This method gets called often via Contains calls. We can significantly speed up the method for flat maps since we know the projection and it is trivial to perform. This avoids an expensive projection lookup.
This method performs an expensive calculation and is called often during pathfinding. We create a cache of the terrain indicies for the map to vastly reduce the cost.
- Typo in documentation ("proximitry").
- Add spaces between sentences.
- Remove most occurrences of " " (two spaces) unless clearly used as indendation
- Punctuation (although no fullstop after filenames like "notifications.yaml").
- Cache the shroud projection even for flat maps to avoid allocating single element arrays.
- Avoid LINQ in shroud and map projection queries to avoid enumerator allocations.
- Avoid LINQ in calculation of sync values.
- Cache enumerables in ProductionQueue.
- Cache delegate in HackyAI.
PPos is best thought of as a cell grid applied in
screen space. Multiple cells with different
terrain heights may be projected to the same PPos,
or to multiple PPos if they do not align with the
screen grid.
PPos coordinates are used primarily for map edge
checks and shroud / visibility queries.
The per-actor visibility now tracks all cells
inside the map area (including those outside the
currently visible bounds), but the shroud/fog is
only cleared if the cell is inside the currently
visible bounds.
Not doing this can occasionally this can result in a cross thread call to the backing texture which leads to bad things. This stops trying to be clever regarding the thread safety invariants exposed by SheetBuilder and does things simply and safely: All updates happen on the main thread.
The actor and smudge definitions are now stored
as raw MiniYamlNodes in the map. It is now the
responsibility of the consumers to parse these
into real objects.