Files
OpenRA/OpenRA.Mods.Common/Traits/Crates/GiveUnitCrateAction.cs
RoosterDragon 82bea961ba Checked LINQ queries and collections for inefficiencies.
- 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.
2015-01-29 19:20:11 +00:00

114 lines
3.1 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Spawns units when collected.")]
class GiveUnitCrateActionInfo : CrateActionInfo
{
[Desc("The list of units to spawn.")]
[ActorReference]
public readonly string[] Units = { };
[Desc("Races that are allowed to trigger this action")]
public readonly string[] ValidRaces = { };
[Desc("Override the owner of the newly spawned unit: e.g. Creeps or Neutral")]
public readonly string Owner = null;
public override object Create(ActorInitializer init) { return new GiveUnitCrateAction(init.Self, this); }
}
class GiveUnitCrateAction : CrateAction
{
readonly Actor self;
readonly GiveUnitCrateActionInfo info;
readonly List<CPos> usedCells = new List<CPos>();
public GiveUnitCrateAction(Actor self, GiveUnitCrateActionInfo info)
: base(self, info)
{
this.self = self;
this.info = info;
if (!info.Units.Any())
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'.");
}
public bool CanGiveTo(Actor collector)
{
if (info.ValidRaces.Any() && !info.ValidRaces.Contains(collector.Owner.Country.Race))
return false;
foreach (string unit in info.Units)
{
// avoid dumping tanks in the sea, and ships on dry land.
if (!GetSuitableCells(collector.Location, unit).Any())
return false;
}
return true;
}
public override int GetSelectionShares(Actor collector)
{
if (!CanGiveTo(collector))
return 0;
return base.GetSelectionShares(collector);
}
public override void Activate(Actor collector)
{
foreach (var u in info.Units)
{
var unit = u; // avoiding access to modified closure
var location = ChooseEmptyCellNear(collector, unit);
if (location != null)
{
usedCells.Add(location.Value);
collector.World.AddFrameEndTask(
w => w.CreateActor(unit, new TypeDictionary
{
new LocationInit(location.Value),
new OwnerInit(info.Owner ?? collector.Owner.InternalName)
}));
}
}
base.Activate(collector);
}
IEnumerable<CPos> GetSuitableCells(CPos near, string unitName)
{
var mi = self.World.Map.Rules.Actors[unitName].Traits.Get<MobileInfo>();
for (var i = -1; i < 2; i++)
for (var j = -1; j < 2; j++)
if (mi.CanEnterCell(self.World, self, near + new CVec(i, j)))
yield return near + new CVec(i, j);
}
CPos? ChooseEmptyCellNear(Actor a, string unit)
{
var possibleCells = GetSuitableCells(a.Location, unit).Where(c => !usedCells.Contains(c)).ToList();
if (possibleCells.Count == 0)
return null;
return possibleCells.Random(self.World.SharedRandom);
}
}
}