some perf improvements
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@@ -21,7 +21,8 @@ namespace OpenRa
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public Shroud(Player owner, Map map) { this.owner = owner; this.map = map; }
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float gapOpaqueTicks = (int)(Rules.General.GapRegenInterval * 25 * 60);
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int gapOpaqueTicks = (int)(Rules.General.GapRegenInterval * 25 * 60);
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int gapTicks;
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int[,] gapField = new int[128, 128];
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bool[,] gapActive = new bool[128, 128];
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@@ -33,37 +34,25 @@ namespace OpenRa
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public void Tick( World world )
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{
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if (gapTicks > 0) { --gapTicks; return; }
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// Clear active flags
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gapActive = new bool[128, 128];
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foreach (var a in world.Queries.WithTrait<GeneratesGap>().Where(a => owner != a.Actor.Owner))
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{
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foreach (var t in a.Trait.GetShroudedTiles())
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gapActive[t.X, t.Y] = true;
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}
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for (int j = 1; j < 127; j++)
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for (int i = 1; i < 127; i++)
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{
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if (gapField[i, j] > 0 && !gapActive[i, j])
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{
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// Convert gap to shroud
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if (gapField[i, j] >= gapOpaqueTicks && explored[i, j])
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explored[i, j] = false;
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// Clear gap
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gapField[i, j] = 0;
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dirty = true;
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}
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// Increase gap tick; rerender if necessary
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if (gapActive[i, j] && 0 == gapField[i, j]++)
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dirty = true;
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gapActive[t.X, t.Y] = true;
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explored[t.X, t.Y] = false;
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dirty = true;
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}
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gapTicks = gapOpaqueTicks;
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}
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public bool IsExplored(int2 xy) { return IsExplored(xy.X, xy.Y); }
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public bool IsExplored(int x, int y)
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{
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if (gapField[ x, y ] >= Rules.General.GapRegenInterval * 25 * 60)
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if (gapField[ x, y ] > 0)
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return false;
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if (hasGPS)
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