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perf(cpu): cheaper, and slightly clearer, 'movement affected by zone of control'
God bless the profiler which can show cpu time of individual lines within if
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@ -172,8 +172,7 @@ object MovementCost {
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// these two tiles can perhaps be optimized. Using a hex-math-based "commonAdjacentTiles"
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// function is surprisingly less efficient than the current neighbor-intersection approach.
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// See #4085 for more details.
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val tilesExertingZoneOfControl = getTilesExertingZoneOfControl(unit, from)
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if (tilesExertingZoneOfControl.none { to.aerialDistanceTo(it) == 1 })
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if (!anyTilesExertingZoneOfControl(unit, from, to))
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return false
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// Even though this is a very fast check, we perform it last. This is because very few units
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@ -185,16 +184,19 @@ object MovementCost {
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return true
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}
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private fun getTilesExertingZoneOfControl(unit: MapUnit, tile: Tile) = sequence {
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for (neighbor in tile.neighbors) {
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if (neighbor.isCityCenter() && unit.civ.isAtWarWith(neighbor.getOwner()!!)) {
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yield(neighbor)
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}
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else if (neighbor.militaryUnit != null && unit.civ.isAtWarWith(neighbor.militaryUnit!!.civ)) {
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if (neighbor.militaryUnit!!.type.isWaterUnit() || (unit.type.isLandUnit() && !neighbor.militaryUnit!!.isEmbarked()))
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yield(neighbor)
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private fun anyTilesExertingZoneOfControl(unit: MapUnit, from: Tile, to:Tile): Boolean {
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for (neighbor in from.neighbors) {
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if (neighbor.isCityCenter()) {
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if (neighbor.aerialDistanceTo(to) == 1
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&& unit.civ.isAtWarWith(neighbor.getOwner()!!))
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return true
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} else if (neighbor.militaryUnit != null) {
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if (neighbor.aerialDistanceTo(to) == 1
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&& (neighbor.militaryUnit!!.type.isWaterUnit() || (unit.type.isLandUnit() && !neighbor.militaryUnit!!.isEmbarked()))
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&& unit.civ.isAtWarWith(neighbor.militaryUnit!!.civ))
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return true
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}
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}
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return false
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}
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}
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