Performance improvements for battle and creature AddVolatileScript methods when passing a string as parameter.
continuous-integration/drone/push Build is passing Details

Instead of loading a script, then passing it to the ScriptSet class and checking if it already exists before invoking stack, we now check whether the ScriptSet has that script. If one already exists we just invoke stack on it, if not we continue to the process of creating a new script instance.
This commit is contained in:
Deukhoofd 2020-02-22 16:01:01 +01:00
parent 142889ad8a
commit 645ba95bbc
Signed by: Deukhoofd
GPG Key ID: ADF2E9256009EDCE
2 changed files with 12 additions and 2 deletions

View File

@ -77,7 +77,12 @@ namespace CreatureLib::Battling {
const std::vector<BattleSide*>& GetSides() const { return _sides; }
Script* GetVolatileScript(const std::string& key) const { return _volatile.Get(key); }
void AddVolatileScript(const std::string& key) {
auto script = _library->LoadScript(ScriptCategory::Battle, key);
auto script = _volatile.Get(key);
if (script != nullptr) {
script->Stack();
return;
}
script = _library->LoadScript(ScriptCategory::Battle, key);
return _volatile.Add(script);
}

View File

@ -186,7 +186,12 @@ void Battling::Creature::SetHeldItem(const std::string& itemName) {
_heldItem = item;
}
void Battling::Creature::AddVolatileScript(const std::string& name) {
auto script = this->_library->LoadScript(ScriptCategory::Creature, name);
auto script = _volatile.Get(name);
if (script != nullptr) {
script->Stack();
return;
}
script = this->_library->LoadScript(ScriptCategory::Creature, name);
_volatile.Add(script);
}