Introduced also a small Unit test project to prove it. - Separated caching capabilities from PathFinder class to increase cohesion and maintainability. Refactored the pathfinding algorithm by extracting methods based on responsibilities like calculating costs and reordering functions. These changes should provide a in average a small increase in pathfinding performance and maintainability. - Optimized the pathfinder algorithm to reuse calculations like the MovementCost and heuristics. - Introduced base classes, IPathSearch and IPriorityQueue interfaces, and restructured code to ease readability and testability - Renamed the PathFinder related classes to more appropriate names. Made the traits rely on the interface IPathfinder instead of concrete PathFinder implementation. - Massive performance improvements - Solved error with harvesters' Heuristic - Updated the heuristic to ease redability and adjustability. D can be adjusted to offer best paths by decreasing and more performance by increasing it - Refactored the CellLayer<CellInfo> creation in its own Singleton class - Extracted the graph abstraction onto an IGraph interface, making the Pathfinder agnostic to the definition of world and terrain. This abstraction can help in the future to be able to cache graphs for similar classes and their costs, speeding up the pathfinder and being able to feed the A* algorithm with different types of graphs like Hierarchical graphs
317 lines
7.7 KiB
C#
317 lines
7.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using Eluant;
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using Eluant.ObjectBinding;
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using OpenRA.Activities;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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namespace OpenRA
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{
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public interface IActor
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{
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ActorInfo Info { get; }
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IWorld World { get; }
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uint ActorID { get; }
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Player Owner { get; set; }
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T TraitOrDefault<T>();
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T Trait<T>();
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IEnumerable<T> TraitsImplementing<T>();
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IEnumerable<IRenderable> Render(WorldRenderer wr);
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}
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public class Actor : IScriptBindable, IScriptNotifyBind, ILuaTableBinding, ILuaEqualityBinding, ILuaToStringBinding, IEquatable<Actor>, IActor
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{
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public readonly ActorInfo Info;
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ActorInfo IActor.Info { get { return this.Info; } }
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public readonly World World;
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IWorld IActor.World { get { return World; } }
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public readonly uint ActorID;
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uint IActor.ActorID { get { return this.ActorID; } }
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[Sync] public Player Owner { get; set; }
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public bool IsInWorld { get; internal set; }
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public bool Destroyed { get; private set; }
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Activity currentActivity;
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public Group Group;
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public int Generation;
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Lazy<Rectangle> bounds;
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Lazy<IFacing> facing;
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Lazy<Health> health;
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Lazy<IOccupySpace> occupySpace;
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Lazy<IEffectiveOwner> effectiveOwner;
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public Rectangle Bounds { get { return bounds.Value; } }
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public IOccupySpace OccupiesSpace { get { return occupySpace.Value; } }
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public IEffectiveOwner EffectiveOwner { get { return effectiveOwner.Value; } }
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public bool IsIdle { get { return currentActivity == null; } }
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public bool IsDead { get { return Destroyed || (health.Value == null ? false : health.Value.IsDead); } }
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public CPos Location { get { return occupySpace.Value.TopLeft; } }
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public WPos CenterPosition { get { return occupySpace.Value.CenterPosition; } }
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public WRot Orientation
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{
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get
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{
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// TODO: Support non-zero pitch/roll in IFacing (IOrientation?)
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var facingValue = facing.Value != null ? facing.Value.Facing : 0;
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return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facingValue));
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}
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}
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readonly IEnumerable<IRenderModifier> traitsImplementingRenderModifier;
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readonly IEnumerable<IRender> traitsImplementingRender;
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internal Actor(World world, string name, TypeDictionary initDict)
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{
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var init = new ActorInitializer(this, initDict);
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World = world;
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ActorID = world.NextAID();
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if (initDict.Contains<OwnerInit>())
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Owner = init.Get<OwnerInit, Player>();
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occupySpace = Exts.Lazy(() => TraitOrDefault<IOccupySpace>());
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if (name != null)
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{
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name = name.ToLowerInvariant();
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if (!world.Map.Rules.Actors.ContainsKey(name))
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throw new NotImplementedException("No rules definition for unit " + name);
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Info = world.Map.Rules.Actors[name];
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foreach (var trait in Info.TraitsInConstructOrder())
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AddTrait(trait.Create(init));
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}
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facing = Exts.Lazy(() => TraitOrDefault<IFacing>());
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health = Exts.Lazy(() => TraitOrDefault<Health>());
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effectiveOwner = Exts.Lazy(() => TraitOrDefault<IEffectiveOwner>());
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bounds = Exts.Lazy(() =>
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{
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var si = Info.Traits.GetOrDefault<SelectableInfo>();
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var size = (si != null && si.Bounds != null) ? new int2(si.Bounds[0], si.Bounds[1]) :
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TraitsImplementing<IAutoSelectionSize>().Select(x => x.SelectionSize(this)).FirstOrDefault();
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var offset = -size / 2;
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if (si != null && si.Bounds != null && si.Bounds.Length > 2)
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offset += new int2(si.Bounds[2], si.Bounds[3]);
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return new Rectangle(offset.X, offset.Y, size.X, size.Y);
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});
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traitsImplementingRenderModifier = TraitsImplementing<IRenderModifier>();
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traitsImplementingRender = TraitsImplementing<IRender>();
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}
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public void Tick()
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{
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var wasIdle = IsIdle;
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currentActivity = Traits.Util.RunActivity(this, currentActivity);
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if (!wasIdle && IsIdle)
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foreach (var n in TraitsImplementing<INotifyBecomingIdle>())
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n.OnBecomingIdle(this);
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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var renderables = Renderables(wr);
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foreach (var modifier in traitsImplementingRenderModifier)
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renderables = modifier.ModifyRender(this, wr, renderables);
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return renderables;
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}
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IEnumerable<IRenderable> Renderables(WorldRenderer wr)
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{
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foreach (var render in traitsImplementingRender)
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foreach (var renderable in render.Render(this, wr))
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yield return renderable;
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}
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public void QueueActivity(bool queued, Activity nextActivity)
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{
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if (!queued)
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CancelActivity();
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QueueActivity(nextActivity);
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}
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public void QueueActivity(Activity nextActivity)
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{
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if (currentActivity == null)
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currentActivity = nextActivity;
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else
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currentActivity.Queue(nextActivity);
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}
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public void CancelActivity()
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{
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if (currentActivity != null)
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currentActivity.Cancel(this);
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}
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public Activity GetCurrentActivity()
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{
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return currentActivity;
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}
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public override int GetHashCode()
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{
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return (int)ActorID;
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}
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public override bool Equals(object obj)
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{
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var o = obj as Actor;
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return o != null && Equals(o);
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}
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public bool Equals(Actor other)
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{
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return ActorID == other.ActorID;
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}
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public override string ToString()
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{
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var name = Info.Name + " " + ActorID;
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if (!IsInWorld)
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name += " (not in world)";
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return name;
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}
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public T Trait<T>()
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{
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return World.TraitDict.Get<T>(this);
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}
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public T TraitOrDefault<T>()
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{
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return World.TraitDict.GetOrDefault<T>(this);
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}
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public IEnumerable<T> TraitsImplementing<T>()
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{
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return World.TraitDict.WithInterface<T>(this);
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}
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public bool HasTrait<T>()
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{
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return World.TraitDict.Contains<T>(this);
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}
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public void AddTrait(object trait)
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{
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World.TraitDict.AddTrait(this, trait);
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}
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public void Destroy()
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{
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World.AddFrameEndTask(w =>
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{
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if (Destroyed)
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return;
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if (IsInWorld)
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World.Remove(this);
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World.TraitDict.RemoveActor(this);
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Destroyed = true;
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if (luaInterface != null)
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luaInterface.Value.OnActorDestroyed();
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});
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}
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// TODO: move elsewhere.
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public void ChangeOwner(Player newOwner)
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{
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World.AddFrameEndTask(w =>
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{
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if (Destroyed)
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return;
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var oldOwner = Owner;
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// momentarily remove from world so the ownership queries don't get confused
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w.Remove(this);
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Owner = newOwner;
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Generation++;
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w.Add(this);
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foreach (var t in this.TraitsImplementing<INotifyOwnerChanged>())
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t.OnOwnerChanged(this, oldOwner, newOwner);
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});
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}
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public void Kill(Actor attacker)
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{
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if (health.Value == null)
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return;
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health.Value.InflictDamage(this, attacker, health.Value.MaxHP, null, true);
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}
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#region Scripting interface
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Lazy<ScriptActorInterface> luaInterface;
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public void OnScriptBind(ScriptContext context)
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{
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if (luaInterface == null)
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luaInterface = Exts.Lazy(() => new ScriptActorInterface(context, this));
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}
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public LuaValue this[LuaRuntime runtime, LuaValue keyValue]
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{
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get { return luaInterface.Value[runtime, keyValue]; }
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set { luaInterface.Value[runtime, keyValue] = value; }
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}
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public LuaValue Equals(LuaRuntime runtime, LuaValue left, LuaValue right)
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{
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Actor a, b;
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if (!left.TryGetClrValue<Actor>(out a) || !right.TryGetClrValue<Actor>(out b))
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return false;
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return a == b;
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}
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public LuaValue ToString(LuaRuntime runtime)
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{
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return "Actor ({0})".F(this);
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}
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public bool HasScriptProperty(string name)
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{
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return luaInterface.Value.ContainsKey(name);
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}
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#endregion
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}
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}
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