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unity – What is the most effective way to have different values on the same script

I know people will probably say I could easily just search this online because there are multiple questions asking the same but I never actually found specifically what I wanted and I’m just looking for the knowledge, I don’t want anyone to actually give me a script with what to do because that would defeat the purpose of programming and learning everyday. So my problem is the following, I have one script for all my weapons (I have 3 weapons in total) and each of these 3 weapons have 3 different tiers, to set the values rn I’m making it in a really stupid way which is to create a method to set the values, like this:

public void SetTier1Value()
{
    if (weapon1IsActive == true)
    {
        damage = 6
        fireRate = 18
        etc...
    }
    if (weapon2IsActive == true)
    {
        damage = 5
        fireRate = 20
        etc...
    }
    // and like this for the rest of the weapons and tiers
}

I know that the way that I’m doing stuff is overcomplicating a lot and some people might even have a heart attack after reading this script, but i did it in a rush and it worked at the time, but I want to fix so in the future is easier to add new weapons and the code in general isn’t that bad to change. What ways can I do this? I was thinking of doing by classes, there would be a class (weapon1) and that class would store all the tier values of that weapon, but there might be another easier way that I don’t remember and that’s why I’m posting this. I’m not such a newbie at programming (I know that code is a horror) and I’m familiar with C# but my brain is just not working for some reason. Just to clarify, what i want from this script is to be able to change the values of the weapon easily by code.

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c++ – Good practice for effective access to “sub-aspects” of class pool

I guess the question sounds strange to experienced programmers, but I don’t know how to phrase
it better. So let me explain:

Let’s stress that omnipresent animal example once more… and say I want to write a function: runSafari().
There is an object pool of 10 animals (animal*). 2 ostrich, 5 mosquitos, 2 spiders and a snake. All inheriting animal. Both snake and spider are poisonous so they have data reflecting it for example let’s say they additionally inherit Ipoisonous.
The mosquito inherits Iflyer. And the ostrich is left out in the cold.
Now with poisonous animals around one thing to do in such a safari would probably be to prepare some antivenom… so let’s have prepareAntidote(). This functions job would be to check what kind of antivenom is needed and simply print it out.
“Ipoisonous” forces spider and snake to have const std::string& getVenomName(). Animal doesn’t.
So the brute force approach would probably make use of dynamic_cast<Ipoisonous*> while iterating over all animals. Wasteful. And as bad is the fact that prepareAntidote() function needs to know what an animal is to handle the pool.
So it would most probably be better for it to work on a container<Ipoisonous*>&, wouldn’t it?

My idea is to have each interface in it’s constructor register it’s instance in some storage-class that has a container of pointers for each interface/abstract/sub class. (to avoid the term “manager”-class…)
And ofc remove/delete that entry in it’s destructor. So far an unordered_map looks the most reasonable for that job, with roughly constant time for access and removal, as well as not invalidating anything except on rehash. The pointer being it’s own key value.

It’s actually the same problem with composition like components for example in games. (that’s why I’m writing it here, because of that, chances may be higher to find answers here)
In this case it screams for “object pooling” ofc, but let’s cast aside memory locality in this case,
that should be quite easy to add in later with overloading operator-new in such a case.

So my question is how to handle such a situation? What’s considered good practice here? Would my approach be wrong thinking with caveats later?

Sorry again for the spongy description if there is a special term to refer to this problem, please tell me.

best regards

computer architecture – Effective Address for LDI instruction?

The effective address for the LDI instruction is the contents of the nearby memory location determined by the PC-Relative addressing mode.

Let’s assume that the address 0x5011 contains 1010 100 001000000, and the address 0x5052 contains 0111 0011 0000 1111. I want to find the effective address for the instruction stored in 0x5011.

Step 1:
the nearby memory location = 0x5012 (incremented) + 0x0040 = 0x5052

Step 2:
the effective address for this instruction = contents of the nearby memory location = 0x730F.

So, the effective address for 1010 100 001000000 is 0x730F.
Am I understanding this correctly?

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