Remove ref passing, but keep devirtualizations

This commit is contained in:
Asriel Camora
2024-03-16 13:24:26 -07:00
parent 3223bdcbfb
commit ec77f1d021
48 changed files with 411 additions and 787 deletions
+4 -8
View File
@@ -41,10 +41,7 @@ internal sealed class Simulator : SimulatorNoRandom
private bool CouldUseAction(ActionType action, BaseAction baseAction, bool strict)
#pragma warning restore MA0051 // Method is too long
{
var success = 0f;
int cost = 0, eff = 0;
baseAction.SuccessRate(this, ref success);
if (Math.Abs(CalculateSuccessRate(success) - 1) > float.Epsilon)
if (CalculateSuccessRate(baseAction.SuccessRate(this)) != 1)
return false;
// don't allow quality moves at max quality
@@ -55,7 +52,7 @@ internal sealed class Simulator : SimulatorNoRandom
{
// always use Trained Eye if it's available
if (action == ActionType.TrainedEye)
return baseAction.CouldUse(this, ref cost);
return baseAction.CouldUse(this);
// don't allow quality moves under Muscle Memory for difficult crafts
if (Input.Recipe.ClassJobLevel == 90 &&
@@ -88,8 +85,7 @@ internal sealed class Simulator : SimulatorNoRandom
if (baseAction.IncreasesProgress)
{
baseAction.Efficiency(this, ref eff);
var progressIncrease = CalculateProgressGain(eff);
var progressIncrease = CalculateProgressGain(baseAction.Efficiency(this));
var wouldFinish = Progress + progressIncrease >= Input.Recipe.MaxProgress;
if (wouldFinish)
@@ -133,7 +129,7 @@ internal sealed class Simulator : SimulatorNoRandom
return false;
}
return baseAction.CouldUse(this, ref cost);
return baseAction.CouldUse(this);
}
// https://github.com/alostsock/crafty/blob/cffbd0cad8bab3cef9f52a3e3d5da4f5e3781842/crafty/src/craft_state.rs#L137