- Rename Bits<T> to BitSet<T>.
- Implement set based helpers for BitSet<T>.
- When representing TargetTypes of ITargetable in various traits, use a BitSet<TargetableType> instead of HashSet<string> for better performance & reduced memory usage.
- Fix FieldLoader to trim input values when generating a BitSet<T>.
- Require T in BitSet<T> and BitSetAllocator<T> to be a class since it's just a marker value. This allows the JIT to instantiate generic code for these classes once, as they don't benefit from specialized code for T. (Typically JITs will generate shared code for all reference types, and unique code for every value type encountered).
To prevent the AI generating lag spikes by issuing too many orders in a single tick, it is now limited in how many orders can be issued per tick. Extra orders are queued. This allows the performance hit of issuing multiple orders to be spread out over several ticks.
The Warhead and WeaponInfo classes now maintain preconstructed sets of valid and invalid targets to speed up validation checks since LINQ Intersect no longer has to be called (which recreates the sets internally each time).
Fixed minor bugs in the AI where it was repeating the validation logic but failing to account for invalid targets.
Removes Reloads trait.
This enables adding multiple AmmoPools via @ differentiators and
Name which adds the possibility to assign each armament to a specific
ammo pool.
Furthermore, this moves all Reloads functionality onto AmmoPool.
Now a combination of all three is possible on a single actor: no limited
ammo, limited ammo that can reload on its own, and limited ammo which
needs to be reloaded at a rearm actor.
Additionally moves RearmSound from Minelayer to AmmoPool.