Mark several classes as final for devirtualization performance benefits.
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Details
continuous-integration/drone/push Build is passing
Details
Signed-off-by: Deukhoofd <Deukhoofd@gmail.com>
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#include "EventData.hpp"
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namespace CreatureLib::Battling {
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class AttackUseEvent : public EventData {
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class AttackUseEvent final : public EventData {
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ArbUt::BorrowedPtr<ExecutingAttack> _attack;
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public:
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#include "EventData.hpp"
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namespace CreatureLib::Battling {
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class ChangeSpeciesEvent : public EventData {
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class ChangeSpeciesEvent final : public EventData {
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const ArbUt::BorrowedPtr<Creature> _creature;
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const ArbUt::BorrowedPtr<const CreatureLib::Library::CreatureSpecies> _newSpecies;
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#include "EventData.hpp"
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namespace CreatureLib::Battling {
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class ChangeVariantEvent : public EventData {
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class ChangeVariantEvent final : public EventData {
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const ArbUt::BorrowedPtr<Creature> _creature;
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const ArbUt::BorrowedPtr<const CreatureLib::Library::SpeciesVariant> _newVariant;
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#include "EventData.hpp"
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namespace CreatureLib::Battling {
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class DamageEvent : public EventData {
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class DamageEvent final : public EventData {
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ArbUt::BorrowedPtr<Creature> _creature;
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DamageSource _damageSource;
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uint32_t _originalHealth;
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#include "EventData.hpp"
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namespace CreatureLib::Battling {
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class DisplayTextEvent : public EventData {
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class DisplayTextEvent final : public EventData {
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const ArbUt::StringView _text;
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public:
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#include "EventData.hpp"
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namespace CreatureLib::Battling {
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class ExperienceGainEvent : public EventData {
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class ExperienceGainEvent final : public EventData {
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ArbUt::BorrowedPtr<Creature> _creature;
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uint32_t _previousExperience;
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uint32_t _newExperience;
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#include "EventData.hpp"
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namespace CreatureLib::Battling {
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class FaintEvent : public EventData {
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class FaintEvent final : public EventData {
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ArbUt::BorrowedPtr<Creature> _creature;
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public:
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#include "EventData.hpp"
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namespace CreatureLib::Battling {
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class HealEvent : public EventData {
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class HealEvent final : public EventData {
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ArbUt::BorrowedPtr<Creature> _creature;
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uint32_t _originalHealth;
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uint32_t _newHealth;
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#include "EventData.hpp"
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namespace CreatureLib::Battling {
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class MissEvent : public EventData {
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class MissEvent final : public EventData {
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ArbUt::BorrowedPtr<Creature> _creature;
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public:
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#include "EventData.hpp"
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namespace CreatureLib::Battling {
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class SwitchEvent : public EventData {
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class SwitchEvent final : public EventData {
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CreatureIndex _index;
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ArbUt::BorrowedPtr<Creature> _newCreature;
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#include "EventData.hpp"
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namespace CreatureLib::Battling {
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class TurnStartEvent : public EventData {
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class TurnStartEvent final : public EventData {
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public:
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TurnStartEvent() {}
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EventDataKind GetKind() const noexcept override { return EventDataKind ::TurnStart; }
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};
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class TurnEndEvent : public EventData {
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class TurnEndEvent final : public EventData {
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public:
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TurnEndEvent() {}
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EventDataKind GetKind() const noexcept override { return EventDataKind ::TurnEnd; }
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#include "HistoryElement.hpp"
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namespace CreatureLib::Battling {
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class AttackUseHistory : public HistoryElement {
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class AttackUseHistory final : public HistoryElement {
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std::unique_ptr<const ExecutingAttack> _attack;
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protected:
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