Another rework for scripthooks, for better performance.
All checks were successful
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.
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

View File

@@ -11,12 +11,12 @@ using namespace CreatureLib::Battling;
TEST_CASE( "Turn ordering: Attack before pass", "[Battling]" ) {
auto choice1 = new PassTurnChoice(nullptr);
auto choice2 = new AttackTurnChoice(nullptr, nullptr, Target(0,0));
auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<const BaseTurnChoice*>{choice2, choice1};
vec = std::vector<BaseTurnChoice*>{choice2, choice1};
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
@@ -31,12 +31,12 @@ TEST_CASE( "Turn ordering: High priority goes before no priority", "[Battling]"
auto a2 = new LearnedAttack(l->GetAttack("highPriority"), AttackLearnMethod::Unknown);
auto choice1 = new AttackTurnChoice(nullptr, a1, Target(0,0));
auto choice2 = new AttackTurnChoice(nullptr, a2, Target(0,0));
auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<const BaseTurnChoice*>{choice2, choice1};
vec = std::vector<BaseTurnChoice*>{choice2, choice1};
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
@@ -53,12 +53,12 @@ TEST_CASE( "Turn ordering: Higher priority goes before high priority", "[Battlin
auto a2 = new LearnedAttack(l->GetAttack("higherPriority"), AttackLearnMethod::Unknown);
auto choice1 = new AttackTurnChoice(nullptr, a1, Target(0,0));
auto choice2 = new AttackTurnChoice(nullptr, a2, Target(0,0));
auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<const BaseTurnChoice*>{choice2, choice1};
vec = std::vector<BaseTurnChoice*>{choice2, choice1};
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
@@ -75,12 +75,12 @@ TEST_CASE( "Turn ordering: High priority goes before low priority", "[Battling]"
auto a2 = new LearnedAttack(l->GetAttack("higherPriority"), AttackLearnMethod::Unknown);
auto choice1 = new AttackTurnChoice(nullptr, a1, Target(0,0));
auto choice2 = new AttackTurnChoice(nullptr, a2, Target(0,0));
auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<const BaseTurnChoice*>{choice2, choice1};
vec = std::vector<BaseTurnChoice*>{choice2, choice1};
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
@@ -97,12 +97,12 @@ TEST_CASE( "Turn ordering: No priority goes before low priority", "[Battling]" )
auto a2 = new LearnedAttack(l->GetAttack("standard"), AttackLearnMethod::Unknown);
auto choice1 = new AttackTurnChoice(nullptr, a1, Target(0,0));
auto choice2 = new AttackTurnChoice(nullptr, a2, Target(0,0));
auto vec = std::vector<const BaseTurnChoice*>{choice1, choice2};
auto vec = std::vector<BaseTurnChoice*>{choice1, choice2};
auto rand = Core::Random();
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);
vec = std::vector<const BaseTurnChoice*>{choice2, choice1};
vec = std::vector<BaseTurnChoice*>{choice2, choice1};
TurnOrdering::OrderChoices(vec,rand);
CHECK(vec[0] == choice2);
CHECK(vec[1] == choice1);