Convert some keys users of CellLayer to index via map-coords for efficiency.
This commit is contained in:
@@ -182,13 +182,13 @@ namespace OpenRA.Graphics
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var stride = bitmapData.Stride / 4;
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var shroudObscured = world.ShroudObscuresTest(map.Cells);
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var fogObscured = world.FogObscuresTest(map.Cells);
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foreach (var cell in map.Cells)
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foreach (var uv in map.Cells.MapCoords)
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{
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var uv = Map.CellToMap(map.TileShape, cell) - offset;
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if (shroudObscured(cell))
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colors[uv.Y * stride + uv.X] = shroud;
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else if (fogObscured(cell))
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colors[uv.Y * stride + uv.X] = fog;
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var bitmapUv = uv - offset;
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if (shroudObscured(uv.X, uv.Y))
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colors[bitmapUv.Y * stride + bitmapUv.X] = shroud;
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else if (fogObscured(uv.X, uv.Y))
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colors[bitmapUv.Y * stride + bitmapUv.X] = fog;
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}
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}
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@@ -366,8 +366,8 @@ namespace OpenRA
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Cells = new CellRegion(TileShape, tl, br);
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CustomTerrain = new CellLayer<byte>(this);
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foreach (var cell in Cells)
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CustomTerrain[cell] = byte.MaxValue;
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foreach (var uv in Cells.MapCoords)
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CustomTerrain[uv.X, uv.Y] = byte.MaxValue;
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}
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public Ruleset PreloadRules()
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@@ -597,7 +597,12 @@ namespace OpenRA
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public bool Contains(CPos cell)
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{
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var uv = CellToMap(TileShape, cell);
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return Bounds.Contains(uv.X, uv.Y);
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return Contains(uv.X, uv.Y);
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}
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public bool Contains(int u, int v)
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{
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return Bounds.Contains(u, v);
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}
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public WPos CenterOfCell(CPos cell)
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@@ -795,8 +800,11 @@ namespace OpenRA
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public byte GetTerrainIndex(CPos cell)
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{
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var custom = CustomTerrain[cell];
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return custom != byte.MaxValue ? custom : cachedTileSet.Value.GetTerrainIndex(MapTiles.Value[cell]);
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var uv = Map.CellToMap(TileShape, cell);
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var u = uv.X;
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var v = uv.Y;
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var custom = CustomTerrain[u, v];
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return custom != byte.MaxValue ? custom : cachedTileSet.Value.GetTerrainIndex(MapTiles.Value[u, v]);
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}
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public TerrainTypeInfo GetTerrainInfo(CPos cell)
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@@ -29,7 +29,7 @@ namespace OpenRA.Orders
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else
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{
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var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
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.Where(a => a.Info.Traits.Contains<ITargetableInfo>() && !a.Footprint.All(c => world.ShroudObscures(c)))
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.Where(a => a.Info.Traits.Contains<ITargetableInfo>() && !a.FootprintInMapCoords.All(uv => world.ShroudObscures(uv.X, uv.Y)))
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.WithHighestSelectionPriority();
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target = frozen != null ? Target.FromFrozenActor(frozen) : Target.FromCell(world, xy);
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}
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@@ -74,7 +74,7 @@ namespace OpenRA.Orders
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else
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{
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var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
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.Where(a => a.Info.Traits.Contains<ITargetableInfo>() && !a.Footprint.All(c => world.ShroudObscures(c)))
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.Where(a => a.Info.Traits.Contains<ITargetableInfo>() && !a.FootprintInMapCoords.All(uv => world.ShroudObscures(uv.X, uv.Y)))
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.WithHighestSelectionPriority();
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target = frozen != null ? Target.FromFrozenActor(frozen) : Target.FromCell(world, xy);
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}
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@@ -23,7 +23,7 @@ namespace OpenRA.Traits
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public class FrozenActor
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{
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public readonly CPos[] Footprint;
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public readonly CPos[] FootprintInMapCoords;
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public readonly CellRegion FootprintRegion;
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public readonly WPos CenterPosition;
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public readonly Rectangle Bounds;
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@@ -40,10 +40,10 @@ namespace OpenRA.Traits
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public bool Visible;
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public FrozenActor(Actor self, CPos[] footprint, CellRegion footprintRegion)
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public FrozenActor(Actor self, CPos[] footprintInMapCoords, CellRegion footprintRegion)
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{
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actor = self;
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Footprint = footprint;
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FootprintInMapCoords = footprintInMapCoords;
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FootprintRegion = footprintRegion;
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CenterPosition = self.CenterPosition;
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@@ -58,7 +58,17 @@ namespace OpenRA.Traits
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int flashTicks;
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public void Tick(World world, Shroud shroud)
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{
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Visible = !Footprint.Any(shroud.IsVisibleTest(FootprintRegion));
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// We are doing the following LINQ manually to avoid allocating an extra delegate since this is a hot path.
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// Visible = !FootprintInMapCoords.Any(mapCoord => shroud.IsVisibleTest(FootprintRegion)(mapCoord.X, mapCoord.Y));
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var isVisibleTest = shroud.IsVisibleTest(FootprintRegion);
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Visible = true;
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foreach (var mapCoord in FootprintInMapCoords)
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if (isVisibleTest(mapCoord.X, mapCoord.Y))
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{
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Visible = false;
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break;
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}
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if (flashTicks > 0)
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flashTicks--;
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}
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@@ -57,12 +57,12 @@ namespace OpenRA.Traits
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public int Hash { get; private set; }
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static readonly Func<CPos, bool> TruthPredicate = cell => true;
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readonly Func<CPos, bool> shroudEdgeTest;
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readonly Func<CPos, bool> fastExploredTest;
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readonly Func<CPos, bool> slowExploredTest;
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readonly Func<CPos, bool> fastVisibleTest;
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readonly Func<CPos, bool> slowVisibleTest;
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static readonly Func<int, int, bool> TruthPredicate = (u, v) => true;
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readonly Func<int, int, bool> shroudEdgeTest;
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readonly Func<int, int, bool> fastExploredTest;
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readonly Func<int, int, bool> slowExploredTest;
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readonly Func<int, int, bool> fastVisibleTest;
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readonly Func<int, int, bool> slowVisibleTest;
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public Shroud(Actor self)
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{
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@@ -81,7 +81,7 @@ namespace OpenRA.Traits
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fogVisibilities = Exts.Lazy(() => self.TraitsImplementing<IFogVisibilityModifier>().ToArray());
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shroudEdgeTest = cell => map.Contains(cell);
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shroudEdgeTest = (u, v) => map.Contains(u, v);
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fastExploredTest = IsExploredCore;
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slowExploredTest = IsExplored;
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fastVisibleTest = IsVisibleCore;
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@@ -232,49 +232,54 @@ namespace OpenRA.Traits
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if (map.Bounds != s.map.Bounds)
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throw new ArgumentException("The map bounds of these shrouds do not match.", "s");
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foreach (var cell in map.Cells)
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if (s.explored[cell])
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explored[cell] = true;
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foreach (var uv in map.Cells.MapCoords)
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if (s.explored[uv.X, uv.Y])
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explored[uv.X, uv.Y] = true;
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Invalidate();
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}
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public void ExploreAll(World world)
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{
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foreach (var cell in map.Cells)
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explored[cell] = true;
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foreach (var uv in map.Cells.MapCoords)
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explored[uv.X, uv.Y] = true;
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Invalidate();
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}
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public void ResetExploration()
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{
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foreach (var cell in map.Cells)
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explored[cell] = visibleCount[cell] > 0;
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foreach (var uv in map.Cells.MapCoords)
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explored[uv.X, uv.Y] = visibleCount[uv.X, uv.Y] > 0;
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Invalidate();
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}
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public bool IsExplored(CPos cell)
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{
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if (!map.Contains(cell))
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var uv = Map.CellToMap(map.TileShape, cell);
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return IsExplored(uv.X, uv.Y);
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}
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public bool IsExplored(int u, int v)
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{
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if (!map.Contains(u, v))
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return false;
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if (!ShroudEnabled)
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return true;
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return IsExploredCore(cell);
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return IsExploredCore(u, v);
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}
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bool ShroudEnabled { get { return !Disabled && self.World.LobbyInfo.GlobalSettings.Shroud; } }
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bool IsExploredCore(CPos cell)
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bool IsExploredCore(int u, int v)
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{
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var uv = Map.CellToMap(map.TileShape, cell);
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return explored[uv.X, uv.Y] && (generatedShroudCount[uv.X, uv.Y] == 0 || visibleCount[uv.X, uv.Y] > 0);
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return explored[u, v] && (generatedShroudCount[u, v] == 0 || visibleCount[u, v] > 0);
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}
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public Func<CPos, bool> IsExploredTest(CellRegion region)
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public Func<int, int, bool> IsExploredTest(CellRegion region)
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{
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// If the region to test extends outside the map we must use the slow test that checks the map boundary every time.
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if (!map.Cells.Contains(region))
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@@ -295,23 +300,29 @@ namespace OpenRA.Traits
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public bool IsVisible(CPos cell)
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{
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if (!map.Contains(cell))
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var uv = Map.CellToMap(map.TileShape, cell);
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return IsVisible(uv.X, uv.Y);
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}
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bool IsVisible(int u, int v)
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{
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if (!map.Contains(u, v))
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return false;
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if (!FogEnabled)
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return true;
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return IsVisibleCore(cell);
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return IsVisibleCore(u, v);
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}
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bool FogEnabled { get { return !Disabled && self.World.LobbyInfo.GlobalSettings.Fog; } }
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bool IsVisibleCore(CPos cell)
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bool IsVisibleCore(int u, int v)
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{
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return visibleCount[cell] > 0;
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return visibleCount[u, v] > 0;
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}
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public Func<CPos, bool> IsVisibleTest(CellRegion region)
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public Func<int, int, bool> IsVisibleTest(CellRegion region)
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{
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// If the region to test extends outside the map we must use the slow test that checks the map boundary every time.
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if (!map.Cells.Contains(region))
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@@ -24,7 +24,7 @@ namespace OpenRA
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{
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public class World
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{
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static readonly Func<CPos, bool> FalsePredicate = cell => false;
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static readonly Func<int, int, bool> FalsePredicate = (u, v) => false;
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internal readonly TraitDictionary traitDict = new TraitDictionary();
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readonly HashSet<Actor> actors = new HashSet<Actor>();
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readonly List<IEffect> effects = new List<IEffect>();
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@@ -65,23 +65,24 @@ namespace OpenRA
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public bool FogObscures(CPos p) { return RenderPlayer != null && !RenderPlayer.Shroud.IsVisible(p); }
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public bool ShroudObscures(Actor a) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(a); }
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public bool ShroudObscures(CPos p) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(p); }
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public bool ShroudObscures(int u, int v) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(u, v); }
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public Func<CPos, bool> FogObscuresTest(CellRegion region)
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public Func<int, int, bool> FogObscuresTest(CellRegion region)
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{
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var rp = RenderPlayer;
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if (rp == null)
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return FalsePredicate;
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var predicate = rp.Shroud.IsVisibleTest(region);
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return cell => !predicate(cell);
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return (u, v) => !predicate(u, v);
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}
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public Func<CPos, bool> ShroudObscuresTest(CellRegion region)
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public Func<int, int, bool> ShroudObscuresTest(CellRegion region)
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{
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var rp = RenderPlayer;
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if (rp == null)
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return FalsePredicate;
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var predicate = rp.Shroud.IsExploredTest(region);
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return cell => !predicate(cell);
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return (u, v) => !predicate(u, v);
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}
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public bool IsReplay
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@@ -151,23 +151,30 @@ namespace OpenRA.Mods.Common.Traits
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notVisibleEdges = info.UseExtendedIndex ? Edges.AllSides : Edges.AllCorners;
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}
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Edges GetEdges(CPos p, Func<CPos, bool> isVisible)
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Edges GetEdges(int u, int v, Func<int, int, bool> isVisible)
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{
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if (!isVisible(p))
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if (!isVisible(u, v))
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return notVisibleEdges;
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// If a side is shrouded then we also count the corners
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var u = Edges.None;
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if (!isVisible(p + new CVec(0, -1))) u |= Edges.Top;
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if (!isVisible(p + new CVec(1, 0))) u |= Edges.Right;
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if (!isVisible(p + new CVec(0, 1))) u |= Edges.Bottom;
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if (!isVisible(p + new CVec(-1, 0))) u |= Edges.Left;
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var cell = Map.MapToCell(map.TileShape, new CPos(u, v));
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Func<CPos, bool> isCellVisible = c =>
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{
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var uv = Map.CellToMap(map.TileShape, c);
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return isVisible(uv.X, uv.Y);
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};
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var ucorner = u & Edges.AllCorners;
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if (!isVisible(p + new CVec(-1, -1))) u |= Edges.TopLeft;
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if (!isVisible(p + new CVec(1, -1))) u |= Edges.TopRight;
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if (!isVisible(p + new CVec(1, 1))) u |= Edges.BottomRight;
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if (!isVisible(p + new CVec(-1, 1))) u |= Edges.BottomLeft;
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// If a side is shrouded then we also count the corners
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var edge = Edges.None;
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if (!isCellVisible(cell + new CVec(0, -1))) edge |= Edges.Top;
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if (!isCellVisible(cell + new CVec(1, 0))) edge |= Edges.Right;
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if (!isCellVisible(cell + new CVec(0, 1))) edge |= Edges.Bottom;
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if (!isCellVisible(cell + new CVec(-1, 0))) edge |= Edges.Left;
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var ucorner = edge & Edges.AllCorners;
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if (!isCellVisible(cell + new CVec(-1, -1))) edge |= Edges.TopLeft;
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if (!isCellVisible(cell + new CVec(1, -1))) edge |= Edges.TopRight;
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if (!isCellVisible(cell + new CVec(1, 1))) edge |= Edges.BottomRight;
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if (!isCellVisible(cell + new CVec(-1, 1))) edge |= Edges.BottomLeft;
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// RA provides a set of frames for tiles with shrouded
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// corners but unshrouded edges. We want to detect this
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@@ -175,7 +182,7 @@ namespace OpenRA.Mods.Common.Traits
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// in other combinations. The XOR turns off the corner
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// bits that are enabled twice, which gives the behavior
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// we want here.
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return info.UseExtendedIndex ? u ^ ucorner : u & Edges.AllCorners;
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return info.UseExtendedIndex ? edge ^ ucorner : edge & Edges.AllCorners;
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}
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Edges GetObserverEdges(CPos p)
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@@ -199,18 +206,20 @@ namespace OpenRA.Mods.Common.Traits
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{
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// Initialize tile cache
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// Adds a 1-cell border around the border to cover any sprites peeking outside the map
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foreach (var cell in CellRegion.Expand(w.Map.Cells, 1))
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foreach (var uv in CellRegion.Expand(w.Map.Cells, 1).MapCoords)
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{
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var screen = wr.ScreenPosition(w.Map.CenterOfCell(cell));
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var u = uv.X;
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var v = uv.Y;
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var screen = wr.ScreenPosition(w.Map.CenterOfCell(Map.MapToCell(map.TileShape, uv)));
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var variant = (byte)Game.CosmeticRandom.Next(info.ShroudVariants.Length);
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tiles[cell] = new ShroudTile(screen, variant);
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tiles[u, v] = new ShroudTile(screen, variant);
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// Set the cells outside the border so they don't need to be touched again
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if (!map.Contains(cell))
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if (!map.Contains(u, v))
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{
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var shroudTile = tiles[cell];
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var shroudTile = tiles[u, v];
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shroudTile.Shroud = GetTile(shroudSprites, notVisibleEdges, variant);
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tiles[cell] = shroudTile;
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tiles[u, v] = shroudTile;
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}
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}
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@@ -252,15 +261,17 @@ namespace OpenRA.Mods.Common.Traits
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{
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var visibleUnderShroud = shroud.IsExploredTest(updatedRegion);
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var visibleUnderFog = shroud.IsVisibleTest(updatedRegion);
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foreach (var cell in updatedRegion)
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foreach (var uv in updatedRegion.MapCoords)
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{
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var shrouded = GetEdges(cell, visibleUnderShroud);
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var fogged = GetEdges(cell, visibleUnderFog);
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var shroudTile = tiles[cell];
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var u = uv.X;
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var v = uv.Y;
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var shrouded = GetEdges(u, v, visibleUnderShroud);
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var fogged = GetEdges(u, v, visibleUnderFog);
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var shroudTile = tiles[u, v];
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var variant = shroudTile.Variant;
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shroudTile.Shroud = GetTile(shroudSprites, shrouded, variant);
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shroudTile.Fog = GetTile(fogSprites, fogged, variant);
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tiles[cell] = shroudTile;
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tiles[u, v] = shroudTile;
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}
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}
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@@ -281,9 +292,9 @@ namespace OpenRA.Mods.Common.Traits
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{
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Update(shroud, wr.Viewport.VisibleCells);
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foreach (var cell in CellRegion.Expand(wr.Viewport.VisibleCells, 1))
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foreach (var uv in CellRegion.Expand(wr.Viewport.VisibleCells, 1).MapCoords)
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{
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var t = tiles[cell];
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var t = tiles[uv.X, uv.Y];
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if (t.Shroud != null)
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{
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@@ -81,13 +81,13 @@ namespace OpenRA.Mods.Common.Traits
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var rightDelta = ts == TileShape.Diamond ? new WVec(512, 0, 0) : new WVec(512, 512, 0);
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var bottomDelta = ts == TileShape.Diamond ? new WVec(0, 512, 0) : new WVec(-512, 512, 0);
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foreach (var cell in wr.Viewport.VisibleCells)
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foreach (var uv in wr.Viewport.VisibleCells.MapCoords)
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{
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var lr = Game.Renderer.WorldLineRenderer;
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var pos = wr.world.Map.CenterOfCell(cell);
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var pos = wr.world.Map.CenterOfCell(Map.MapToCell(wr.world.Map.TileShape, uv));
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var height = (int)wr.world.Map.MapHeight.Value[cell];
|
||||
var tile = wr.world.Map.MapTiles.Value[cell];
|
||||
var height = (int)wr.world.Map.MapHeight.Value[uv.X, uv.Y];
|
||||
var tile = wr.world.Map.MapTiles.Value[uv.X, uv.Y];
|
||||
|
||||
TerrainTileInfo tileInfo = null;
|
||||
|
||||
|
||||
@@ -332,8 +332,8 @@ namespace OpenRA.Mods.RA.Move
|
||||
defaultCellInfoLayer.Shape != map.TileShape)
|
||||
{
|
||||
defaultCellInfoLayer = new CellLayer<CellInfo>(map);
|
||||
foreach (var cell in map.Cells)
|
||||
defaultCellInfoLayer[cell] = new CellInfo(int.MaxValue, cell, false);
|
||||
foreach (var uv in map.Cells.MapCoords)
|
||||
defaultCellInfoLayer[uv.X, uv.Y] = new CellInfo(int.MaxValue, Map.MapToCell(map.TileShape, uv), false);
|
||||
}
|
||||
|
||||
result.CopyValuesFrom(defaultCellInfoLayer);
|
||||
|
||||
@@ -30,7 +30,7 @@ namespace OpenRA.Mods.RA.Traits
|
||||
[Sync] public int VisibilityHash;
|
||||
|
||||
readonly bool startsRevealed;
|
||||
readonly CPos[] footprint;
|
||||
readonly CPos[] footprintInMapsCoords;
|
||||
readonly CellRegion footprintRegion;
|
||||
|
||||
readonly Lazy<IToolTip> tooltip;
|
||||
@@ -45,7 +45,8 @@ namespace OpenRA.Mods.RA.Traits
|
||||
{
|
||||
// Spawned actors (e.g. building husks) shouldn't be revealed
|
||||
startsRevealed = info.StartsRevealed && !init.Contains<ParentActorInit>();
|
||||
footprint = FootprintUtils.Tiles(init.self).ToArray();
|
||||
var footprint = FootprintUtils.Tiles(init.self).ToList();
|
||||
footprintInMapsCoords = footprint.Select(cell => Map.CellToMap(init.world.Map.TileShape, cell)).ToArray();
|
||||
footprintRegion = CellRegion.BoundingRegion(init.world.Map.TileShape, footprint);
|
||||
tooltip = Exts.Lazy(() => init.self.TraitsImplementing<IToolTip>().FirstOrDefault());
|
||||
tooltip = Exts.Lazy(() => init.self.TraitsImplementing<IToolTip>().FirstOrDefault());
|
||||
@@ -68,7 +69,17 @@ namespace OpenRA.Mods.RA.Traits
|
||||
VisibilityHash = 0;
|
||||
foreach (var p in self.World.Players)
|
||||
{
|
||||
var isVisible = footprint.Any(p.Shroud.IsVisibleTest(footprintRegion));
|
||||
// We are doing the following LINQ manually to avoid allocating an extra delegate since this is a hot path.
|
||||
// var isVisible = footprintInMapsCoords.Any(mapCoord => p.Shroud.IsVisibleTest(footprintRegion)(mapCoord.X, mapCoord.Y));
|
||||
var isVisibleTest = p.Shroud.IsVisibleTest(footprintRegion);
|
||||
var isVisible = false;
|
||||
foreach (var mapCoord in footprintInMapsCoords)
|
||||
if (isVisibleTest(mapCoord.X, mapCoord.Y))
|
||||
{
|
||||
isVisible = true;
|
||||
break;
|
||||
}
|
||||
|
||||
visible[p] = isVisible;
|
||||
if (isVisible)
|
||||
VisibilityHash += p.ClientIndex;
|
||||
@@ -79,7 +90,7 @@ namespace OpenRA.Mods.RA.Traits
|
||||
foreach (var p in self.World.Players)
|
||||
{
|
||||
visible[p] |= startsRevealed;
|
||||
p.PlayerActor.Trait<FrozenActorLayer>().Add(frozen[p] = new FrozenActor(self, footprint, footprintRegion));
|
||||
p.PlayerActor.Trait<FrozenActorLayer>().Add(frozen[p] = new FrozenActor(self, footprintInMapsCoords, footprintRegion));
|
||||
}
|
||||
|
||||
initialized = true;
|
||||
|
||||
@@ -35,14 +35,14 @@ namespace OpenRA.Mods.RA.Traits
|
||||
public void Render(WorldRenderer wr)
|
||||
{
|
||||
var shroudObscured = world.ShroudObscuresTest(wr.Viewport.VisibleCells);
|
||||
foreach (var cell in wr.Viewport.VisibleCells)
|
||||
foreach (var uv in wr.Viewport.VisibleCells.MapCoords)
|
||||
{
|
||||
if (shroudObscured(cell))
|
||||
if (shroudObscured(uv.X, uv.Y))
|
||||
continue;
|
||||
|
||||
var c = render[cell];
|
||||
var c = render[uv.X, uv.Y];
|
||||
if (c.Sprite != null)
|
||||
new SpriteRenderable(c.Sprite, wr.world.Map.CenterOfCell(cell),
|
||||
new SpriteRenderable(c.Sprite, wr.world.Map.CenterOfCell(Map.MapToCell(world.Map.TileShape, uv)),
|
||||
WVec.Zero, -511, c.Type.Palette, 1f, true).Render(wr); // TODO ZOffset is ignored
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user