Refactor occupied cells visibility checks.
Provide some common extension methods to reduce code duplication, and also use loops instead of LINQ to reduce allocations and provide a minor speedup.
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@@ -194,6 +194,7 @@
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<Compile Include="Lint\LintBuildablePrerequisites.cs" />
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<Compile Include="Lint\LintExts.cs" />
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<Compile Include="LoadScreens\ModChooserLoadScreen.cs" />
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<Compile Include="ShroudExts.cs" />
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<Compile Include="Orders\BeaconOrderGenerator.cs" />
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<Compile Include="Orders\DeployOrderTargeter.cs" />
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<Compile Include="Orders\EnterAlliedActorTargeter.cs" />
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39
OpenRA.Mods.Common/ShroudExts.cs
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39
OpenRA.Mods.Common/ShroudExts.cs
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@@ -0,0 +1,39 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common
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{
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using OccupiedCells = IEnumerable<Pair<CPos, SubCell>>;
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public static class ShroudExts
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{
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public static bool AnyExplored(this Shroud shroud, OccupiedCells cells)
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{
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foreach (var cell in cells)
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if (shroud.IsExplored(cell.First))
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return true;
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return false;
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}
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public static bool AnyVisible(this Shroud shroud, OccupiedCells cells)
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{
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foreach (var cell in cells)
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if (shroud.IsVisible(cell.First))
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return true;
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return false;
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}
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}
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}
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@@ -70,8 +70,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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// If fog is disabled visibility is determined by shroud
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if (!byPlayer.Shroud.FogEnabled)
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return self.OccupiesSpace.OccupiedCells()
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.Any(o => byPlayer.Shroud.IsExplored(o.First));
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return byPlayer.Shroud.AnyExplored(self.OccupiesSpace.OccupiedCells());
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return initialized && stateByPlayer[byPlayer].IsVisible;
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}
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@@ -33,8 +33,7 @@ namespace OpenRA.Mods.Common.Traits
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return base.IsVisibleInner(self, byPlayer);
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if (Info.Type == VisibilityType.Footprint)
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return self.OccupiesSpace.OccupiedCells()
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.Any(o => byPlayer.Shroud.IsVisible(o.First));
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return byPlayer.Shroud.AnyVisible(self.OccupiesSpace.OccupiedCells());
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return byPlayer.Shroud.IsVisible(self.CenterPosition);
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}
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@@ -42,8 +42,7 @@ namespace OpenRA.Mods.Common.Traits
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protected virtual bool IsVisibleInner(Actor self, Player byPlayer)
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{
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if (Info.Type == VisibilityType.Footprint)
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return self.OccupiesSpace.OccupiedCells()
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.Any(o => byPlayer.Shroud.IsExplored(o.First));
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return byPlayer.Shroud.AnyExplored(self.OccupiesSpace.OccupiedCells());
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return byPlayer.Shroud.IsExplored(self.CenterPosition);
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}
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