Exemple #1
0
/**
**  Handle AI of a player each second.
**
**  @param playerIdx  the player to update AI
*/
void PlayersEachSecond(int playerIdx)
{
	CPlayer &player = Players[playerIdx];

	if ((GameCycle / CYCLES_PER_SECOND) % 10 == 0) {
		for (int res = 0; res < MaxCosts; ++res) {
			player.Revenue[res] = player.Resources[res] + player.StoredResources[res] - player.LastResources[res];
			player.Revenue[res] *= 6;  // estimate per minute
			player.LastResources[res] = player.Resources[res] + player.StoredResources[res];
		}
	}
	if (player.AiEnabled) {
		AiEachSecond(player);
	}
}
Exemple #2
0
/**
**  Handle AI of a player each second.
**
**  @param player  the player to update AI
*/
void PlayersEachSecond(int player)
{
	if ((GameCycle / CYCLES_PER_SECOND) % 10 == 0) {
		for (int res = 0; res < MaxCosts; ++res) {
			Players[player].Revenue[res] =
				Players[player].Resources[res] -
				Players[player].LastResources[res];
			Players[player].Revenue[res] *= 6;  // estimate per minute
			Players[player].LastResources[res] =
				Players[player].Resources[res];
		}
	}
	if (Players[player].AiEnabled) {
		AiEachSecond(&Players[player]);
	}
}
Exemple #3
0
/**
**	Handle AI of all players each second.
*/
global void PlayersEachSecond(void)
{
    int player;
    int res;

    for (player = 0; player < NumPlayers; ++player) {
	if ((GameCycle / CYCLES_PER_SECOND) % 10 == 0) {
	    for (res = 0; res < MaxCosts; res++) {
		Players[player].Revenue[res] =
		    Players[player].Resources[res] -
		    Players[player].LastResources[res];
		Players[player].Revenue[res] *= 6;	// estimate per minute
		Players[player].LastResources[res] =
		    Players[player].Resources[res];
	    }
	}
	if (Players[player].AiEnabled) {
	    AiEachSecond(&Players[player]);
	}
    }
}
Exemple #4
0
/**
**  Handle AI of a player each second.
**
**  @param player  the player to update AI
*/
void PlayersEachSecond(int player)
{
	if (Players[player].AiEnabled) {
		AiEachSecond(&Players[player]);
	}
}