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Apparently the DLC Flydo has no attributes by default. Handle this ca…
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…se if attribute lookups are requested.
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peterhaneve committed Dec 21, 2024
1 parent 6782532 commit eed40d0
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2 changes: 1 addition & 1 deletion FastTrack/FastTrack.csproj
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<AssemblyTitle>Fast Track</AssemblyTitle>
<FileVersion>0.15.0.0</FileVersion>
<FileVersion>0.15.1.0</FileVersion>
<RootNamespace>PeterHan.FastTrack</RootNamespace>
<Description>Optimizes Oxygen Not Included to improve performance.</Description>
<AssemblyVersion>0.15.0.0</AssemblyVersion>
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230 changes: 115 additions & 115 deletions FastTrack/GamePatches/LookupAttributeConverter.cs
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@@ -1,115 +1,115 @@
/*
* Copyright 2024 Peter Han
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
* and associated documentation files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or
* substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/

using Klei.AI;
using System;
using System.Collections.Generic;
using UnityEngine;

namespace PeterHan.FastTrack.GamePatches {
/// <summary>
/// A hacked extension of Klei.AI.AttributeConverter to quickly look up other attributes.
/// </summary>
[SkipSaveFileSerialization]
internal sealed class LookupAttributeConverter : AttributeConverterInstance {
/// <summary>
/// Should not be serialized, has a placeholder name
/// </summary>
internal static readonly AttributeConverter CONVERTER = new AttributeConverter(
LookupAttributeLevel.ID, "Lookup Attribute Converter", "Not shown in UI", 1.0f,
0.0f, LookupAttributeLevel.LOOKUP_ATTR);

/// <summary>
/// Gets an attribute converter instance by its ID.
/// </summary>
/// <param name="instance">The attribute converters to look up.</param>
/// <param name="id">The attribute converter's ID.</param>
/// <returns>The instance of that converter ID for this Duplicant.</returns>
public static AttributeConverterInstance GetConverter(AttributeConverters instance,
string id) {
var lookup = GetConverterLookup(instance);
AttributeConverterInstance result = null;
if (lookup != null)
result = lookup.GetConverter(id);
else {
// The slow way
var instances = instance.converters;
int n = instances.Count;
for (int i = 0; i < n && result == null; i++) {
var converter = instances[i];
if (converter.converter.Id == id)
result = converter;
}
}
return result;
}

/// <summary>
/// Gets the fast attribute converter lookup, or creates them if they do not exist.
/// </summary>
/// <param name="converters">The attribute converters to query.</param>
/// <returns>The fake converter to use for looking them up.</returns>
public static LookupAttributeConverter GetConverterLookup(
AttributeConverters converters) {
LookupAttributeConverter lookup = null;
if (converters != null) {
var convList = converters.converters;
if (!(convList[0] is LookupAttributeConverter lol)) {
lol = new LookupAttributeConverter(converters.gameObject, converters);
convList.Insert(0, lol);
}
lookup = lol;
}
return lookup;
}

/// <summary>
/// A cached lookup of attribute converter names to converters.
/// </summary>
private readonly IDictionary<string, AttributeConverterInstance> attrConverters;

internal LookupAttributeConverter(GameObject go, AttributeConverters converters) :
base(go, CONVERTER, new AttributeInstance(go, LookupAttributeLevel.
LOOKUP_ATTR)) {
if (go == null)
throw new ArgumentNullException(nameof(go));
if (converters == null)
throw new ArgumentNullException(nameof(converters));
var convList = converters.converters;
int n = convList.Count;
attrConverters = new Dictionary<string, AttributeConverterInstance>(n);
for (int i = 0; i < n; i++) {
var converterInstance = convList[i];
// Some broken mods (or the base game?) can add the same attribute more than
// once
attrConverters[converterInstance.converter.Id] = converterInstance;
}
}

/// <summary>
/// Gets an attribute converter instance by its ID.
/// </summary>
/// <param name="id">The attribute converter's ID.</param>
/// <returns>The instance of that converter ID for this Duplicant.</returns>
public AttributeConverterInstance GetConverter(string id) {
if (id == null || !attrConverters.TryGetValue(id, out var instance))
instance = null;
return instance;
}
}
}
/*
* Copyright 2024 Peter Han
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
* and associated documentation files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or
* substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/

using Klei.AI;
using System;
using System.Collections.Generic;
using UnityEngine;

namespace PeterHan.FastTrack.GamePatches {
/// <summary>
/// A hacked extension of Klei.AI.AttributeConverter to quickly look up other attributes.
/// </summary>
[SkipSaveFileSerialization]
internal sealed class LookupAttributeConverter : AttributeConverterInstance {
/// <summary>
/// Should not be serialized, has a placeholder name
/// </summary>
internal static readonly AttributeConverter CONVERTER = new AttributeConverter(
LookupAttributeLevel.ID, "Lookup Attribute Converter", "Not shown in UI", 1.0f,
0.0f, LookupAttributeLevel.LOOKUP_ATTR);

/// <summary>
/// Gets an attribute converter instance by its ID.
/// </summary>
/// <param name="instance">The attribute converters to look up.</param>
/// <param name="id">The attribute converter's ID.</param>
/// <returns>The instance of that converter ID for this Duplicant.</returns>
public static AttributeConverterInstance GetConverter(AttributeConverters instance,
string id) {
var lookup = GetConverterLookup(instance);
AttributeConverterInstance result = null;
if (lookup != null)
result = lookup.GetConverter(id);
else {
// The slow way
var instances = instance.converters;
int n = instances.Count;
for (int i = 0; i < n && result == null; i++) {
var converter = instances[i];
if (converter.converter.Id == id)
result = converter;
}
}
return result;
}

/// <summary>
/// Gets the fast attribute converter lookup, or creates them if they do not exist.
/// </summary>
/// <param name="converters">The attribute converters to query.</param>
/// <returns>The fake converter to use for looking them up.</returns>
public static LookupAttributeConverter GetConverterLookup(
AttributeConverters converters) {
LookupAttributeConverter lookup = null;
if (converters != null && converters.Count > 0) {
var convList = converters.converters;
if (!(convList[0] is LookupAttributeConverter lol)) {
lol = new LookupAttributeConverter(converters.gameObject, converters);
convList.Insert(0, lol);
}
lookup = lol;
}
return lookup;
}

/// <summary>
/// A cached lookup of attribute converter names to converters.
/// </summary>
private readonly IDictionary<string, AttributeConverterInstance> attrConverters;

internal LookupAttributeConverter(GameObject go, AttributeConverters converters) :
base(go, CONVERTER, new AttributeInstance(go, LookupAttributeLevel.
LOOKUP_ATTR)) {
if (go == null)
throw new ArgumentNullException(nameof(go));
if (converters == null)
throw new ArgumentNullException(nameof(converters));
var convList = converters.converters;
int n = convList.Count;
attrConverters = new Dictionary<string, AttributeConverterInstance>(n);
for (int i = 0; i < n; i++) {
var converterInstance = convList[i];
// Some broken mods (or the base game?) can add the same attribute more than
// once
attrConverters[converterInstance.converter.Id] = converterInstance;
}
}

/// <summary>
/// Gets an attribute converter instance by its ID.
/// </summary>
/// <param name="id">The attribute converter's ID.</param>
/// <returns>The instance of that converter ID for this Duplicant.</returns>
public AttributeConverterInstance GetConverter(string id) {
if (id == null || !attrConverters.TryGetValue(id, out var instance))
instance = null;
return instance;
}
}
}

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