Another rework for scripthooks, for better performance.
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continuous-integration/drone/push Build is passing
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.
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@@ -9,7 +9,7 @@ namespace CreatureLib::Battling{
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class BattleSide : public ScriptSource{
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uint8_t _creaturesPerSide;
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std::vector<Creature*> _creatures;
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std::vector<const BaseTurnChoice*> _choices;
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std::vector<BaseTurnChoice*> _choices;
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uint8_t _choicesSet = 0;
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ScriptSet _volatile;
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Battle* _battle;
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@@ -21,9 +21,9 @@ namespace CreatureLib::Battling{
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}
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[[nodiscard]] bool AllChoicesSet() const;
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[[nodiscard]] const std::vector<const BaseTurnChoice*>& GetChoices() const;
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[[nodiscard]] const std::vector<BaseTurnChoice*>& GetChoices() const;
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void SetChoice(const BaseTurnChoice* choice);
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void SetChoice(BaseTurnChoice* choice);
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void ResetChoices();
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void SetCreature(Creature* creature, uint8_t index);
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@@ -31,7 +31,7 @@ namespace CreatureLib::Battling{
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Creature* GetCreature(uint8_t index) const;
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bool CreatureOnSide(const Creature* creature) const;
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void GetActiveScripts(ScriptAggregator &aggr) const override;
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void GetActiveScripts(std::vector<ScriptWrapper> &scripts) override;
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};
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}
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