Minor changes to reduce allocation.
- Cache a predicate in ActorMap. - Use short circuiting to skip a call to HasTrait in AttackBase. - In AutoTarget.ScanForTarget, move the check for the scan time above the calculations since we can skip them if it's not time yet. - In AutoTarget.ChooseTarget, merge four Where calls into one.
This commit is contained in:
@@ -51,6 +51,7 @@ namespace OpenRA.Traits
|
||||
// to ensure consistency during a tick
|
||||
readonly List<Actor> addActorPosition = new List<Actor>();
|
||||
readonly HashSet<Actor> removeActorPosition = new HashSet<Actor>();
|
||||
readonly Predicate<Actor> actorShouldBeRemoved;
|
||||
|
||||
public ActorMap(World world, ActorMapInfo info)
|
||||
{
|
||||
@@ -64,6 +65,9 @@ namespace OpenRA.Traits
|
||||
for (var j = 0; j < rows; j++)
|
||||
for (var i = 0; i < cols; i++)
|
||||
actors[j * cols + i] = new List<Actor>();
|
||||
|
||||
// Cache this delegate so it does not have to be allocated repeatedly.
|
||||
actorShouldBeRemoved = removeActorPosition.Contains;
|
||||
}
|
||||
|
||||
public IEnumerable<Actor> GetUnitsAt(CPos a)
|
||||
@@ -144,7 +148,7 @@ namespace OpenRA.Traits
|
||||
// Position updates are done in one pass
|
||||
// to ensure consistency during a tick
|
||||
foreach (var bin in actors)
|
||||
bin.RemoveAll(removeActorPosition.Contains);
|
||||
bin.RemoveAll(actorShouldBeRemoved);
|
||||
|
||||
removeActorPosition.Clear();
|
||||
|
||||
|
||||
@@ -157,7 +157,7 @@ namespace OpenRA.Mods.RA
|
||||
public bool IsReachableTarget(Target target, bool allowMove)
|
||||
{
|
||||
return HasAnyValidWeapons(target)
|
||||
&& (target.IsInRange(self.CenterPosition, GetMaximumRange()) || (self.HasTrait<IMove>() && allowMove));
|
||||
&& (target.IsInRange(self.CenterPosition, GetMaximumRange()) || (allowMove && self.HasTrait<IMove>()));
|
||||
}
|
||||
|
||||
class AttackOrderTargeter : IOrderTargeter
|
||||
|
||||
@@ -118,11 +118,13 @@ namespace OpenRA.Mods.RA
|
||||
}
|
||||
|
||||
public Actor ScanForTarget(Actor self, Actor currentTarget)
|
||||
{
|
||||
if (nextScanTime <= 0)
|
||||
{
|
||||
var range = info.ScanRadius > 0 ? WRange.FromCells(info.ScanRadius) : attack.GetMaximumRange();
|
||||
if (self.IsIdle || currentTarget == null || !Target.FromActor(currentTarget).IsInRange(self.CenterPosition, range))
|
||||
if (nextScanTime <= 0)
|
||||
return ChooseTarget(self, range);
|
||||
}
|
||||
|
||||
return currentTarget;
|
||||
}
|
||||
@@ -148,10 +150,11 @@ namespace OpenRA.Mods.RA
|
||||
var inRange = self.World.FindActorsInCircle(self.CenterPosition, range);
|
||||
|
||||
return inRange
|
||||
.Where(a => a.AppearsHostileTo(self))
|
||||
.Where(a => !a.HasTrait<AutoTargetIgnore>())
|
||||
.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
|
||||
.Where(a => self.Owner.Shroud.IsTargetable(a))
|
||||
.Where(a =>
|
||||
a.AppearsHostileTo(self) &&
|
||||
!a.HasTrait<AutoTargetIgnore>() &&
|
||||
attack.HasAnyValidWeapons(Target.FromActor(a)) &&
|
||||
self.Owner.Shroud.IsTargetable(a))
|
||||
.ClosestTo(self);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user