Bloodknight64

Coding the bad way

Apr 21st, 2014
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  1. public void CompareStats()
  2.     {
  3.         //THIS SECTION NEEDS MAJOR OPTIMIZATION
  4.         //DEAR GOD PLEASE COME BACK AND FIX THIS AT SOME POINT
  5.         //SERIOUSLY, THIS IS REALLY BAD
  6.         //Insert a for loop that runs for each and compare against the rest then add to array increasing array int each time
  7.  
  8.         Enemy1Speed = Enemy1.GetComponent<EnemyStats>().Speed;
  9.         Enemy2Speed = Enemy2.GetComponent<EnemyStats>().Speed;
  10.         Player1Speed = Player1.GetComponent<PlayerStats>().Speed;
  11.         Player2Speed = Player2.GetComponent<PlayerStats>().Speed;
  12.  
  13.         //Enemy1 Position
  14.         if(Enemy1Speed > Enemy2Speed && Enemy1Speed > Player1Speed && Enemy1Speed > Player2Speed)
  15.         {
  16.             AttackOrder[0] = Enemy1;
  17.         }
  18.         else if(Enemy1Speed > Enemy2Speed && Enemy1Speed > Player1Speed && Enemy1Speed < Player2Speed ||
  19.                 Enemy1Speed > Enemy2Speed && Enemy1Speed < Player1Speed && Enemy1Speed > Player2Speed ||
  20.                 Enemy1Speed < Enemy2Speed && Enemy1Speed > Player1Speed && Enemy1Speed > Player2Speed)
  21.         {
  22.             AttackOrder[1] = Enemy1;
  23.         }
  24.         else if(Enemy1Speed > Enemy2Speed && Enemy1Speed < Player1Speed && Enemy1Speed < Player2Speed ||
  25.                 Enemy1Speed < Enemy2Speed && Enemy1Speed < Player1Speed && Enemy1Speed > Player2Speed ||
  26.                 Enemy1Speed < Enemy2Speed && Enemy1Speed > Player1Speed && Enemy1Speed < Player2Speed)
  27.         {
  28.             AttackOrder[2] = Enemy1;
  29.         }
  30.         else if(Enemy1Speed < Enemy2Speed && Enemy1Speed < Player1Speed && Enemy1Speed < Player2Speed)
  31.         {
  32.             AttackOrder[3] = Enemy1;
  33.         }
  34.         else if(Enemy1Speed == Enemy2Speed || Enemy1Speed == Player1Speed || Enemy1Speed == Player2Speed)
  35.         {
  36.             Enemy1.GetComponent<EnemyStats>().Speed = Random.Range (5,21);
  37.             CompareStats();
  38.             Debug.Log ("Enemy1 Had to ReRoll");
  39.             return;
  40.         }
  41.  
  42.         //Enemy2 Position
  43.         if(Enemy2Speed > Enemy1Speed && Enemy2Speed > Player1Speed && Enemy2Speed > Player2Speed)
  44.         {
  45.             AttackOrder[0] = Enemy2;
  46.         }
  47.         else if(Enemy2Speed > Enemy1Speed && Enemy2Speed > Player1Speed && Enemy2Speed < Player2Speed ||
  48.                 Enemy2Speed > Enemy1Speed && Enemy2Speed < Player1Speed && Enemy2Speed > Player2Speed ||
  49.                 Enemy2Speed < Enemy1Speed && Enemy2Speed > Player1Speed && Enemy2Speed > Player2Speed)
  50.         {
  51.             AttackOrder[1] = Enemy2;
  52.         }
  53.         else if(Enemy2Speed > Enemy1Speed && Enemy2Speed < Player1Speed && Enemy2Speed < Player2Speed ||
  54.                 Enemy2Speed < Enemy1Speed && Enemy2Speed < Player1Speed && Enemy2Speed > Player2Speed ||
  55.                 Enemy2Speed < Enemy1Speed && Enemy2Speed > Player1Speed && Enemy2Speed < Player2Speed)
  56.         {
  57.             AttackOrder[2] = Enemy2;
  58.         }
  59.         else if(Enemy2Speed < Enemy1Speed && Enemy2Speed < Player1Speed && Enemy2Speed < Player2Speed)
  60.         {
  61.             AttackOrder[3] = Enemy2;
  62.         }
  63.         else if(Enemy2Speed == Enemy1Speed || Enemy2Speed == Player1Speed || Enemy2Speed == Player2Speed)
  64.         {
  65.             Enemy2.GetComponent<EnemyStats>().Speed = Random.Range (5,21);
  66.             CompareStats();
  67.             Debug.Log ("Enemy2 Had to ReRoll");
  68.             return;
  69.         }
  70.  
  71.         //Player1 Position
  72.         if(Player1Speed > Enemy2Speed && Player1Speed > Enemy1Speed && Player1Speed > Player2Speed)
  73.         {
  74.             AttackOrder[0] = Player1;
  75.         }
  76.         else if(Player1Speed > Enemy2Speed && Player1Speed > Enemy1Speed && Player1Speed < Player2Speed ||
  77.                 Player1Speed > Enemy2Speed && Player1Speed < Enemy1Speed && Player1Speed > Player2Speed ||
  78.                 Player1Speed < Enemy2Speed && Player1Speed > Enemy1Speed && Player1Speed > Player2Speed)
  79.         {
  80.             AttackOrder[1] = Player1;
  81.         }
  82.         else if(Player1Speed > Enemy2Speed && Player1Speed < Enemy1Speed && Player1Speed < Player2Speed ||
  83.                 Player1Speed < Enemy2Speed && Player1Speed < Enemy1Speed && Player1Speed > Player2Speed ||
  84.                 Player1Speed < Enemy2Speed && Player1Speed > Enemy1Speed && Player1Speed < Player2Speed)
  85.         {
  86.             AttackOrder[2] = Player1;
  87.         }
  88.         else if(Player1Speed < Enemy2Speed && Player1Speed < Enemy1Speed && Player1Speed < Player2Speed)
  89.         {
  90.             AttackOrder[3] = Player1;
  91.         }
  92.         else if(Player1Speed == Enemy1Speed || Player1Speed == Enemy2Speed || Player1Speed == Player2Speed)
  93.         {
  94.             Player1.GetComponent<PlayerStats>().Speed = Random.Range (5,21);
  95.             CompareStats();
  96.             Debug.Log ("Player1 Had to ReRoll");
  97.             return;
  98.         }
  99.  
  100.         //Player2 Position
  101.         if(Player2Speed > Enemy2Speed && Player2Speed > Player1Speed && Player2Speed > Enemy1Speed)
  102.         {
  103.             AttackOrder[0] = Player2;
  104.         }
  105.         else if(Player2Speed > Enemy2Speed && Player2Speed > Player1Speed && Player2Speed < Enemy1Speed ||
  106.                 Player2Speed > Enemy2Speed && Player2Speed < Player1Speed && Player2Speed > Enemy1Speed ||
  107.                 Player2Speed < Enemy2Speed && Player2Speed > Player1Speed && Player2Speed > Enemy1Speed)
  108.         {
  109.             AttackOrder[1] = Player2;
  110.         }
  111.         else if(Player2Speed > Enemy2Speed && Player2Speed < Player1Speed && Player2Speed < Enemy1Speed ||
  112.                 Player2Speed < Enemy2Speed && Player2Speed < Player1Speed && Player2Speed > Enemy1Speed ||
  113.                 Player2Speed < Enemy2Speed && Player2Speed > Player1Speed && Player2Speed < Enemy1Speed)
  114.         {
  115.             AttackOrder[2] = Player2;
  116.         }
  117.         else if(Player2Speed < Enemy2Speed && Player2Speed < Player1Speed && Player2Speed < Enemy1Speed)
  118.         {
  119.             AttackOrder[3] = Player2;
  120.         }
  121.         else if(Player2Speed == Enemy1Speed || Player2Speed == Enemy2Speed || Player2Speed == Player1Speed)
  122.         {
  123.             Player2.GetComponent<PlayerStats>().Speed = Random.Range (5,21);
  124.             CompareStats();
  125.             Debug.Log ("Player2 Had to ReRoll");
  126.             return;
  127.         }
  128.  
  129.         //Order is done, now make them attack each other!
  130.         AttackPhase();
  131.     }
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