- 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).
62 lines
1.8 KiB
C#
62 lines
1.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Actor can be targeted.")]
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public class TargetableInfo : ConditionalTraitInfo, ITargetableInfo
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{
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[Desc("Target type. Used for filtering (in)valid targets.")]
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public readonly BitSet<TargetableType> TargetTypes;
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public BitSet<TargetableType> GetTargetTypes() { return TargetTypes; }
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public bool RequiresForceFire = false;
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public override object Create(ActorInitializer init) { return new Targetable(init.Self, this); }
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}
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public class Targetable : ConditionalTrait<TargetableInfo>, ITargetable
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{
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protected static readonly string[] None = new string[] { };
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protected Cloak[] cloaks;
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public Targetable(Actor self, TargetableInfo info)
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: base(info) { }
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protected override void Created(Actor self)
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{
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cloaks = self.TraitsImplementing<Cloak>().ToArray();
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base.Created(self);
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}
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public virtual bool TargetableBy(Actor self, Actor viewer)
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{
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if (IsTraitDisabled)
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return false;
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if (!cloaks.Any() || (!viewer.IsDead && viewer.Info.HasTraitInfo<IgnoresCloakInfo>()))
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return true;
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return cloaks.All(c => c.IsTraitDisabled || c.IsVisible(self, viewer.Owner));
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}
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public virtual BitSet<TargetableType> TargetTypes { get { return Info.TargetTypes; } }
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public bool RequiresForceFire { get { return Info.RequiresForceFire; } }
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}
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}
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