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