- Made Array.IndexOf available via extension method. - Made ToHashSet extension method. - Change collections queried often via Contains into sets. - Avoid Count() extension if Count or Length property exist. - Made Count() > 0 checks and variations calls to Any() instead. - Don't call ToList/ToArray if there is no benefit to materializing the sequence. - If the sequence does benefit from materialization, follow this general pattern: - Collection queried often via Contains use ToHashSet to speed up lookups. - Short lived variables use ToList. This is because ToArray requires an extra copy to output the final size. - Collections persisted into fields or for a long time use ToArray to minimize memory overhead.
70 lines
2.1 KiB
C#
70 lines
2.1 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.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.D2k.Widgets;
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using OpenRA.Mods.RA.Traits;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.D2k.Traits
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{
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[Desc("If the BuildPaletteWidget is used, this trait needs to be added to world actor",
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"to make the build palette open automatically when a production facility is deployed.")]
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class ChooseBuildTabOnSelectInfo : ITraitInfo
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{
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public readonly string BuildPaletteWidgetName = "INGAME_BUILD_PALETTE";
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public object Create(ActorInitializer init) { return new ChooseBuildTabOnSelect(init, this); }
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}
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class ChooseBuildTabOnSelect : INotifySelection
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{
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readonly World world;
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readonly ChooseBuildTabOnSelectInfo info;
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public ChooseBuildTabOnSelect(ActorInitializer init, ChooseBuildTabOnSelectInfo info)
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{
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world = init.World;
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this.info = info;
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}
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public void SelectionChanged()
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{
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var palette = Ui.Root.GetOrNull<BuildPaletteWidget>(info.BuildPaletteWidgetName);
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if (palette == null)
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return;
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// Queue-per-structure
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var perqueue = world.Selection.Actors.FirstOrDefault(a => a.IsInWorld && a.World.LocalPlayer == a.Owner
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&& a.TraitsImplementing<ProductionQueue>().Any(q => q.Enabled));
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if (perqueue != null)
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{
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palette.SetCurrentTab(perqueue.TraitsImplementing<ProductionQueue>().First(q => q.Enabled));
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return;
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}
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// Queue-per-player
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var types = world.Selection.Actors.Where(a => a.IsInWorld && (a.World.LocalPlayer == a.Owner))
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.SelectMany(a => a.TraitsImplementing<Production>())
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.SelectMany(t => t.Info.Produces)
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.ToHashSet();
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if (types.Count == 0)
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return;
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palette.SetCurrentTab(world.LocalPlayer.PlayerActor.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => q.Enabled && types.Contains(q.Info.Type)));
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}
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}
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}
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