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Refactor patches by patch location rather than patch purpose #404

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wang429 opened this issue Feb 13, 2020 · 0 comments
Open

Refactor patches by patch location rather than patch purpose #404

wang429 opened this issue Feb 13, 2020 · 0 comments

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@wang429
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wang429 commented Feb 13, 2020

With the number of patches being created, it's becoming more apparent that multiple patches for the same area is starting to interfere with each other. This would:

  1. Reduce the number of patches overall
  2. As a follow-on effect of point 1, decrease the time the mod takes to re-compile at mod start time
  3. Decrease the likelihood of patches colliding and interfering with each other
  4. Reduce the number of duplicate Locators written for Insert patches

An example of this is EntombedPatch.BottledFlame_onEquip and LegendaryPatch.BottledRelic_onEquip both patching the same area. However, since the Legendary patch completely replaces the getPurgeableCards call, it seemed likely that it would prevent the EntombedPatch from finding and applying its instrumentation. I wasn't able to reproduce the behavior though. This specific instance is addressed by #405 but there could be other scenarios where some unintended interference is causing an issue.

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