General uncontroversial cleanup:

- Made private methods static where possible (runtime can elide checking the object for null).
- Declared attribute classes as sealed (allows reflection on attributes to complete faster).
- Moved some static cctor's into field initializers (static cctor's are slower than static field initializers).
- Made classes static if they contained only static methods (can't create instances of useless objects).
- Use inferable Exts.Lazy and not new Lazy<T>().
- Added required STAThread attribute to CrashDialog.
- Removed unused parameters in private methods.
- Added Serializable attribute to exceptions.
- Added parameter name in calls to ArgumentNullException.
- Use of as operator instead of is + cast.
- Changed (x as Foo).Bar anti-pattern into ((Foo)x).Bar. Results in sensible cast exceptions on error rather than null dereferences.
- Removed unused method in NullShader.
This commit is contained in:
RoosterDragon
2014-05-23 11:07:41 +01:00
parent db08357e36
commit b733465f33
92 changed files with 177 additions and 179 deletions

View File

@@ -169,7 +169,7 @@ namespace OpenRA.Mods.RA.AI
return !double.IsNaN(attackChance) && attackChance < 30.0;
}
protected float NormalizedHealth(IEnumerable<Actor> actors, float normalizeByValue)
protected static float NormalizedHealth(IEnumerable<Actor> actors, float normalizeByValue)
{
var sumOfMaxHp = 0;
var sumOfHp = 0;
@@ -206,7 +206,7 @@ namespace OpenRA.Mods.RA.AI
return RelativeValue(own, enemy, 100, Average<Mobile>, (Actor a) => a.Trait<Mobile>().Info.Speed);
}
protected float RelativeValue(IEnumerable<Actor> own, IEnumerable<Actor> enemy, float normalizeByValue,
protected static float RelativeValue(IEnumerable<Actor> own, IEnumerable<Actor> enemy, float normalizeByValue,
Func<IEnumerable<Actor>, Func<Actor, int>, float> relativeFunc, Func<Actor, int> getValue)
{
if (!enemy.Any())