Make ExecutingAttack creature list a raw C array, as this is a hot spot and could use some optimization.
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continuous-integration/drone/push Build is passing
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@@ -89,28 +89,28 @@ void TurnHandler::ExecuteAttackChoice(ArbUt::BorrowedPtr<AttackTurnChoice> choic
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}
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HOOK_LOCAL(OnBeforeAttack, attack, &attack);
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for (auto& t : attack.GetTargets()) {
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HandleAttackForTarget(&attack, t.GetRaw());
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for (uint8_t i = 0; i < attack.GetTargetCount(); i++) {
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HandleAttackForTarget(&attack, attack.GetTargets()[0]);
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}
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}
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void TurnHandler::HandleAttackForTarget(ExecutingAttack* attack, Creature* target) {
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void TurnHandler::HandleAttackForTarget(ExecutingAttack* attack, const ArbUt::BorrowedPtr<Creature>& target) {
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auto user = attack->GetUser();
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AssertNotNull(user)
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AssertNotNull(target)
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ScriptSource* targetSource = target;
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ScriptSource* userSource = attack;
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auto targetSource = target;
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auto userSource = attack;
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bool fail = false;
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HOOK(FailIncomingAttack, targetSource, attack, target, &fail);
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HOOK(FailIncomingAttack, targetSource, attack, target.GetRaw(), &fail);
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if (fail) {
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// TODO: Fail handling.
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return;
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}
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bool invulnerable = false;
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HOOK(IsInvulnerable, targetSource, attack, target, &invulnerable);
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HOOK(IsInvulnerable, targetSource, attack, target.GetRaw(), &invulnerable);
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if (invulnerable) {
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// TODO: We should probably do something when a target is invulnerable.
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return;
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@@ -118,7 +118,7 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack* attack, Creature* targe
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auto numberOfHits = attack->GetNumberOfHits();
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if (numberOfHits == 0) {
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HOOK(OnAttackMiss, targetSource, attack, target);
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HOOK(OnAttackMiss, targetSource, attack, target.GetRaw());
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return;
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}
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@@ -126,7 +126,7 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack* attack, Creature* targe
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auto library = user->GetBattle()->GetLibrary();
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AssertNotNull(library)
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auto& dmgLibrary = library->GetDamageLibrary();
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auto hitIterator = attack->GetTargetIteratorBegin(target);
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auto hitIterator = attack->GetTargetIteratorBegin(target.GetRaw());
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for (uint8_t hitIndex = 0; hitIndex < numberOfHits; hitIndex++) {
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if (user->IsFainted()) {
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break;
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@@ -136,14 +136,14 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack* attack, Creature* targe
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}
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auto& hit = hitIterator[hitIndex];
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uint8_t hitType = hit.GetType();
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HOOK(ChangeAttackType, targetSource, attack, target, hitIndex, &hitType);
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HOOK(ChangeAttackType, targetSource, attack, target.GetRaw(), hitIndex, &hitType);
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hit.SetType(hitType);
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auto effectiveness = library->GetTypeLibrary()->GetEffectiveness(hitType, target->GetTypes());
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HOOK(ChangeEffectiveness, attack, attack, target, hitIndex, &effectiveness)
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HOOK(ChangeEffectiveness, attack, attack, target.GetRaw(), hitIndex, &effectiveness)
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hit.SetEffectiveness(effectiveness);
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hit.SetCritical(library->GetMiscLibrary()->IsCritical(attack, target, hitIndex));
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hit.SetBasePower(dmgLibrary->GetBasePower(attack, target, hitIndex, hit));
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hit.SetDamage(dmgLibrary->GetDamage(attack, target, hitIndex, hit));
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hit.SetCritical(library->GetMiscLibrary()->IsCritical(attack, target.GetRaw(), hitIndex));
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hit.SetBasePower(dmgLibrary->GetBasePower(attack, target.GetRaw(), hitIndex, hit));
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hit.SetDamage(dmgLibrary->GetDamage(attack, target.GetRaw(), hitIndex, hit));
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if (attackData->GetCategory() == Library::AttackCategory::Status) {
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if (attackData->HasSecondaryEffect()) {
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@@ -153,10 +153,10 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack* attack, Creature* targe
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hasSecondaryEffect = true;
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} else {
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hasSecondaryEffect =
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user->GetBattle()->GetRandom()->EffectChance(effect->GetChance(), attack, target);
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user->GetBattle()->GetRandom()->EffectChance(effect->GetChance(), attack, target.GetRaw());
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}
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if (hasSecondaryEffect) {
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HOOK(OnSecondaryEffect, userSource, attack, target, hitIndex);
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HOOK(OnSecondaryEffect, userSource, attack, target.GetRaw(), hitIndex);
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}
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}
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} else {
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@@ -170,18 +170,18 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack* attack, Creature* targe
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if (attackData->HasSecondaryEffect()) {
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bool preventSecondary = false;
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HOOK(PreventSecondaryEffects, targetSource, attack, target, hitIndex, &preventSecondary);
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HOOK(PreventSecondaryEffects, targetSource, attack, target.GetRaw(), hitIndex, &preventSecondary);
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if (!preventSecondary) {
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auto& effect = attackData->GetSecondaryEffect();
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bool hasSecondaryEffect;
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if (effect->GetChance() == -1) {
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hasSecondaryEffect = true;
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} else {
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hasSecondaryEffect =
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user->GetBattle()->GetRandom()->EffectChance(effect->GetChance(), attack, target);
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hasSecondaryEffect = user->GetBattle()->GetRandom()->EffectChance(effect->GetChance(),
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attack, target.GetRaw());
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}
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if (hasSecondaryEffect) {
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HOOK(OnSecondaryEffect, userSource, attack, target, hitIndex);
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HOOK(OnSecondaryEffect, userSource, attack, target.GetRaw(), hitIndex);
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}
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}
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}
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@@ -190,7 +190,7 @@ void TurnHandler::HandleAttackForTarget(ExecutingAttack* attack, Creature* targe
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}
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if (!user->IsFainted()) {
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HOOK(OnAfterHits, userSource, attack, target);
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HOOK(OnAfterHits, userSource, attack, target.GetRaw());
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}
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}
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@@ -14,7 +14,7 @@ namespace CreatureLib::Battling {
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static void ExecuteChoice(ArbUt::BorrowedPtr<BaseTurnChoice> choice);
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static void ExecuteAttackChoice(ArbUt::BorrowedPtr<AttackTurnChoice> choice);
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static void HandleAttackForTarget(ExecutingAttack* attack, Creature* target);
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static void HandleAttackForTarget(ExecutingAttack* attack, const ArbUt::BorrowedPtr<Creature>& target);
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static void ExecuteSwitchChoice(ArbUt::BorrowedPtr<SwitchTurnChoice> choice);
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static void ExecuteFleeChoice(ArbUt::BorrowedPtr<FleeTurnChoice> choice);
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