The tests c.HP > 0
and c.Team != Team
are probably blazingly fast tests. Location.Dist(c.GetLocation()) <= AttackRange
probably involves the square-root of the sum of the squares of the difference of coordinates in two or three dimensions. Plus, GetLocation()
may involve memory allocation and/or copying constructors. It is by far the slowest test, yet you are testing it first! Take advantage of the short-circuit logical and
operators by reordering the tests so the fastest tests are done first, so the slowest test may not even need to be executed, resulting in faster execution.
Since all conditions must pass before you update weakestEnemy
, you could even test whether or not the target passes the “weakest with lowest ID” test before checking the attack range.
Bonus: the square-root can be avoided; simply compute the square distance, and compare against the \$AttackRange^2\$ (computed outside of the loop) for another speed gain.