For character abilities that have a certain trigger condition, eg. “OnAttack”, “OnJump”, “OnDamaged” etc…

Currently each of these triggers is a signal. When a signal fires, the character loops through all of its abilities and activates each one with that specific condition, so it just runs an if statement for every ability, regardless of whether it has that condition or not:

if ability.trigger_condition == Triggers.OnAttack:
  ability.activate()

My issue is that this could get a little unscalable with many characters on-screen each having many abilities of their own. A character could have 1 OnDamaged ability and 19 OnAttack abilities, but when an “OnDamaged” signal is received, it will still loop through all 19 OnAttack abilities.

Any advice on this is appreciated, thank you all.

  • Kylamon1@lemmy.world
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    4 months ago

    Without knowing your specific situation, it seems like each of you signals should not be connecting to one master “abilities” function to dole out the effects.

    Instead each signal should connect to its own function and that function is responsible for only its specif effect.

    ====== Another thought would be if you like your setup, change the if statement to a match/case. For many simple if checks the match is more optimized.

    • Jozzo@lemmy.worldOP
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      4 months ago

      I think I understand…

      Instead of the player iterating through and calling all of its abilities, the ability just connects directly to whichever signal it needs on the player?

      My current setup is to add each Ability as a node to the player, so right now it follows the “call down, signal up” adage that I hear everyone say. What would be a good way to implment the other way? I assume I should rework my current setup otherwise it’d be “signal down, signal up”?