Scripting: Best Practices – Arma Reforger
Lou Montana (talk | contribs) m (Fix example) |
Lou Montana (talk | contribs) m (Fix example to respect the right-above recommendation, Fix missing type) |
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| <enforce> | | <enforce> | ||
// declaring an 'obj' every loop generates a pointer release each time | // declaring an 'obj' every loop generates a pointer release each time | ||
foreach (SCR_ParentObject parent : list) | |||
{ | { | ||
SCR_Object obj = | SCR_Object obj = parent.m_Object; | ||
if (obj) | if (obj) | ||
Print(obj.m_sName); | Print(obj.m_sName); | ||
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</enforce> | </enforce> | ||
| <enforce> | | <enforce> | ||
SCR_Object obj; // external declaration = only one release | SCR_Object obj; // external declaration = only one release at the end of the scope | ||
foreach (SCR_ParentObject parent : list) | |||
{ | { | ||
obj = | obj = parent.m_Object; | ||
if (obj) | if (obj) | ||
Print(obj.m_sName); | Print(obj.m_sName); | ||
Line 183: | Line 183: | ||
foreach (SCR_Object obj : toRemove) | foreach (SCR_Object obj : toRemove) | ||
{ | { | ||
bigArray.RemoveItem(obj); | bigArray.RemoveItem(obj); // or RemoveItemOrdered if order is important | ||
} | } | ||
</enforce> | </enforce> | ||
Line 190: | Line 190: | ||
{ | { | ||
if (bigArray[i].m_bShouldBeRemoved) | if (bigArray[i].m_bShouldBeRemoved) | ||
bigArray.Remove(i); | bigArray.Remove(i); // or RemoveItemOrdered if order is important | ||
} | } | ||
</enforce> | </enforce> | ||
Line 223: | Line 223: | ||
if (c) | if (c) | ||
i++; | i++; | ||
// etc | |||
</enforce> | </enforce> | ||
| <enforce> | | <enforce> | ||
int i = 0; | int i = 0; | ||
array<bool> conditions = { a, b, c }; | array<bool> conditions = { a, b, c, /* etc */ }; | ||
foreach (bool condition : conditions) | foreach (bool condition : conditions) | ||
{ | { | ||
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| <enforce> | | <enforce> | ||
array<IEntity> list = { player1, player2, player3, player4, player5, player6 }; | array<IEntity> list = { player1, player2, player3, player4, player5, player6 }; | ||
foreach (int i, item : list) | foreach (int i, IEntity item : list) | ||
{ | { | ||
Initialise(item, i + 1); | Initialise(item, i + 1); | ||
Line 266: | Line 268: | ||
==== Files Organisation ==== | ==== Files Organisation ==== | ||
{{Feature|informative|See | {{Feature|informative|See {{Link|Arma Reforger:Directory Structure}} to know how/where to organise script files (Scripts\GameCode).}} | ||
* Have one class/enum per file | * Have one class/enum per file |
Revision as of 11:18, 4 January 2024
Getting Started
In the domain of development, any rule is a rule of thumb. If a rule states for example that it is better that a line of code doesn't go over 80 characters, it doesn't mean that any line must not go over 80 characters; sometimes, the situation needs it.
If the code has a good structure, do not change it to enforce a single arbitrary rule. If many of them are not implemented/not respected, changes should be applied; again, this is according to one's judgement.
With that being said, let's go!
Best Practices
Code Format
- Reminder: chosen indentation for Enfusion is Allman style
- Reminder: indentation is done with tabulations
- Use empty space. Line return, spaces before and after brackets, if this improves readability, use it: space is free
- One-lining (putting everything in one statement) memory improvement is most of the time not worth the headache it gives when trying to read it: don't overuse it
- it also hinders debugger's usage, e.g in the event of an inlined if
Variable Format
- Name variables and functions properly: code must be readable by a human being, e.g variables like u instead of uniform should not exist.
- i is an accepted iteration variable name (e.g in for loops).
- Prefix any public content (classes, global methods, global variables) with a Creator Tag in order to prevent conflicts with other mods.
- Use the closest value type whenever possible; using auto for a known variable type makes code less clear.
Code Structuration
SOLID
A series of development principles to follow in order to ensure an easy code maintenance and lifetime.
DRY
Don't Repeat Yourself. If within the same class, the same code or the same pattern is written in various places, write a protected method and use appropriate parameters.
Logical Simplifications
If the code has too many repetitions, make a common method as stated above.
If the code has too many levels, it is time to split it and rethink it.
Examples
Improvable | Good |
---|---|
auto number = 42;
Animal cutePet = new Dog(); |
|
// a method call is more expensive than a bool check
if (obj.MustBeTreated() || m_bTreatAllObjects)
Print(obj);
if (obj.MustBeTreated() && m_bTreatAllObjects)
Print(obj); |
// cheap checks go first, expensive checks (method calls) go after
if (m_bTreatAllObjects || obj.MustBeTreated())
Print(obj);
if (m_bTreatAllObjects && obj.MustBeTreated())
Print(obj); |
// many identical method calls
if (obj.MustBeTreated() && obj.GetObject() != null)
Print("Result: " + obj.GetObject().m_sValue1 + " " + obj.GetObject().m_sValue2); |
// "bigger", non-repetitive code can be beneficial for performance and readability
if (obj.MustBeTreated())
{
SCR_Object subObj = obj.GetObject();
if (subObj)
Print("Result: " + subObj.m_sValue1 + " " + subObj.m_sValue2);
} |
foreach (SCR_Object obj : list)
{
Method(obj); // one method call per iteration
}
void Method(SCR_Object obj)
{
if (!obj)
return;
Print(obj.m_sName + " has a value of " + obj.m_sValue);
} |
foreach (SCR_Object obj : list) // the least method calls, the better
{
if (!obj)
continue;
Print(obj.m_sName + " has a value of " + obj.m_sValue);
} |
for (int i, count = list.Count(); i < count; i++)
{
if (list[i]) // first
Print(list[i]); // and second .Get(i) method calls
} |
foreach (SCR_Object obj : list) // foreach is faster for start-to-end iterating
{
if (obj)
Print(obj); // no additional method call
} |
// declaring an 'obj' every loop generates a pointer release each time
foreach (SCR_ParentObject parent : list)
{
SCR_Object obj = parent.m_Object;
if (obj)
Print(obj.m_sName);
} |
SCR_Object obj; // external declaration = only one release at the end of the scope
foreach (SCR_ParentObject parent : list)
{
obj = parent.m_Object;
if (obj)
Print(obj.m_sName);
} |
array<SCR_Object> toRemove = {};
foreach (SCR_Object obj : bigArray)
{
if (obj.m_bShouldBeRemoved)
toRemove.Insert(obj);
}
foreach (SCR_Object obj : toRemove)
{
bigArray.RemoveItem(obj); // or RemoveItemOrdered if order is important
} |
for (int i = bigArray.Count() - 1; i >= 0; i--) // reverse iterating
{
if (bigArray[i].m_bShouldBeRemoved)
bigArray.Remove(i); // or RemoveItemOrdered if order is important
} |
if (a)
{
if (b)
{
if (c)
Method(true);
else
Method(false);
}
} |
if (a && b)
Method(c); |
Initialise(player1, 1);
Initialise(player2, 2);
Initialise(player3, 3);
Initialise(player4, 4);
Initialise(player5, 5);
Initialise(player6, 6); |
array<IEntity> list = { player1, player2, player3, player4, player5, player6 };
foreach (int i, IEntity item : list)
{
Initialise(item, i + 1);
}
// or, better, one method call that initialises all of them
Initialise(list); // numbering is then done inside the method, if possible
Initialise(list, 1); // otherwise the starting number can be provided |
Code Comments
Code comments are surprisingly not a must-have for inside code; code organisation combined to variable names should be enough to be read by a human, then comment can be used:
- a comment should explain why the code is written this way
- a comment should not tell what the code does; code should be self-explanatory
- as a last resort in the event of a complex piece of code, a comment can be used to describe what the code actually does - or at least its intention
On the other hand, documentation is more than welcome as it provides information from the outside without having to read the code. Enfusion uses Doxygen.
Files Organisation
- Have one class/enum per file
- Small classes/enums can always be grouped together in the same file, provided they are part of the same system or only used there
- Use (sub-)directories to group related classes together