Reduce trait lookups further by adding a BuildableInfo parameter to GetBuildTime
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@@ -122,7 +122,7 @@ namespace OpenRA.Mods.Common.Traits
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return GetBuildTime(self.World.Map.Rules.Actors[unitString]);
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}
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public override int GetBuildTime(ActorInfo unit)
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public override int GetBuildTime(ActorInfo unit, BuildableInfo bi = null)
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{
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if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
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return 0;
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@@ -131,7 +131,7 @@ namespace OpenRA.Mods.Common.Traits
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if (info.SpeedUp)
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{
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var type = unit.TraitInfo<BuildableInfo>().BuildAtProductionType ?? info.Type;
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var type = (bi ?? unit.TraitInfo<BuildableInfo>()).BuildAtProductionType ?? info.Type;
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var selfsameProductionsCount = self.World.ActorsWithTrait<Production>()
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.Count(p => p.Actor.Owner == self.Owner && p.Trait.Info.Produces.Contains(type));
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@@ -275,7 +275,7 @@ namespace OpenRA.Mods.Common.Traits
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var valued = unit.TraitInfoOrDefault<ValuedInfo>();
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var cost = valued != null ? valued.Cost : 0;
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var time = GetBuildTime(unit);
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var time = GetBuildTime(unit, bi);
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var amountToBuild = Math.Min(fromLimit, order.ExtraData);
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for (var n = 0; n < amountToBuild; n++)
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{
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@@ -313,7 +313,7 @@ namespace OpenRA.Mods.Common.Traits
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return GetBuildTime(self.World.Map.Rules.Actors[unitString]);
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}
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public virtual int GetBuildTime(ActorInfo unit)
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public virtual int GetBuildTime(ActorInfo unit, BuildableInfo bi = null)
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{
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if (self.World.AllowDevCommands && self.Owner.PlayerActor.Trait<DeveloperMode>().FastBuild)
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return 0;
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@@ -81,7 +81,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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powerIcon.IsVisible = () => power != 0;
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var lowpower = pm.PowerState != PowerState.Normal;
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var time = palette.CurrentQueue == null ? 0 : palette.CurrentQueue.GetBuildTime(actor)
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var time = palette.CurrentQueue == null ? 0 : palette.CurrentQueue.GetBuildTime(actor, buildable)
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* (lowpower ? palette.CurrentQueue.Info.LowPowerSlowdown : 1);
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var timeString = WidgetUtils.FormatTime(time, world.Timestep);
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timeLabel.GetText = () => timeString;
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