It's known conditions introduce lag to the map. Regarding lag, conditions fall into 2 groups: Bring-alike and Deaths-alike. Conditions of the first group populate cache with units, when the second group conditions mostly just check a value, or two, or up to around ten values in the worst case.
Group 1: Bring-alike conditions.
Bring, Command The Most At, Command The Least At.
Group 2: Deaths-alike conditions.
Never, Always, Switch, Accumulate, Least Resources, Most Resources, Deaths, Kills, Least Kills, Most Kills, Score, Highest Score, Lowest Score, Elapsed Time, Timer, Opponents.
As you've noticed there are 3 conditions I haven't put into any group, they are: Command, Command The Most, Command The Least. The question is where should I put them? Are they really closer to the second group than to the first one in terms of the amount of required processing power?
As far as I understand,
I'll try to make some numbers. Let's say an average map may include around 500 units, but I believe the first pass must be done over the whole units node array which has 1700 entries. That way there are roughly 2200 comparance/assignment operations for Command condtions. With Bring we have 4 comparance operations more (to check locations bounds) for each unit on the map on the first pass: we add 500*4 operations and get 4200 total.
So, I'm personally putting Command-alike conditions into the first group regarding the amount of processing power they take, but what can you say? Do you think they are really closer to Death-alike conditions than to Brings? I'm not familiar with low SC code myself, but I really want to know an opinion of people who know it well. Am I right with my assumptions and calculations? Probably I have missed something significant?
Relevant topics:
Map trigger lag?
Bring/Command Updating Discussion
Map lagging conditions.
Thanks for your attention!
Post has been edited 2 time(s), last time on Aug 4 2013, 9:23 pm by Wormer. Reason: Reformatted paragraphs and fixed typos
Some.