Another rework for scripthooks, for better performance.
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This new version caches pointers to the pointers to scripts, so that we can build the data once and then simply iterate over it whenever we want to run a hook.
This commit is contained in:
2019-11-10 17:08:42 +01:00
parent e1a8d80863
commit d8332f9e40
19 changed files with 118 additions and 72 deletions

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@@ -7,12 +7,12 @@
namespace CreatureLib::Battling{
class ChoiceQueue {
std::vector<const BaseTurnChoice*> _queue;
std::vector<BaseTurnChoice*> _queue;
size_t _current = 0;
public:
bool HasCompletedQueue = false;
explicit ChoiceQueue(std::vector<const BaseTurnChoice*> queue)
explicit ChoiceQueue(std::vector<BaseTurnChoice*> queue)
:_queue(std::move(queue)){}
const BaseTurnChoice* Dequeue(){
@@ -25,7 +25,7 @@ namespace CreatureLib::Battling{
return _current < _queue.size();
}
std::vector<const BaseTurnChoice*>& GetInnerQueue(){
std::vector<BaseTurnChoice*>& GetInnerQueue(){
return _queue;
}
};

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@@ -1,8 +1,6 @@
#include "TurnOrdering.hpp"
#include "../TurnChoices/AttackTurnChoice.hpp"
#include "../Models/Creature.hpp"
#include "../Models/Battle.hpp"
#include "../../Core/Exceptions/NotImplementedException.hpp"
#include <algorithm>
@@ -15,8 +13,8 @@ bool ___ChoiceOrderFunc(const BaseTurnChoice* a, const BaseTurnChoice* b, Core::
if (aKind != bKind)
return aKind > bKind;
if (aKind == TurnChoiceKind::Attack){
auto aPriority = static_cast<const AttackTurnChoice*>(a)->GetPriority();
auto bPriority = static_cast<const AttackTurnChoice*>(b)->GetPriority();
auto aPriority = dynamic_cast<const AttackTurnChoice*>(a)->GetPriority();
auto bPriority = dynamic_cast<const AttackTurnChoice*>(b)->GetPriority();
if (aPriority != bPriority)
return aPriority > bPriority;
}
@@ -29,7 +27,7 @@ bool ___ChoiceOrderFunc(const BaseTurnChoice* a, const BaseTurnChoice* b, Core::
return randomValue == 0;
}
void TurnOrdering::OrderChoices(std::vector<const BaseTurnChoice *> &vec, Core::Random& rand) {
void TurnOrdering::OrderChoices(std::vector<BaseTurnChoice *> &vec, Core::Random& rand) {
auto comp = [&](const BaseTurnChoice * a,const BaseTurnChoice * b)-> bool {
return ___ChoiceOrderFunc(a,b,rand);
};

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@@ -8,7 +8,7 @@
namespace CreatureLib::Battling {
class TurnOrdering {
public:
static void OrderChoices(std::vector<const BaseTurnChoice*>& vec, CreatureLib::Core::Random& rand);
static void OrderChoices(std::vector<BaseTurnChoice*>& vec, CreatureLib::Core::Random& rand);
};
}