/** ** 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); } }
/** ** 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]); } }
/** ** 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]); } } }
/** ** 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]); } }