Matthias Mailänder
0feb5a7bdc
check for building influence when growing resources
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closes #5556
2014-07-04 09:22:14 +02:00
Matthias Mailänder
362c86764f
document the buildable and country trait
2014-07-01 09:08:08 +02:00
Paul Chote
9487f49cd5
Replace WPos.ToCPos -> Map.CellContaining.
2014-06-27 23:30:40 +12:00
Paul Chote
7b52fa52b6
Replace CPos.CenterPosition -> Map.CenterOfCell.
2014-06-27 23:30:40 +12:00
Paul Chote
5560f276ca
Map: Rename IsInMap -> Contains.
2014-06-27 22:07:03 +12:00
Paul Chote
fd4d3b40d0
Simplify shroud range checks.
2014-06-27 22:07:03 +12:00
Paul Chote
2a466d08c3
Remove the now-unused ExploredBounds optimization.
2014-06-27 22:07:03 +12:00
Paul Chote
ad730a44c3
Use CellLayer for resources.
2014-06-27 22:07:02 +12:00
Paul Chote
ce331a28e8
Use CellLayer for custom terrain.
2014-06-27 22:07:02 +12:00
Paul Chote
8dc0967d2e
Use CellLayer for ActorMap.
2014-06-27 22:07:02 +12:00
Paul Chote
baf27bc4cd
Use CellLayers for shroud.
2014-06-27 22:07:02 +12:00
Paul Chote
295af5741f
Use CellLayers for ResourceLayer.
2014-06-27 22:07:01 +12:00
Paul Chote
bbd1331536
Clean up actor selection in WorldInteractionControllerWidget.
2014-06-27 19:20:44 +12:00
Paul Chote
d43acfe94b
Merge pull request #5679 from RoosterDragon/main-loop-alloc
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Reduce memory allocation in the main loop
2014-06-26 23:10:56 +12:00
RoosterDragon
8a60880cf1
Tackle the last of the low hanging fruit for memory allocations in the main game loop.
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- Avoid calling string.Split twice in SprintFont.Measure.
- Change ActorsInBox method of ActorMap and ScreenMap to avoid allocating and intermediate list. As a bonus this allows the sequence to be lazily consumed. Also avoid LINQ in these methods.
- In FrozenUnderFog.TickRender, the method exits early if no players are visible so the attempt at lazy generation was not needed.
- Unwrap a LINQ Any call in ClassicProductionQueue.Tick.
- Merge some successive Where calls in ProximityCapturable into single predicates.
2014-06-22 17:29:45 +01:00
Matthias Mailänder
05609399eb
don't try to spawn resources when the cell is already full
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fixes #5699
2014-06-22 11:49:40 +02:00
Matthias Mailänder
e607c04cce
let harvester splatter resources when exploding
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closes #2346
2014-06-20 11:11:31 +02:00
ScottNZ
dbffce81a6
Remove unused usings
2014-06-15 22:16:40 +12:00
Matthias Mailänder
dac12839fd
Merge pull request #5630 from pavlos256/map-helpers
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Move map helpers from WorldUtils to Map
2014-06-14 11:49:19 +02:00
Paul Chote
5e986b3079
Merge pull request #5615 from RoosterDragon/minor-alloc
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Minor allocation tweaks
2014-06-14 12:26:39 +12:00
Pavlos Touboulidis
c282fa1077
Move GetTerrainIndex/Info from WorldUtils to Map
2014-06-13 13:57:32 +03:00
Pavlos Touboulidis
092352729f
Change terrain type from string based dictionaries to arrays
2014-06-13 11:20:54 +03:00
RoosterDragon
b8b8b1e2df
Minor changes to reduce allocation.
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- Cache a predicate in ActorMap.
- Use short circuiting to skip a call to HasTrait in AttackBase.
- In AutoTarget.ScanForTarget, move the check for the scan time above the calculations since we can skip them if it's not time yet.
- In AutoTarget.ChooseTarget, merge four Where calls into one.
2014-06-12 05:32:44 +01:00
Matthias Mailänder
7216688baf
Merge pull request #5567 from ScottNZ/perf
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Refactor AutoTarget scan and GPS interaction
2014-06-09 12:01:05 +02:00
Matthias Mailänder
0dee8208a8
never spawn with density 0 because that is not rendered
2014-06-07 11:56:54 +02:00
ScottNZ
7e6f7c51e1
Refactor AutoTarget scan and GPS interaction, and cache trait lookup for a slight performance boost
2014-06-07 12:01:50 +12:00
RoosterDragon
2bd8778c55
Changed removeActorPosition field in ActorMap into a set.
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This is because it's purpose is to be queried via Contains when actors needed to be removed.
2014-05-23 08:30:45 +01:00
Pavlos Touboulidis
a845947e0f
Minor style & nit fixes
2014-05-17 14:33:17 +03:00
Pavlos Touboulidis
63ec6d60e7
Refactoring to remove static Rules & SequenceProvider
2014-05-17 14:32:03 +03:00
Matthias Mailänder
8b3f15155e
remappable resource types
2014-05-03 09:02:19 +02:00
Paul Chote
4935266945
Merge FileFormats dll into Game and reorganise namespaces.
2014-04-17 01:20:47 +12:00
Paul Chote
20b88fd904
Remove World.FrameNumber.
2014-03-12 17:19:29 +13:00
Chicken man
cf3cc43a28
Changed things to do with Shroud to WRange. Updated Utility.
2014-03-05 17:30:33 -05:00
Paul Chote
0143e8bfb8
Support rectangular tiles.
2013-12-29 14:16:20 +13:00
Paul Chote
45ccf0035e
Only render the frozen actors that are visible. Fixes #4300 .
2013-12-13 22:36:25 +13:00
Matthias Mailänder
0c199126cc
Merge pull request #4289 from pchote/ore-spawn-fix
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Don't spawn resources at maximum density.
2013-12-11 09:09:34 -08:00
Paul Chote
439d800f03
Don't spawn resources at maximum density. Fixes #4278 .
2013-12-11 22:20:17 +13:00
Paul Chote
4d70996012
New shroud renderer. Fixes #2162 . Fixes #3024 . Fixes #4034 .
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Uses the original tile sprites in C&C and D2K and uses a smoother transition in all mods.
2013-12-11 20:51:49 +13:00
Paul Chote
fa067fa905
Remove custom terrain when clearing resources. Fixes #4272 .
2013-12-10 16:52:41 +13:00
Paul Chote
410cd1c7b1
Reorganise ResourceLayer implementation.
2013-12-06 22:24:07 +13:00
ScottNZ
00ec1ca87a
Remove unused usings
2013-11-12 19:39:33 +13:00
ScottNZ
1a5df86329
Apply a simple constraint to ScreenShaker's multiplier to stop it shaking the game too much
2013-11-09 22:53:32 +13:00
ScottNZ
d74c54d9f7
Add shake multiplier value to ScreenShaker
2013-11-02 17:19:08 +13:00
Paul Chote
33f514001e
Fix viewport-px / world-px confusion in ScreenMap. Fixes #3964 .
2013-10-21 17:57:53 +13:00
Paul Chote
919181e04d
Clean up viewport internals.
2013-10-05 21:01:22 +13:00
Paul Chote
3ae75362bb
Remove WorldUtils.FindFrozenActorsAtMouse.
2013-10-05 21:01:22 +13:00
Paul Chote
1ca9c90565
Add ScreenMap.ActorsAt(MouseInput) overload.
2013-10-05 21:01:21 +13:00
Paul Chote
0b560bfc6e
Move more viewport lookups to WorldRenderer.
2013-10-05 21:01:21 +13:00
Paul Chote
4f354e1474
Batch ActorMap add/removes and filter invalid ActorsInBox. Fixes #3897 .
2013-10-05 13:19:47 +13:00
Paul Chote
85f854ccde
Clean up ActorMap.
2013-10-05 12:59:54 +13:00