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Fix terrain performance
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a4686c81ee
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@ -154,6 +154,11 @@ Terrain::Manager::Manager()
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}
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terrainInfo[terr.first] = info;
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if(!terrainId.count(terr.first))
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{
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terrainId[terr.first] = terrainVault.size();
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terrainVault.push_back(terr.first);
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}
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}
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}
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}
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@ -164,12 +169,18 @@ Terrain::Manager & Terrain::Manager::get()
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return manager;
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}
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std::vector<Terrain> Terrain::Manager::terrains()
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const std::vector<Terrain> & Terrain::Manager::terrains()
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{
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std::set<Terrain> _terrains; //have to use std::set to have ordered container. Othervise de-sync is possible
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for(const auto & info : Terrain::Manager::get().terrainInfo)
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_terrains.insert(info.first);
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return std::vector<Terrain>(_terrains.begin(), _terrains.end());
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return Terrain::Manager::get().terrainVault;
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}
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int Terrain::Manager::id(const Terrain & terrain)
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{
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if(terrain.name == "ANY") return -3;
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if(terrain.name == "WRONG") return -2;
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if(terrain.name == "BORDER") return -1;
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return Terrain::Manager::get().terrainId.at(terrain);
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}
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const Terrain::Info & Terrain::Manager::getInfo(const Terrain & terrain)
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@ -219,13 +230,7 @@ bool operator<(const Terrain & l, const Terrain & r)
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int Terrain::id() const
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{
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if(name == "ANY") return -3;
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if(name == "WRONG") return -2;
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if(name == "BORDER") return -1;
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auto _terrains = Terrain::Manager::terrains();
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auto iter = std::find(_terrains.begin(), _terrains.end(), *this);
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return iter - _terrains.begin();
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return Terrain::Manager::id(*this);
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}
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bool Terrain::isLand() const
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@ -48,14 +48,17 @@ public:
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class DLL_LINKAGE Manager
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{
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public:
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static std::vector<Terrain> terrains();
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static const std::vector<Terrain> & terrains();
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static const Info & getInfo(const Terrain &);
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static int id(const Terrain &);
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private:
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static Manager & get();
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Manager();
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std::unordered_map<std::string, Info> terrainInfo;
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std::vector<Terrain> terrainVault;
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std::map<Terrain, int> terrainId;
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};
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/*enum EETerrainType
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