Files
OpenRA/OpenRA.Mods.D2k/Traits/World/ChooseBuildTabOnSelect.cs
RoosterDragon 82bea961ba Checked LINQ queries and collections for inefficiencies.
- 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.
2015-01-29 19:20:11 +00:00

70 lines
2.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.D2k.Widgets;
using OpenRA.Mods.RA.Traits;
using OpenRA.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.D2k.Traits
{
[Desc("If the BuildPaletteWidget is used, this trait needs to be added to world actor",
"to make the build palette open automatically when a production facility is deployed.")]
class ChooseBuildTabOnSelectInfo : ITraitInfo
{
public readonly string BuildPaletteWidgetName = "INGAME_BUILD_PALETTE";
public object Create(ActorInitializer init) { return new ChooseBuildTabOnSelect(init, this); }
}
class ChooseBuildTabOnSelect : INotifySelection
{
readonly World world;
readonly ChooseBuildTabOnSelectInfo info;
public ChooseBuildTabOnSelect(ActorInitializer init, ChooseBuildTabOnSelectInfo info)
{
world = init.World;
this.info = info;
}
public void SelectionChanged()
{
var palette = Ui.Root.GetOrNull<BuildPaletteWidget>(info.BuildPaletteWidgetName);
if (palette == null)
return;
// Queue-per-structure
var perqueue = world.Selection.Actors.FirstOrDefault(a => a.IsInWorld && a.World.LocalPlayer == a.Owner
&& a.TraitsImplementing<ProductionQueue>().Any(q => q.Enabled));
if (perqueue != null)
{
palette.SetCurrentTab(perqueue.TraitsImplementing<ProductionQueue>().First(q => q.Enabled));
return;
}
// Queue-per-player
var types = world.Selection.Actors.Where(a => a.IsInWorld && (a.World.LocalPlayer == a.Owner))
.SelectMany(a => a.TraitsImplementing<Production>())
.SelectMany(t => t.Info.Produces)
.ToHashSet();
if (types.Count == 0)
return;
palette.SetCurrentTab(world.LocalPlayer.PlayerActor.TraitsImplementing<ProductionQueue>()
.FirstOrDefault(q => q.Enabled && types.Contains(q.Info.Type)));
}
}
}