Actor, bool> unitCannotBeOrdered;
readonly Dictionary<Actor, HarvesterTraitWrapper> harvesters = new();
readonly Stack<HarvesterTraitWrapper> harvestersNeedingOrders = new();
readonly ActorIndex.OwnerAndNamesAndTrait<Building> refineries;
readonly ActorIndex.OwnerAndNamesAndTrait<Harvester> harvestersIndex;
readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> refineries;
readonly ActorIndex.OwnerAndNamesAndTrait<HarvesterInfo> harvestersIndex;
readonly Dictionary<CPos, string> resourceTypesByCell = new();
IResourceLayer resourceLayer;
@@ -85,8 +85,8 @@ namespace OpenRA.Mods.Common.Traits
world = self.World;
player = self.Owner;
unitCannotBeOrdered = a => a.Owner != self.Owner || a.IsDead || !a.IsInWorld;
refineries = new ActorIndex.OwnerAndNamesAndTrait<Building>(world, info.RefineryTypes, player);
harvestersIndex = new ActorIndex.OwnerAndNamesAndTrait<Harvester>(world, info.HarvesterTypes, player);
refineries = new ActorIndex.OwnerAndNamesAndTrait<BuildingInfo>(world, info.RefineryTypes, player);
harvestersIndex = new ActorIndex.OwnerAndNamesAndTrait<HarvesterInfo>(world, info.HarvesterTypes, player);
}
protected override void Created(Actor self)

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@@ -60,9 +60,9 @@ namespace OpenRA.Mods.Common.Traits
readonly World world;
readonly Player player;
readonly ActorIndex.OwnerAndNamesAndTrait<Transforms> mcvs;
readonly ActorIndex.OwnerAndNamesAndTrait<Building> constructionYards;
readonly ActorIndex.OwnerAndNamesAndTrait<Building> mcvFactories;
readonly ActorIndex.OwnerAndNamesAndTrait<TransformsInfo> mcvs;
readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> constructionYards;
readonly ActorIndex.OwnerAndNamesAndTrait<BuildingInfo> mcvFactories;
IBotPositionsUpdated[] notifyPositionsUpdated;
IBotRequestUnitProduction[] requestUnitProduction;
@@ -76,9 +76,9 @@ namespace OpenRA.Mods.Common.Traits
{
world = self.World;
player = self.Owner;
mcvs = new ActorIndex.OwnerAndNamesAndTrait<Transforms>(world, info.McvTypes, player);
constructionYards = new ActorIndex.OwnerAndNamesAndTrait<Building>(world, info.ConstructionYardTypes, player);
mcvFactories = new ActorIndex.OwnerAndNamesAndTrait<Building>(world, info.McvFactoryTypes, player);
mcvs = new ActorIndex.OwnerAndNamesAndTrait<TransformsInfo>(world, info.McvTypes, player);
constructionYards = new ActorIndex.OwnerAndNamesAndTrait<BuildingInfo>(world, info.ConstructionYardTypes, player);
mcvFactories = new ActorIndex.OwnerAndNamesAndTrait<BuildingInfo>(world, info.McvFactoryTypes, player);
}
protected override void Created(Actor self)

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@@ -126,7 +126,7 @@ namespace OpenRA.Mods.Common.Traits
public List<Squad> Squads = new();
readonly Stack<Squad> squadsPendingUpdate = new();
readonly ActorIndex.NamesAndTrait<Building> constructionYardBuildings;
readonly ActorIndex.NamesAndTrait<BuildingInfo> constructionYardBuildings;
IBot bot;
IBotPositionsUpdated[] notifyPositionsUpdated;
@@ -146,7 +146,7 @@ namespace OpenRA.Mods.Common.Traits
Player = self.Owner;
unitCannotBeOrdered = a => a == null || a.Owner != Player || a.IsDead || !a.IsInWorld;
constructionYardBuildings = new ActorIndex.NamesAndTrait<Building>(World, info.ConstructionYardTypes);
constructionYardBuildings = new ActorIndex.NamesAndTrait<BuildingInfo>(World, info.ConstructionYardTypes);
}
// Use for proactive targeting.