Avoid the performance impact of accessing Lazy.Value by caching the traits on the first tick and accessing the references directly when needed.
147 lines
3.9 KiB
C#
147 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;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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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("This actor will remain visible (but not updated visually) under fog, once discovered.")]
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public class FrozenUnderFogInfo : ITraitInfo, Requires<BuildingInfo>, IDefaultVisibilityInfo
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{
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public readonly bool StartsRevealed = false;
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[Desc("Players with these stances can always see the actor.")]
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public readonly Stance AlwaysVisibleStances = Stance.Ally;
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public object Create(ActorInitializer init) { return new FrozenUnderFog(init, this); }
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}
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public class FrozenUnderFog : IRenderModifier, IDefaultVisibility, ITick, ISync
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{
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[Sync] public int VisibilityHash;
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readonly FrozenUnderFogInfo info;
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readonly bool startsRevealed;
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readonly PPos[] footprint;
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readonly Dictionary<Player, FrozenState> stateByPlayer = new Dictionary<Player, FrozenState>();
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ITooltip tooltip;
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Health health;
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bool initialized;
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class FrozenState
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{
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public readonly FrozenActor FrozenActor;
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public bool IsVisible;
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public FrozenState(FrozenActor frozenActor)
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{
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FrozenActor = frozenActor;
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}
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}
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public FrozenUnderFog(ActorInitializer init, FrozenUnderFogInfo info)
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{
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this.info = info;
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var map = init.World.Map;
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// Spawned actors (e.g. building husks) shouldn't be revealed
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startsRevealed = info.StartsRevealed && !init.Contains<ParentActorInit>();
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var footprintCells = FootprintUtils.Tiles(init.Self).ToList();
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footprint = footprintCells.SelectMany(c => map.ProjectedCellsCovering(c.ToMPos(map))).ToArray();
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}
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bool IsVisibleInner(Actor self, Player byPlayer)
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{
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// If fog is disabled visibility is determined by shroud
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if (!byPlayer.Shroud.FogEnabled)
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return byPlayer.Shroud.AnyExplored(self.OccupiesSpace.OccupiedCells());
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return initialized && stateByPlayer[byPlayer].IsVisible;
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}
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public bool IsVisible(Actor self, Player byPlayer)
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{
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if (byPlayer == null)
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return true;
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var stance = self.Owner.Stances[byPlayer];
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return info.AlwaysVisibleStances.HasStance(stance) || IsVisibleInner(self, byPlayer);
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}
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public void Tick(Actor self)
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{
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if (self.Disposed)
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return;
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VisibilityHash = 0;
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if (!initialized)
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{
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tooltip = self.TraitsImplementing<ITooltip>().FirstOrDefault();
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health = self.TraitOrDefault<Health>();
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}
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foreach (var player in self.World.Players)
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{
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FrozenActor frozenActor;
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bool isVisible;
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if (!initialized)
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{
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frozenActor = new FrozenActor(self, footprint, player.Shroud, startsRevealed);
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isVisible = startsRevealed;
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stateByPlayer.Add(player, new FrozenState(frozenActor) { IsVisible = isVisible });
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player.PlayerActor.Trait<FrozenActorLayer>().Add(frozenActor);
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}
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else
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{
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var state = stateByPlayer[player];
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frozenActor = state.FrozenActor;
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isVisible = !frozenActor.Visible;
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state.IsVisible = isVisible;
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}
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if (isVisible)
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VisibilityHash += player.ClientIndex;
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else
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continue;
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frozenActor.Owner = self.Owner;
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if (health != null)
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{
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frozenActor.HP = health.HP;
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frozenActor.DamageState = health.DamageState;
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}
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if (tooltip != null)
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{
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frozenActor.TooltipInfo = tooltip.TooltipInfo;
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frozenActor.TooltipOwner = tooltip.Owner;
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}
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}
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initialized = true;
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}
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public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
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{
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return
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IsVisible(self, self.World.RenderPlayer) ||
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(initialized && stateByPlayer[self.World.RenderPlayer].FrozenActor.IsRendering) ?
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r : SpriteRenderable.None;
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}
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}
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} |