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