Files
OpenRA/OpenRA.Mods.Common/Traits/World/ControlGroups.cs
RoosterDragon 949ba589c0 MiniYaml becomes an immutable data structure.
This changeset is motivated by a simple concept - get rid of the MiniYaml.Clone and MiniYamlNode.Clone methods to avoid deep copying yaml trees during merging. MiniYaml becoming immutable allows the merge function to reuse existing yaml trees rather than cloning them, saving on memory and improving merge performance. On initial loading the YAML for all maps is processed, so this provides a small reduction in initial loading time.

The rest of the changeset is dealing with the change in the exposed API surface. Some With* helper methods are introduced to allow creating new YAML from existing YAML. Areas of code that generated small amounts of YAML are able to transition directly to the immutable model without too much ceremony. Some use cases are far less ergonomic even with these helper methods and so a MiniYamlBuilder is introduced to retain mutable creation functionality. This allows those areas to continue to use the old mutable structures. The main users are the update rules and linting capabilities.
2023-08-07 21:57:10 +03:00

151 lines
4.0 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public class ControlGroupsInfo : TraitInfo, IControlGroupsInfo
{
public readonly string[] Groups = { "1", "2", "3", "4", "5", "6", "7", "8", "9", "0" };
public override object Create(ActorInitializer init) { return new ControlGroups(init.World, this); }
string[] IControlGroupsInfo.Groups => Groups;
}
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
public class ControlGroups : IControlGroups, ITick, IGameSaveTraitData
{
readonly World world;
public string[] Groups { get; }
readonly List<Actor>[] controlGroups;
public ControlGroups(World world, ControlGroupsInfo info)
{
this.world = world;
Groups = info.Groups;
controlGroups = Enumerable.Range(0, Groups.Length).Select(_ => new List<Actor>()).ToArray();
}
public void SelectControlGroup(int group)
{
world.Selection.Combine(world, GetActorsInControlGroup(group), false, false);
}
public void CreateControlGroup(int group)
{
if (!world.Selection.Actors.Any())
return;
controlGroups[group].Clear();
RemoveActorsFromAllControlGroups(world.Selection.Actors);
controlGroups[group].AddRange(world.Selection.Actors.Where(a => a.Owner == world.LocalPlayer));
}
public void AddSelectionToControlGroup(int group)
{
if (!world.Selection.Actors.Any())
return;
RemoveActorsFromAllControlGroups(world.Selection.Actors);
controlGroups[group].AddRange(world.Selection.Actors.Where(a => a.Owner == world.LocalPlayer));
}
public void CombineSelectionWithControlGroup(int group)
{
world.Selection.Combine(world, GetActorsInControlGroup(group), true, false);
}
public void AddToControlGroup(Actor a, int group)
{
if (!controlGroups[group].Contains(a))
controlGroups[group].Add(a);
}
public void RemoveFromControlGroup(Actor a)
{
var group = GetControlGroupForActor(a);
if (group.HasValue)
controlGroups[group.Value].Remove(a);
}
public int? GetControlGroupForActor(Actor a)
{
for (var i = 0; i < controlGroups.Length; i++)
if (controlGroups[i].Contains(a))
return i;
return null;
}
void RemoveActorsFromAllControlGroups(IEnumerable<Actor> actors)
{
for (var i = 0; i < Groups.Length; i++)
controlGroups[i].RemoveAll(a => actors.Contains(a));
}
public IEnumerable<Actor> GetActorsInControlGroup(int group)
{
return controlGroups[group].Where(a => a.IsInWorld);
}
void ITick.Tick(Actor self)
{
foreach (var cg in controlGroups)
{
// note: NOT `!a.IsInWorld`, since that would remove things that are in transports.
cg.RemoveAll(a => a.Disposed || a.Owner != world.LocalPlayer);
}
}
List<MiniYamlNode> IGameSaveTraitData.IssueTraitData(Actor self)
{
var groups = new List<MiniYamlNode>();
for (var i = 0; i < controlGroups.Length; i++)
{
var cg = controlGroups[i];
if (cg.Count > 0)
{
var actorIds = cg.Select(a => a.ActorID).ToArray();
groups.Add(new MiniYamlNode(i.ToString(), FieldSaver.FormatValue(actorIds)));
}
}
return new List<MiniYamlNode>()
{
new MiniYamlNode("Groups", new MiniYaml("", groups))
};
}
void IGameSaveTraitData.ResolveTraitData(Actor self, ImmutableArray<MiniYamlNode> data)
{
var groupsNode = data.FirstOrDefault(n => n.Key == "Groups");
if (groupsNode != null)
{
foreach (var n in groupsNode.Value.Nodes)
{
var group = FieldLoader.GetValue<uint[]>(n.Key, n.Value.Value)
.Select(a => self.World.GetActorById(a)).Where(a => a != null);
controlGroups[int.Parse(n.Key)].AddRange(group);
}
}
}
}
}