Remove ActorMap query for each actor.

This commit is contained in:
Paul Chote
2015-11-26 18:30:43 +00:00
parent 7b31f18046
commit fb99a1f3c2

View File

@@ -39,8 +39,9 @@ namespace OpenRA.Orders
public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
{
var target = TargetForInput(world, xy, mi);
var actorsAt = world.ActorMap.GetActorsAt(xy).ToList();
var orders = world.Selection.Actors
.Select(a => OrderForUnit(a, target, mi))
.Select(a => OrderForUnit(a, target, actorsAt, mi))
.Where(o => o != null)
.ToList();
@@ -65,12 +66,14 @@ namespace OpenRA.Orders
{
var useSelect = false;
var target = TargetForInput(world, xy, mi);
var actorsAt = world.ActorMap.GetActorsAt(xy).ToList();
if (target.Type == TargetType.Actor && target.Actor.Info.HasTraitInfo<SelectableInfo>() &&
(mi.Modifiers.HasModifier(Modifiers.Shift) || !world.Selection.Actors.Any()))
useSelect = true;
var ordersWithCursor = world.Selection.Actors
.Select(a => OrderForUnit(a, target, mi))
.Select(a => OrderForUnit(a, target, actorsAt, mi))
.Where(o => o != null && o.Cursor != null);
var cursorOrder = ordersWithCursor.MaxByOrDefault(o => o.Order.OrderPriority);
@@ -81,17 +84,23 @@ namespace OpenRA.Orders
// Used for classic mouse orders, determines whether or not action at xy is move or select
public static bool InputOverridesSelection(World world, int2 xy, MouseInput mi)
{
var target = Target.FromActor(world.ScreenMap.ActorsAt(xy).WithHighestSelectionPriority());
var actor = world.ScreenMap.ActorsAt(xy).WithHighestSelectionPriority();
if (actor == null)
return true;
var target = Target.FromActor(actor);
var cell = world.Map.CellContaining(target.CenterPosition);
var actorsAt = world.ActorMap.GetActorsAt(cell).ToList();
var underCursor = world.Selection.Actors.WithHighestSelectionPriority();
var o = OrderForUnit(underCursor, target, mi);
var o = OrderForUnit(underCursor, target, actorsAt, mi);
if (o != null && o.Order.OverrideSelection)
return false;
return true;
}
static UnitOrderResult OrderForUnit(Actor self, Target target, MouseInput mi)
static UnitOrderResult OrderForUnit(Actor self, Target target, List<Actor> actorsAt, MouseInput mi)
{
if (mi.Button != Game.Settings.Game.MouseButtonPreference.Action)
return null;
@@ -113,8 +122,6 @@ namespace OpenRA.Orders
if (mi.Modifiers.HasModifier(Modifiers.Alt))
modifiers |= TargetModifiers.ForceMove;
var actorsAt = self.World.ActorMap.GetActorsAt(self.World.Map.CellContaining(target.CenterPosition)).ToList();
foreach (var o in self.TraitsImplementing<IIssueOrder>()
.SelectMany(trait => trait.Orders
.Select(x => new { Trait = trait, Order = x }))