Merge pull request #11179 from reaperrr/minor-perf-fixes

Minor trait caching tweaks
This commit is contained in:
Oliver Brakmann
2016-04-27 20:38:02 +02:00
3 changed files with 11 additions and 7 deletions

View File

@@ -24,16 +24,20 @@ namespace OpenRA.Mods.Cnc.Traits
public WeaponInfo WeaponInfo { get; private set; }
public override object Create(ActorInitializer init) { return new PoisonedByTiberium(this); }
public override object Create(ActorInitializer init) { return new PoisonedByTiberium(init, this); }
public void RulesetLoaded(Ruleset rules, ActorInfo ai) { WeaponInfo = rules.Weapons[Weapon.ToLowerInvariant()]; }
}
class PoisonedByTiberium : UpgradableTrait<PoisonedByTiberiumInfo>, ITick, ISync
{
readonly ResourceLayer rl;
[Sync] int poisonTicks;
public PoisonedByTiberium(PoisonedByTiberiumInfo info)
: base(info) { }
public PoisonedByTiberium(ActorInitializer init, PoisonedByTiberiumInfo info)
: base(info)
{
rl = init.Self.World.WorldActor.Trait<ResourceLayer>();
}
public void Tick(Actor self)
{
@@ -44,7 +48,6 @@ namespace OpenRA.Mods.Cnc.Traits
if (!self.IsInWorld)
return;
var rl = self.World.WorldActor.Trait<ResourceLayer>();
var r = rl.GetResource(self.Location);
if (r == null || !Info.Resources.Contains(r.Info.Name))
return;

View File

@@ -53,7 +53,7 @@ namespace OpenRA.Mods.Common.Scripting
[Desc("Leave the current position in a random direction.")]
public void Scatter()
{
Self.Trait<Mobile>().Nudge(Self, Self, true);
mobile.Nudge(Self, Self, true);
}
[ScriptActorPropertyActivity]

View File

@@ -20,7 +20,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This actor can be sent to a structure for repairs.")]
class RepairableInfo : ITraitInfo, Requires<HealthInfo>
class RepairableInfo : ITraitInfo, Requires<HealthInfo>, Requires<IMoveInfo>
{
public readonly HashSet<string> RepairBuildings = new HashSet<string> { "fix" };
@@ -33,12 +33,14 @@ namespace OpenRA.Mods.Common.Traits
{
readonly RepairableInfo info;
readonly Health health;
readonly IMove movement;
readonly AmmoPool[] ammoPools;
public Repairable(Actor self, RepairableInfo info)
{
this.info = info;
health = self.Trait<Health>();
movement = self.Trait<IMove>();
ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
}
@@ -90,7 +92,6 @@ namespace OpenRA.Mods.Common.Traits
if (!CanRepairAt(order.TargetActor) || (!CanRepair() && !CanRearm()))
return;
var movement = self.Trait<IMove>();
var target = Target.FromOrder(self.World, order);
self.SetTargetLine(target, Color.Green);