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.
This commit is contained in:
gfgtdf 2018-10-06 01:21:36 +02:00
parent dbaf402393
commit 3c63b1e6de

View file

@ -2,7 +2,155 @@ local helper = wesnoth.require "helper"
local utils = wesnoth.require "wml-utils"
local wml_actions = wesnoth.wml_actions
-- The [modify_unit] implementation
-- modify_unit has basicially two implementations, the optimized implementation
-- in the first part of this file and the fallback (old) implementation in the
-- second part of this file
local function split_to_array(s, res)
-- Split string @str into a table using the delimiter @sep (default: ',')
local sep, fields = sep or ",", {}
local pattern = string.format("([^%s]+)", sep)
string.gsub(str, pattern, function(c) fields[#fields+1] = c end)
return fields
end
local function make_set(t)
local res = {}
for i, v in ipairs(t) do
res[v] = true
end
return res
end
local knwon_attributes = make_set {
"x",
"y",
"ai_special",
"goto_x",
"goto_y",
"extra_recruit",
"side",
"name",
"role",
"facing",
"attacks_left",
"hitpoints",
"max_hitpoints",
"moves",
"max_moves",
"experience",
"max_experience",
"resting",
"canrecruit",
"type",
}
local knwon_tags = make_set {
"object",
"advancement",
"trait",
"filter",
}
local function is_simple(cfg)
for k, v in pairs(wml.shallow_literal(cfg)) do
if type(k) == "string" then
if not knwon_attributes[k] then
return false
end
else
if not knwon_tags[v[1]] then
return false
end
end
end
return true
end
local function simple_modify_unit(cfg)
local filter = wml.get_child(cfg, "filter") or helper.wml_error "[modify_unit] missing required [filter] tag"
-- todo: investigate the follwoing attrtibutes:
-- id, ellipse, recall_cost, alpha, flying,
-- hidden, halo, description, overlays, unrenamable
-- and tags: [status] [variables]
local simple_attributes = {
"side",
"name",
"role",
"facing",
"attacks_left",
"hitpoints",
"max_hitpoints",
"moves",
"max_moves",
"experience",
"max_experience",
"resting",
"canrecruit"
}
local function handle_unit(u)
---------- ATTRIBUTES THAT NEED SPECIAL HANDLING ----------
if cfg.x or cfg.y then
u.loc = { cfg.x or u.x , cfg.y or u.y }
end
if cfg.goto_x or cfg.goto_y then
u["goto"] = { cfg.goto_x or u["goto"][1] , cfg.goto_y or u["goto"][2] }
end
if cfg.extra_recruit then
u.extra_recruit = split_to_array(cfg.extra_recruit)
end
if cfg.ai_special == "guardian" then
u.status.guardian = true
end
---------- SIMPLE ATTRIBUTES ----------
for i, name in ipairs(simple_attributes) do
if cfg[name] then
u[name] = cfg[name]
end
end
---------- TAGS ----------
for i, t in ipairs(wml.shallow_parsed(cfg)) do
local tagname, tagcontent = t[1], t[2]
if tagname == "object" or tagname == "trait" or tagname == "advancement" then
if tagcontent.delayed_variable_substitution then
tagcontent = wml.literal(tagcontent)
else
tagcontent = wml.parsed(tagcontent)
end
u:add_modification(tagname, tagcontent);
end
end
-- handle 'type' last.
if cfg.type == "" then
u.experience = u.max_experience
elseif cfg.type then
u.experience = 0
u:transform(cfg.type)
end
-- always do an advancement here (not only when experience/max_experience/type was modified)
-- for compatability with old code.
u:advance()
end
local this_unit = utils.start_var_scope("this_unit")
for i, u in ipairs(wesnoth.get_units(filter)) do
wml.variables["this_unit"] = u.__cfg
handle_unit(u)
end
utils.end_var_scope("this_unit", this_unit)
end
function wml_actions.modify_unit(cfg)
if is_simple(cfg) then
simple_modify_unit(cfg)
return
end
local unit_variable = "LUA_modify_unit"
local replace_mode = cfg.mode == "replace"