68 lines
2.7 KiB
C#
68 lines
2.7 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2020 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, either version 3 of
|
|
* the License, or (at your option) any later version. For more
|
|
* information, see COPYING.
|
|
*/
|
|
#endregion
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace OpenRA.Primitives
|
|
{
|
|
/// <summary>
|
|
/// Provides a mapping of players to values, as well as fast lookup by player index.
|
|
/// </summary>
|
|
public readonly struct PlayerDictionary<T> : IReadOnlyList<T>, IReadOnlyDictionary<Player, T> where T : class
|
|
{
|
|
readonly T[] valueByPlayerIndex;
|
|
readonly Dictionary<Player, T> valueByPlayer;
|
|
|
|
public PlayerDictionary(World world, Func<Player, int, T> valueFactory)
|
|
{
|
|
var players = world.Players;
|
|
if (players.Length == 0)
|
|
throw new InvalidOperationException("The players in the world have not yet been set.");
|
|
|
|
// The world players never change, so we can safely maintain an array of values.
|
|
// We need to enforce T is a class, so if it changes that change is available in both collections.
|
|
valueByPlayerIndex = new T[players.Length];
|
|
valueByPlayer = new Dictionary<Player, T>(players.Length);
|
|
for (var i = 0; i < players.Length; i++)
|
|
{
|
|
var player = players[i];
|
|
var state = valueFactory(player, i);
|
|
valueByPlayerIndex[i] = state;
|
|
valueByPlayer[player] = state;
|
|
}
|
|
}
|
|
|
|
public PlayerDictionary(World world, Func<Player, T> valueFactory)
|
|
: this(world, (player, _) => valueFactory(player))
|
|
{ }
|
|
|
|
/// <summary>Gets the value for the specified player. This is slower than specifying a player index.</summary>
|
|
public T this[Player player] => valueByPlayer[player];
|
|
|
|
/// <summary>Gets the value for the specified player index.</summary>
|
|
public T this[int playerIndex] => valueByPlayerIndex[playerIndex];
|
|
|
|
public int Count => valueByPlayerIndex.Length;
|
|
|
|
public IEnumerable<Player> Keys => ((IReadOnlyDictionary<Player, T>)valueByPlayer).Keys;
|
|
|
|
public IEnumerable<T> Values => ((IReadOnlyDictionary<Player, T>)valueByPlayer).Values;
|
|
|
|
public IEnumerator<T> GetEnumerator() { return ((IEnumerable<T>)valueByPlayerIndex).GetEnumerator(); }
|
|
|
|
bool IReadOnlyDictionary<Player, T>.ContainsKey(Player key) { return valueByPlayer.ContainsKey(key); }
|
|
bool IReadOnlyDictionary<Player, T>.TryGetValue(Player key, out T value) { return valueByPlayer.TryGetValue(key, out value); }
|
|
IEnumerator<KeyValuePair<Player, T>> IEnumerable<KeyValuePair<Player, T>>.GetEnumerator() { return valueByPlayer.GetEnumerator(); }
|
|
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() { return GetEnumerator(); }
|
|
}
|
|
}
|