Add ConstString to several other places where context isn't changed much during runtime.
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@@ -22,7 +22,7 @@ namespace CreatureLib::Battling {
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virtual void Stack(){};
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virtual void OnRemove(){};
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virtual const std::string& GetName() const = 0;
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virtual const ConstString& GetName() const = 0;
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virtual void OnBeforeTurn(const BaseTurnChoice* choice){};
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@@ -14,7 +14,7 @@ namespace CreatureLib::Battling {
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virtual ~ScriptResolver() = default;
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virtual void Initialize(BattleLibrary* library){};
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virtual Script* LoadScript(ScriptCategory category, const std::string& scriptName) { return nullptr; };
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virtual Script* LoadScript(ScriptCategory category, const ConstString& scriptName) { return nullptr; };
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};
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}
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@@ -8,7 +8,7 @@
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namespace CreatureLib::Battling {
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class ScriptSet {
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std::vector<Script*> _scripts;
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std::unordered_map<std::string, size_t> _lookup;
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std::unordered_map<ConstString, size_t> _lookup;
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public:
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~ScriptSet() {
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@@ -28,7 +28,7 @@ namespace CreatureLib::Battling {
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_lookup.insert({script->GetName(), _scripts.size() - 1});
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}
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Script* Get(const std::string& key) const {
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Script* Get(const ConstString& key) const {
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auto f = _lookup.find(key);
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if (f != _lookup.end()) {
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return _scripts[f->second];
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@@ -36,7 +36,7 @@ namespace CreatureLib::Battling {
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return nullptr;
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}
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void Remove(const std::string& key) {
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void Remove(const ConstString& key) {
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auto find = _lookup.find(key);
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if (find != _lookup.end()) {
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auto script = _scripts[find->second];
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@@ -55,7 +55,7 @@ namespace CreatureLib::Battling {
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_lookup.clear();
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}
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bool Has(const std::string& key) const {
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bool Has(const ConstString& key) const {
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auto find = _lookup.find(key);
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return find != _lookup.end();
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}
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