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authorJustin Worthe <justin@worthe-it.co.za>2018-05-14 23:38:47 +0200
committerJustin Worthe <justin@worthe-it.co.za>2018-05-14 23:38:47 +0200
commit1ee2a8c0edf506e50587b6b5cfe90077c9f5d8ae (patch)
tree23e85a40e19b5c1bd5f70ea75749d85504504f8d /src
parenteacb65f120ca0fcbd920f14160404cb6c709b4ef (diff)
Fixed bug in unoccupied cell implementation
This optimization lead to a 50% speedup.
Diffstat (limited to 'src')
-rw-r--r--src/engine/mod.rs4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/engine/mod.rs b/src/engine/mod.rs
index 24a5a7e..f8a456f 100644
--- a/src/engine/mod.rs
+++ b/src/engine/mod.rs
@@ -58,10 +58,10 @@ pub struct Missile {
impl GameState {
pub fn new(player: Player, opponent: Player, player_buildings: Vec<Building>, opponent_buildings: Vec<Building>, player_missiles: Vec<Missile>, opponent_missiles: Vec<Missile>, settings: &GameSettings) -> GameState {
let unoccupied_player_cells = GameState::unoccupied_cells(
- &player_buildings, Point::new(0, settings.size.x/2), Point::new(0, settings.size.y)
+ &player_buildings, Point::new(0, 0), Point::new(settings.size.x/2, settings.size.y)
);
let unoccupied_opponent_cells = GameState::unoccupied_cells(
- &opponent_buildings, Point::new(settings.size.x/2, settings.size.x), Point::new(0, settings.size.y)
+ &opponent_buildings, Point::new(settings.size.x/2, 0), Point::new(settings.size.x, settings.size.y)
);
GameState {
status: GameStatus::Continue,