Commit Graph

91 Commits

Author SHA1 Message Date
abcdefg30
6a31b1f9f3 Update the copyright header year 2022-05-28 00:35:10 -05:00
Eduardo Cáceres
79f321cb44 .Any(), .Count() -> .Count or .Length 2022-05-18 11:42:36 -05:00
Matthias Mailänder
0e7ad43425 Remove unused parameters. 2022-04-01 23:30:26 +02:00
penev92
0d24ccc47a Fixed unnecessary zero-length array allocations
Changed all currently present zero-length array allocations in the codebase to use `Array.Empty` instead.
2022-01-20 22:10:28 +01:00
Paul Chote
7a93ff3258 Add support for TS-style tinted target flashes. 2021-08-02 21:50:32 +02:00
Andre Mohren
6810469634 Updated copyright years. 2021-06-29 18:33:21 -05:00
teinarss
10676be377 Replace F extension with string interpolation 2021-05-08 22:20:59 +02:00
Matthias Mailänder
5a0bcc01a6 Add a lint check for trait placement on hardcoded actor names. 2021-04-11 20:20:00 +02:00
teinarss
4a1e4f3e16 Use expression body syntax 2021-03-07 13:00:52 +00:00
Paul Chote
96641873ae Replace highlight palette with tint effects. 2021-01-06 00:06:51 +01:00
Paul Chote
b88495c689 Remove palettes from base IRenderable. 2021-01-06 00:06:51 +01:00
RoosterDragon
87389d3051 Reuse a list in FrozenActor.RefreshState 2020-10-17 23:48:48 +02:00
teinarss
27f1a7ab27 Use out var syntax 2020-08-19 18:11:07 +01:00
Paul Chote
86f61298e6 Replace ITraitInfo interface with TraitInfo class. 2020-05-21 13:01:04 +02:00
Paul Chote
88cdad4189 Add support for polygon selection shapes. 2020-03-24 00:07:10 -05:00
tovl
695d9a6cb1 Centralize shroud changes in one pass to improve performance. 2020-01-12 04:50:25 +01:00
abcdefg30
23b3c237b7 Update the year numbers in all license headers to 2020 2020-01-05 17:00:34 +00:00
Paul Chote
78a70be0d4 Fix and enable SA1133, SA1134 style rules. 2019-05-24 10:47:57 +02:00
Paul Chote
ab4a7e3558 Replace System.Drawing primitives with our own. 2019-03-04 18:26:42 +00:00
Paul Chote
5995915281 Fix Positions returned by FrozenActor targets.
Also removes redundant Targetables check from actors.
2019-02-03 20:21:51 +01:00
Paul Chote
d6d1f3a06d Fix FrozenUnderFog / FrozenActor visibility consistency.
This fixes cases where both objects return visible / not
when queried at the wrong time during a tick.
2019-01-27 15:21:13 +01:00
abcdefg30
cadbd0d9ab Change the year number in all cs headers from 2018 to 2019 2019-01-26 23:15:21 +01:00
Paul Chote
224377f078 Track visibility modifiers on FrozenActors. 2018-12-17 22:19:26 +01:00
Paul Chote
8eeb6d68e7 Tweak FrozenActorLayer queries:
- FrozenActorsInRegion now filters for valid and (optionally) visible FAs
- Add new FrozenActorsInCircle to mirror World.FindActorsInCircle.

The first change means that SupportPowerDecision now correctly ignores
FrozenActors that the AI has not discovered.
2018-12-17 22:19:26 +01:00
RoosterDragon
5bd5a384b7 Use a BitSet for representing target types.
- 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).
2018-03-21 12:07:44 +01:00
RoosterDragon
3b642b1a79 Reuse TargetTypes collection in FrozenActor.RefreshState. 2018-03-18 16:50:20 +01:00
Arular101
8a60918841 Update copyright notice year to 2018 2018-01-17 00:47:34 +01:00
RoosterDragon
c60ca83751 Revert "Fix actors disappearing for a tick when swapping to the frozen actor."
This reverts commit 2eb090f153.

This fixes flicker for the actor->frozen transition, but then introduces the same flicker for the frozen->actor transition instead.
2018-01-06 15:16:59 +01:00
Paul Chote
2eb090f153 Fix actors disappearing for a tick when swapping to the frozen actor. 2018-01-01 16:01:44 +01:00
Paul Chote
f8abd5d319 Serialize the correct player in FrozenActor-targeting orders. 2018-01-01 16:01:44 +01:00
Paul Chote
9dc330b300 Update FrozenActor TargetTypes alongside other variable state. 2017-12-22 02:33:25 +01:00
Paul Chote
b9e03ac009 Add FrozenActorLayer.FrozenActorsInRegion. 2017-12-22 02:33:25 +01:00
Paul Chote
c87409ed1a Remove legacy bounds code. 2017-12-11 19:45:07 +01:00
Paul Chote
6f5d035e79 Introduce IMouseBounds and split/rework mouse rectangles.
The render bounds for an actor now include the area covered
by bibs, shadows, and any other widgets. In many cases this
area is much larger than we really want to consider for
tooltips and mouse selection.

An optional Margin is added to Selectable to support cases
like infantry, where we want the mouse area of the actor
to be larger than the drawn selection box.
2017-12-11 19:45:07 +01:00
Paul Chote
8fcc80b05a Use IRender.ScreenBounds in ScreenMap.
Traits are now required to trigger a ScreenMap update whenever they
believe that their ScreenBounds have changed.
2017-12-11 19:45:07 +01:00
Paul Chote
86bfe28ade Add ScreenBounds method to IRender interface.
This method is expected to return Rectangles that cover
the region where Renderables returned by Render may exist.
2017-12-11 19:45:07 +01:00
Paul Chote
46f6263061 Update ScreenMap state in a single pass at the end of the tick. 2017-12-11 19:45:07 +01:00
RoosterDragon
7a7eed4fb7 Add FirstEnabledTraitOrDefault helper method.
This avoids the allocations caused by LINQ when using traits.FirstOrDefault(Exts.IsTraitEnabled). This is important in FrozenActorLayer.RefreshState which is called very often. We apply the new helper method to all areas using the old pattern. An overload that takes an array allows arrays to be enumerated without causing allocations.
2017-12-10 13:39:24 +00:00
reaperrr
be290cfabd Split Actor.Bounds into RenderBounds and SelectableBounds
Additionally, internally renamed VisualBounds to SelectionOverlayBounds to avoid confusion with RenderBounds.

This step was necessary to prevent actors with selectable area smaller than their graphics to be removed too early from ScreenMap even though part of the graphics should still be visible.
RA cruisers were a prime example, but to a lesser extent several other actors were affected as well.

This separation also serves as preparation to determine the final RenderBounds from multiple source bounds later, to fix the remaining ScreenMap issues (building 'bibs', aircraft shadows).
2017-11-21 01:00:09 +02:00
reaperrr
03c3a5f310 Make ITick implementations explicit in OpenRA.Game 2017-09-16 15:51:37 +02:00
Taryn Hill
43317e0f5d Update copyright notice year to 2017 2016-12-31 23:46:13 -06:00
reaperrr
074bb78cbd Made Tooltip trait upgradable 2016-10-23 14:59:18 +02:00
Paul Chote
e71225496b Clarify GPL version. 2016-02-21 16:30:48 +00:00
Paul Chote
b396965fd9 Update licence header year. 2016-02-21 16:27:31 +00:00
RoosterDragon
36e09990ca Fix Map.Contains checks for maps with height.
If a cell lacked any valid projected cells, then it is off the map entirely. The previous logic would think such a cell was within the map as none of projected cells were out of bounds (as there were no projected cells to fail the check).
2016-02-06 17:55:27 +00:00
RoosterDragon
68eda63008 Add some debugging code to catch frozen actors without footprints. 2016-01-26 20:45:04 +00:00
RoosterDragon
a232eff7fd Replace IRemoveFrozenActor with FrozenActorLayer.Remove.
The IRemoveFrozenActor interface is replaced with a Remove method on FrozenActorLayer. IRemoveFrozenActor is a performance problem for FrozenActorLayer.Tick as it incurs a large cache miss penalty in order to load and enumerate the array of these interfaces for every frozen actor. Instead, we invert control and allow traits to remove frozen actors directly which eliminates the performance penalty.
2016-01-17 00:13:06 +00:00
RoosterDragon
c98df23b57 Create FrozenActor.RefreshState method for better encapsulation and reuse of this logic. 2016-01-17 00:13:06 +00:00
RoosterDragon
0dc51f79a0 Fix FrozenActorLayer.FootprintBounds.
The size of the bounds was too small (as rectangle has exclusive edges on the right and bottom). This meant some intersection tests would fail and thus the frozen actor was not found when searching the partition bins.
2016-01-03 23:48:28 +00:00
RoosterDragon
8ec03ab3b7 Spatially partition frozen actor layer.
Track changes in the shroud in a spatial partition in frozen actor layer. This allows us to run the expensive visibility updates only on frozen actors with a footprint in affected partitions, rather than on all frozen actors every time.
2015-12-28 21:49:57 +00:00