optimize modify_unit
now modify_unit no longer causes the full rebuild of the unit unless it is really needed, this is not only faster, it also prepares a future optimisation in reducing the units size in savegame files.
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@ -2,7 +2,155 @@ local helper = wesnoth.require "helper"
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local utils = wesnoth.require "wml-utils"
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local wml_actions = wesnoth.wml_actions
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-- The [modify_unit] implementation
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-- modify_unit has basicially two implementations, the optimized implementation
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-- in the first part of this file and the fallback (old) implementation in the
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-- second part of this file
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local function split_to_array(s, res)
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-- Split string @str into a table using the delimiter @sep (default: ',')
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local sep, fields = sep or ",", {}
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local pattern = string.format("([^%s]+)", sep)
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string.gsub(str, pattern, function(c) fields[#fields+1] = c end)
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return fields
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end
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local function make_set(t)
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local res = {}
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for i, v in ipairs(t) do
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res[v] = true
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end
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return res
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end
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local knwon_attributes = make_set {
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"x",
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"y",
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"ai_special",
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"goto_x",
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"goto_y",
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"extra_recruit",
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"side",
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"name",
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"role",
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"facing",
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"attacks_left",
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"hitpoints",
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"max_hitpoints",
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"moves",
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"max_moves",
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"experience",
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"max_experience",
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"resting",
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"canrecruit",
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"type",
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}
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local knwon_tags = make_set {
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"object",
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"advancement",
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"trait",
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"filter",
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}
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local function is_simple(cfg)
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for k, v in pairs(wml.shallow_literal(cfg)) do
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if type(k) == "string" then
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if not knwon_attributes[k] then
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return false
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end
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else
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if not knwon_tags[v[1]] then
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return false
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end
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end
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end
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return true
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end
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local function simple_modify_unit(cfg)
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local filter = wml.get_child(cfg, "filter") or helper.wml_error "[modify_unit] missing required [filter] tag"
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-- todo: investigate the follwoing attrtibutes:
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-- id, ellipse, recall_cost, alpha, flying,
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-- hidden, halo, description, overlays, unrenamable
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-- and tags: [status] [variables]
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local simple_attributes = {
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"side",
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"name",
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"role",
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"facing",
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"attacks_left",
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"hitpoints",
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"max_hitpoints",
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"moves",
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"max_moves",
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"experience",
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"max_experience",
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"resting",
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"canrecruit"
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}
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local function handle_unit(u)
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---------- ATTRIBUTES THAT NEED SPECIAL HANDLING ----------
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if cfg.x or cfg.y then
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u.loc = { cfg.x or u.x , cfg.y or u.y }
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end
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if cfg.goto_x or cfg.goto_y then
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u["goto"] = { cfg.goto_x or u["goto"][1] , cfg.goto_y or u["goto"][2] }
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end
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if cfg.extra_recruit then
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u.extra_recruit = split_to_array(cfg.extra_recruit)
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end
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if cfg.ai_special == "guardian" then
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u.status.guardian = true
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end
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---------- SIMPLE ATTRIBUTES ----------
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for i, name in ipairs(simple_attributes) do
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if cfg[name] then
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u[name] = cfg[name]
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end
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end
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---------- TAGS ----------
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for i, t in ipairs(wml.shallow_parsed(cfg)) do
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local tagname, tagcontent = t[1], t[2]
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if tagname == "object" or tagname == "trait" or tagname == "advancement" then
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if tagcontent.delayed_variable_substitution then
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tagcontent = wml.literal(tagcontent)
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else
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tagcontent = wml.parsed(tagcontent)
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end
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u:add_modification(tagname, tagcontent);
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end
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end
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-- handle 'type' last.
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if cfg.type == "" then
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u.experience = u.max_experience
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elseif cfg.type then
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u.experience = 0
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u:transform(cfg.type)
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end
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-- always do an advancement here (not only when experience/max_experience/type was modified)
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-- for compatability with old code.
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u:advance()
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end
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local this_unit = utils.start_var_scope("this_unit")
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for i, u in ipairs(wesnoth.get_units(filter)) do
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wml.variables["this_unit"] = u.__cfg
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handle_unit(u)
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end
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utils.end_var_scope("this_unit", this_unit)
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end
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function wml_actions.modify_unit(cfg)
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if is_simple(cfg) then
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simple_modify_unit(cfg)
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return
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end
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local unit_variable = "LUA_modify_unit"
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local replace_mode = cfg.mode == "replace"
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