- 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.
67 lines
2.0 KiB
C#
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); }
|
|
}
|
|
}
|