In places where arrays were being treated as a set, just create a set directly. This reveals the intention of such collections better, and also improves performance by allowing set based methods to be used.
141 lines
3.9 KiB
C#
141 lines
3.9 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.Drawing;
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using System.Linq;
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using OpenRA.Mods.Common;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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class InfiltratesInfo : ITraitInfo
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{
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public readonly HashSet<string> Types = new HashSet<string>();
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[VoiceReference] public readonly string Voice = "Action";
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[Desc("What diplomatic stances can be infiltrated by this actor.")]
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public readonly Stance ValidStances = Stance.Neutral | Stance.Enemy;
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public object Create(ActorInitializer init) { return new Infiltrates(this); }
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}
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class Infiltrates : IIssueOrder, IResolveOrder, IOrderVoice
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{
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public readonly InfiltratesInfo Info;
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public Infiltrates(InfiltratesInfo info)
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{
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Info = info;
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}
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new InfiltrationOrderTargeter(Info); }
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order.OrderID != "Infiltrate")
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return null;
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if (target.Type == TargetType.FrozenActor)
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return new Order(order.OrderID, self, queued) { ExtraData = target.FrozenActor.ID };
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return new Order(order.OrderID, self, queued) { TargetActor = target.Actor };
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}
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bool IsValidOrder(Actor self, Order order)
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{
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// Not targeting an actor
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if (order.ExtraData == 0 && order.TargetActor == null)
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return false;
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IEnumerable<string> targetTypes;
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if (order.ExtraData != 0)
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{
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// Targeted an actor under the fog
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var frozenLayer = self.Owner.PlayerActor.TraitOrDefault<FrozenActorLayer>();
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if (frozenLayer == null)
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return false;
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var frozen = frozenLayer.FromID(order.ExtraData);
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if (frozen == null)
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return false;
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targetTypes = frozen.TargetTypes;
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}
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else
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targetTypes = order.TargetActor.TraitsImplementing<ITargetable>().Where(Exts.IsTraitEnabled)
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.SelectMany(t => t.TargetTypes);
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return Info.Types.Overlaps(targetTypes);
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "Infiltrate" && IsValidOrder(self, order)
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? Info.Voice : null;
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString != "Infiltrate" || !IsValidOrder(self, order))
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return;
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var target = self.ResolveFrozenActorOrder(order, Color.Red);
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if (target.Type != TargetType.Actor
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|| Info.Types.Overlaps(target.Actor.TraitsImplementing<ITargetable>().SelectMany(t => t.TargetTypes)))
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return;
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if (!order.Queued)
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self.CancelActivity();
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self.SetTargetLine(target, Color.Red);
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self.QueueActivity(new Infiltrate(self, target.Actor));
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}
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}
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class InfiltrationOrderTargeter : UnitOrderTargeter
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{
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readonly InfiltratesInfo info;
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public InfiltrationOrderTargeter(InfiltratesInfo info)
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: base("Infiltrate", 7, "enter", true, false)
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{
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this.info = info;
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}
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public override bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor)
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{
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var stance = self.Owner.Stances[target.Owner];
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if (!info.ValidStances.HasStance(stance))
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return false;
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return target.TraitsImplementing<ITargetable>().Any(t => t.TargetTypes.Overlaps(info.Types));
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}
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public override bool CanTargetFrozenActor(Actor self, FrozenActor target, TargetModifiers modifiers, ref string cursor)
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{
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var stance = self.Owner.Stances[target.Owner];
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if (!info.ValidStances.HasStance(stance))
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return false;
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return target.Info.Traits.WithInterface<ITargetableInfo>().Any(t => info.Types.Overlaps(t.GetTargetTypes()));
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}
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}
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}
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