Files
OpenRA/OpenRA.Mods.Common/Traits/EmitInfantryOnSell.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

67 lines
2.0 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.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Spawn new actors when sold.")]
class EmitInfantryOnSellInfo : TraitInfo<EmitInfantryOnSell>
{
public readonly float ValuePercent = 40;
public readonly float MinHpPercent = 30;
[ActorReference]
[Desc("Be sure to use lowercase. Default value is \"e1\".")]
public readonly string[] ActorTypes = { "e1" };
}
class EmitInfantryOnSell : INotifySold
{
public void Selling(Actor self) { }
static void Emit(Actor self)
{
var info = self.Info.Traits.Get<EmitInfantryOnSellInfo>();
var csv = self.Info.Traits.GetOrDefault<CustomSellValueInfo>();
var valued = self.Info.Traits.GetOrDefault<ValuedInfo>();
var cost = csv != null ? csv.Value : (valued != null ? valued.Cost : 0);
var health = self.TraitOrDefault<Health>();
var dudesValue = info.ValuePercent * cost;
if (health != null)
dudesValue = dudesValue * health.HP / health.MaxHP;
dudesValue /= 100;
var eligibleLocations = FootprintUtils.Tiles(self).ToList();
var actorTypes = info.ActorTypes.Select(a => new { Name = a, Cost = self.World.Map.Rules.Actors[a].Traits.Get<ValuedInfo>().Cost }).ToList();
while (eligibleLocations.Count > 0 && actorTypes.Any(a => a.Cost <= dudesValue))
{
var at = actorTypes.Where(a => a.Cost <= dudesValue).Random(self.World.SharedRandom);
var loc = eligibleLocations.Random(self.World.SharedRandom);
eligibleLocations.Remove(loc);
dudesValue -= at.Cost;
self.World.AddFrameEndTask(w => w.CreateActor(at.Name, new TypeDictionary
{
new LocationInit(loc),
new OwnerInit(self.Owner),
}));
}
}
public void Sold(Actor self) { Emit(self); }
}
}