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https://github.com/blupi-games/planetblupi
synced 2024-12-30 10:15:36 +01:00
Improve a bit the performances
Check for conflicted action then loop on the blupis.
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@ -2477,26 +2477,26 @@ CDecor::BlupiNextAction (Sint32 rank)
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* direction and a second from the other direction. Without this check, the
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* direction and a second from the other direction. Without this check, the
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* object is duplicated.
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* object is duplicated.
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*/
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*/
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for (int i = 0; i < MAXBLUPI; ++i)
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if ((m_blupi[rank].goalAction == EV_ACTION_CARRY ||
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{
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if (rank == i || !m_blupi[i].bExist)
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continue;
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if (
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(m_blupi[rank].goalAction == EV_ACTION_CARRY ||
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m_blupi[rank].goalAction == EV_ACTION_EAT ||
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m_blupi[rank].goalAction == EV_ACTION_EAT ||
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m_blupi[rank].goalAction == EV_ACTION_DRINK) &&
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m_blupi[rank].goalAction == EV_ACTION_DRINK))
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(m_blupi[i].goalAction == EV_ACTION_CARRY2 ||
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for (int i = 0; i < MAXBLUPI; ++i)
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m_blupi[i].goalAction == EV_ACTION_EAT2 ||
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m_blupi[i].goalAction == EV_ACTION_DRINK2) &&
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m_blupi[rank].goalHili.x == m_blupi[i].goalHili.x &&
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m_blupi[rank].goalHili.y == m_blupi[i].goalHili.y)
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{
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{
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BlupiInitAction (i, ACTION_STOP);
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if (rank == i || !m_blupi[i].bExist)
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GoalStop (i, true);
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continue;
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return false;
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if (
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(m_blupi[i].goalAction == EV_ACTION_CARRY2 ||
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m_blupi[i].goalAction == EV_ACTION_EAT2 ||
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m_blupi[i].goalAction == EV_ACTION_DRINK2) &&
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m_blupi[rank].goalHili.x == m_blupi[i].goalHili.x &&
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m_blupi[rank].goalHili.y == m_blupi[i].goalHili.y)
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{
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BlupiInitAction (i, ACTION_STOP);
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GoalStop (i, true);
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return false;
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}
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}
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}
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}
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/* Prevent Blupi to take a trap when an enemy is already captured. */
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/* Prevent Blupi to take a trap when an enemy is already captured. */
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if (m_blupi[rank].perso == 0 && m_blupi[rank].action == ACTION_CARRY)
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if (m_blupi[rank].perso == 0 && m_blupi[rank].action == ACTION_CARRY)
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