Pass large structs byref instead

This commit is contained in:
Asriel Camora
2023-11-10 18:41:58 -08:00
parent 3edb156d97
commit 036cbb2fb4
9 changed files with 21 additions and 27 deletions
+2 -8
View File
@@ -10,7 +10,7 @@ public abstract class BaseComboAction : BaseAction
protected bool BaseCanUse(Simulator s) =>
base.CanUse(s);
private static bool VerifyDurability2(int durabilityA, int durability, Effects effects)
private static bool VerifyDurability2(int durabilityA, int durability, in Effects effects)
{
var wasteNots = effects.HasEffect(EffectType.WasteNot) || effects.HasEffect(EffectType.WasteNot2);
// -A
@@ -23,13 +23,10 @@ public abstract class BaseComboAction : BaseAction
return true;
}
public static bool VerifyDurability2(SimulationState s, int durabilityA) =>
VerifyDurability2(durabilityA, s.Durability, s.ActiveEffects);
public static bool VerifyDurability2(Simulator s, int durabilityA) =>
VerifyDurability2(durabilityA, s.Durability, s.ActiveEffects);
public static bool VerifyDurability3(int durabilityA, int durabilityB, int durability, Effects effects)
public static bool VerifyDurability3(int durabilityA, int durabilityB, int durability, in Effects effects)
{
var wasteNots = Math.Max(effects.GetDuration(EffectType.WasteNot), effects.GetDuration(EffectType.WasteNot2));
var manips = effects.HasEffect(EffectType.Manipulation);
@@ -56,7 +53,4 @@ public abstract class BaseComboAction : BaseAction
public static bool VerifyDurability3(Simulator s, int durabilityA, int durabilityB) =>
VerifyDurability3(durabilityA, durabilityB, s.Durability, s.ActiveEffects);
public static bool VerifyDurability3(SimulationState s, int durabilityA, int durabilityB) =>
VerifyDurability3(durabilityA, durabilityB, s.Durability, s.ActiveEffects);
}
+4 -4
View File
@@ -35,17 +35,17 @@ public class Simulator
public IEnumerable<ActionType> AvailableActions => ActionUtils.AvailableActions(this);
public Simulator(SimulationState state)
public Simulator(in SimulationState state)
{
State = state;
}
public void SetState(SimulationState state)
public void SetState(in SimulationState state)
{
State = state;
}
public (ActionResponse Response, SimulationState NewState) Execute(SimulationState state, ActionType action)
public (ActionResponse Response, SimulationState NewState) Execute(in SimulationState state, ActionType action)
{
State = state;
return (Execute(action), State);
@@ -75,7 +75,7 @@ public class Simulator
return ActionResponse.UsedAction;
}
public (ActionResponse Response, SimulationState NewState, int FailedActionIdx) ExecuteMultiple(SimulationState state, IEnumerable<ActionType> actions)
public (ActionResponse Response, SimulationState NewState, int FailedActionIdx) ExecuteMultiple(in SimulationState state, IEnumerable<ActionType> actions)
{
State = state;
var i = 0;
+1 -1
View File
@@ -2,7 +2,7 @@ namespace Craftimizer.Simulator;
public class SimulatorNoRandom : Simulator
{
public SimulatorNoRandom(SimulationState state) : base(state)
public SimulatorNoRandom(in SimulationState state) : base(state)
{
}