- 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.
114 lines
3.1 KiB
C#
114 lines
3.1 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.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("Spawns units when collected.")]
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class GiveUnitCrateActionInfo : CrateActionInfo
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{
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[Desc("The list of units to spawn.")]
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[ActorReference]
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public readonly string[] Units = { };
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[Desc("Races that are allowed to trigger this action")]
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public readonly string[] ValidRaces = { };
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[Desc("Override the owner of the newly spawned unit: e.g. Creeps or Neutral")]
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public readonly string Owner = null;
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public override object Create(ActorInitializer init) { return new GiveUnitCrateAction(init.Self, this); }
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}
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class GiveUnitCrateAction : CrateAction
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{
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readonly Actor self;
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readonly GiveUnitCrateActionInfo info;
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readonly List<CPos> usedCells = new List<CPos>();
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public GiveUnitCrateAction(Actor self, GiveUnitCrateActionInfo info)
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: base(self, info)
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{
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this.self = self;
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this.info = info;
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if (!info.Units.Any())
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throw new YamlException("A GiveUnitCrateAction does not specify any units to give. This might be because the yaml is referring to 'Unit' rather than 'Units'.");
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}
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public bool CanGiveTo(Actor collector)
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{
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if (info.ValidRaces.Any() && !info.ValidRaces.Contains(collector.Owner.Country.Race))
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return false;
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foreach (string unit in info.Units)
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{
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// avoid dumping tanks in the sea, and ships on dry land.
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if (!GetSuitableCells(collector.Location, unit).Any())
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return false;
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}
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return true;
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}
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public override int GetSelectionShares(Actor collector)
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{
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if (!CanGiveTo(collector))
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return 0;
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return base.GetSelectionShares(collector);
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}
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public override void Activate(Actor collector)
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{
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foreach (var u in info.Units)
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{
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var unit = u; // avoiding access to modified closure
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var location = ChooseEmptyCellNear(collector, unit);
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if (location != null)
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{
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usedCells.Add(location.Value);
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collector.World.AddFrameEndTask(
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w => w.CreateActor(unit, new TypeDictionary
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{
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new LocationInit(location.Value),
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new OwnerInit(info.Owner ?? collector.Owner.InternalName)
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}));
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}
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}
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base.Activate(collector);
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}
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IEnumerable<CPos> GetSuitableCells(CPos near, string unitName)
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{
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var mi = self.World.Map.Rules.Actors[unitName].Traits.Get<MobileInfo>();
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for (var i = -1; i < 2; i++)
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for (var j = -1; j < 2; j++)
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if (mi.CanEnterCell(self.World, self, near + new CVec(i, j)))
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yield return near + new CVec(i, j);
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}
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CPos? ChooseEmptyCellNear(Actor a, string unit)
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{
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var possibleCells = GetSuitableCells(a.Location, unit).Where(c => !usedCells.Contains(c)).ToList();
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if (possibleCells.Count == 0)
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return null;
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return possibleCells.Random(self.World.SharedRandom);
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}
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}
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}
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