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Optimized getMovementRange method - caching, faster route for 0 turns

This commit is contained in:
Ivan Savenko
2024-12-18 13:32:00 +00:00
parent 94981076a2
commit 56d5911452
2 changed files with 27 additions and 10 deletions

View File

@ -23,7 +23,8 @@ class DLL_LINKAGE ACreature: public AFactionMember
{
public:
bool isLiving() const; //non-undead, non-non living or alive
ui32 getMovementRange(int turn = 0) const; //get speed (in moving tiles) of creature with all modificators
ui32 getMovementRange(int turn) const; //get speed (in moving tiles) of creature with all modificators
ui32 getMovementRange() const; //get speed (in moving tiles) of creature with all modificators
virtual ui32 getMaxHealth() const; //get max HP of stack with all modifiers
};

View File

@ -167,19 +167,35 @@ ui32 ACreature::getMaxHealth() const
return std::max(1, value); //never 0
}
ui32 ACreature::getMovementRange(int turn) const
ui32 ACreature::getMovementRange() const
{
//war machines cannot move
if(getBonusBearer()->hasBonus(Selector::type()(BonusType::SIEGE_WEAPON).And(Selector::turns(turn))))
{
if (getBonusBearer()->hasBonusOfType(BonusType::SIEGE_WEAPON))
return 0;
}
if(getBonusBearer()->hasBonus(Selector::type()(BonusType::BIND_EFFECT).And(Selector::turns(turn))))
{
return 0;
}
return getBonusBearer()->valOfBonuses(Selector::type()(BonusType::STACKS_SPEED).And(Selector::turns(turn)));
if (getBonusBearer()->hasBonusOfType(BonusType::BIND_EFFECT))
return 0;
return getBonusBearer()->valOfBonuses(BonusType::STACKS_SPEED);
}
ui32 ACreature::getMovementRange(int turn) const
{
if (turn == 0)
return getMovementRange();
const std::string cachingStrSW = "type_SIEGE_WEAPON_turns_" + std::to_string(turn);
const std::string cachingStrBE = "type_BIND_EFFECT_turns_" + std::to_string(turn);
const std::string cachingStrSS = "type_STACKS_SPEED_turns_" + std::to_string(turn);
//war machines cannot move
if(getBonusBearer()->hasBonus(Selector::type()(BonusType::SIEGE_WEAPON).And(Selector::turns(turn)), cachingStrSW))
return 0;
if(getBonusBearer()->hasBonus(Selector::type()(BonusType::BIND_EFFECT).And(Selector::turns(turn)), cachingStrBE))
return 0;
return getBonusBearer()->valOfBonuses(Selector::type()(BonusType::STACKS_SPEED).And(Selector::turns(turn)), cachingStrSS);
}
bool ACreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation