more petra cleanup following eslint
This was SVN commit r21460.
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@ -877,10 +877,12 @@ m.BaseManager.prototype.assignToFoundations = function(gameState, noRepair)
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// Don't repair if we're still under attack, unless it's a vital (civcentre or wall) building
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// that's being destroyed.
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if (gameState.ai.HQ.isNearInvadingArmy(target.position()))
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{
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if (target.healthLevel() > 0.5 ||
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!target.hasClass("CivCentre") && !target.hasClass("StoneWall") &&
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(!target.hasClass("Wonder") || !gameState.getVictoryConditions().has("wonder")))
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continue;
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}
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else if (noRepair && !target.hasClass("CivCentre"))
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continue;
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@ -46,9 +46,10 @@ m.Config = function(difficulty, behavior)
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"armyMergeSize": 1400 // squared.
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};
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// Additional buildings that the AI does not yet know when to build
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// and that it will try to build on phase 3 when enough resources.
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this.buildings =
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{
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"advanced": {
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"default": [],
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"athen": ["structures/{civ}_gymnasion", "structures/{civ}_prytaneion",
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"structures/{civ}_theatron", "structures/{civ}_royal_stoa"],
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@ -67,7 +68,6 @@ m.Config = function(difficulty, behavior)
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"sele": ["structures/{civ}_library"],
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"spart": ["structures/{civ}_syssiton", "structures/{civ}_theatron",
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"structures/{civ}_royal_stoa"]
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}
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};
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this.priorities =
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@ -189,8 +189,7 @@ m.NavalManager.prototype.getFishSea = function(gameState, fish)
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sea = gameState.ai.accessibility.navalPassMap[k];
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fish.setMetadata(PlayerID, "sea", sea);
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let radius = 120 / gameState.ai.accessibility.cellSize / ntry;
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if (around.every(a =>
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{
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if (around.every(a => {
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for (let t = 0; t < ntry; ++t)
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{
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let i = pos[0] + Math.round(a[0]*radius*(ntry-t));
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@ -224,8 +223,7 @@ m.NavalManager.prototype.canFishSafely = function(gameState, fish)
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let width = territoryMap.width;
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let radius = 120 / territoryMap.cellSize / ntry;
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let pos = territoryMap.gamePosToMapPos(fish.position());
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return around.every(a =>
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{
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return around.every(a => {
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for (let t = 0; t < ntry; ++t)
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{
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let i = pos[0] + Math.round(a[0]*radius*(ntry-t));
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@ -234,11 +234,11 @@ m.HQ.prototype.regionAnalysis = function(gameState)
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m.HQ.prototype.structureAnalysis = function(gameState)
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{
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let civref = gameState.playerData.civ;
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let civ = civref in this.Config.buildings.advanced ? civref : 'default';
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let civ = civref in this.Config.buildings ? civref : 'default';
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this.bAdvanced = [];
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for (let advanced of this.Config.buildings.advanced[civ])
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if (gameState.isTemplateAvailable(gameState.applyCiv(advanced)))
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this.bAdvanced.push(gameState.applyCiv(advanced));
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for (let building of this.Config.buildings[civ])
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if (gameState.isTemplateAvailable(gameState.applyCiv(building)))
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this.bAdvanced.push(gameState.applyCiv(building));
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};
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/**
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