Make ExecutingAttack have raw pointer array HitData, instead of a List. This is a very hot segment of code, and removing surrounding abstractions can give us a decent amount of performance.
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@@ -38,7 +38,7 @@ namespace CreatureLib::Battling {
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private:
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ArbUt::List<Creature*> _targets;
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uint8_t _numberHits;
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ArbUt::List<HitData> _hits;
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HitData* _hits;
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Creature* _user;
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LearnedAttack* _attack;
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Script* _script;
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@@ -46,15 +46,16 @@ namespace CreatureLib::Battling {
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public:
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ExecutingAttack(const ArbUt::List<Creature*>& targets, uint8_t numberHits, Creature* user,
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LearnedAttack* attack, Script* script)
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: _targets(targets.Count()), _numberHits(numberHits), _hits(targets.Count() * numberHits), _user(user),
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_attack(attack), _script(script) {
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: _targets(targets.Count()), _numberHits(numberHits), _hits(new HitData[targets.Count() * numberHits]),
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_user(user), _attack(attack), _script(script) {
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AssertNotNull(user)
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AssertNotNull(attack)
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for (auto target : targets) {
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_targets.Append(target);
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_hits.Resize(numberHits);
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}
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}
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ExecutingAttack(const ExecutingAttack&) = delete;
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ExecutingAttack& operator=(const ExecutingAttack&) = delete;
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virtual ~ExecutingAttack() noexcept { delete _script; };
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@@ -67,10 +68,11 @@ namespace CreatureLib::Battling {
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throw CreatureException("Invalid target requested.");
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}
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std::vector<HitData>::iterator GetTargetIteratorBegin(Creature* creature) {
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HitData* GetTargetIteratorBegin(Creature* creature) {
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for (size_t i = 0; i < _targets.Count(); i++) {
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if (_targets[i] == creature) {
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return _hits.begin() + (i * _numberHits);
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auto v = _hits + (i * _numberHits * sizeof(HitData));
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return v;
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}
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}
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throw CreatureException("Invalid target requested.");
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